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  1. Hello folks, I've downloaded Skyrim Special Edition, and like the older, we all need a little ENB. :cool: I've downloaded ENB Wrapper 0.310 (Skyrim SE) and put in main folder like the older. bFloatPointRenderTarget=1 in prefs.ini checked.. But.. When I opened the game, there was no sign that the game had recognized the enb. (enb notifications/shift+enter/shift+f12) Just for try, I put the d3d9.dll (old 0.308 normal skyrim), and the recognized. (effects/enbseries.ini/etc don't work) Like again in a long time, 4y of mods, I'm lost on this. Any options in this case? ty GPU: GTX550 TI Driver version: 381.65
  2. http://puu.sh/s4Krc.png xedit-lib Description xedit-lib is a project to build a DLL Wrapper for the xEdit framework. This will allow developers in the TES/FO modding communities to make use of xEdit's record definitions and functionality to read and write plugin files from the language of their choice. Developers can then focus on implementing larger solutions rather than constantly re-inventing the wheel. The library will include extensive documentation, a full suite of tests, and plug-and-play wrappers for multiple programming languages. The languages which I plan on building wrappers for, in order of priority, are listed below: - Delphi (primarily for testing) - Javascript (with NodeJS) - C# - Python - C++ - Ruby - Java Design The library will be designed similar to xEdit scripting, though with a number of notable improvements. A primary goal is to yield enough functionality from the library to create a full GUI application as an alternative to TES5Edit at a future point in time. It's also important to return arrays from library functions so users can use functional programming paradigms for iteration, filtering, mapping, etc. All functions in the library will use the cdecl calling convention for maximum accessibility. All functions will use boolean return values to indicate whether or not the function executed correctly. All functions are internally wrapped in an exception handler which prevents exceptions from bubbling up to the calling application (which results in runtime errors). The library will allow applications to load multiple load orders without having to unload the DLL. The library will never directly pass out interfaces to files, records, groups, or elements. Instead, when an interface would be returned from a function the library instead stores the interface in an internal list and passes out an index (or handle) to the stored value. The calling application can release a single handle, or reset the entire interface store between extremely large operations. This should not be an issue, as the limit for handles is ~4 billion, which could only be reached if you loaded ~4GB of plugins or stored all elements in all loaded plugins multiple times over. We would run out of RAM accessible to the 32-bit DLL before we would run out handles. The library will feature extensive serialization methods, which will allow users to serialize and deserialize elements, records groups, or even entire plugins to/from JSON, XML, and YAML. Progress You can track my progress on the library from the GitHub repository. The planning document shows an overview of the functions that have been implemented and have not been implemented. As of 11/2/2016, I'm close to being halfway done implementing the library itself. Once the library itself is implemented, I will be working on the testing suite and wrappers for different programming languages. If you are a software developer and would like to help make this project happen sooner, please let me know. I'd greatly appreciate any help the community can offer me on this project. Use Cases I envision a number of use cases for this project, including patching, automation, resolving plugin errors, and building new mods. This project is, in many ways, a spring board from which many other projects can be made. I personally plan on making an Electron AngularJS application using this library. Working on Mod Picker has shown me that I really like the architecture and systems involved in web development, which are by my measure superior to desktop application development in many areas. (most notably GUI design) Please refer to the use cases document for more information about how I plan on using this library in the future. FAQ Q: What about Mator Smash and Merge Plugins? A: Those application will continue to be supported and developed. While fighting with Delphi to get the GUI to act as I want is very tiring at times, the battle is mostly won for these applications. I do not currently plan on phasing out support for them any time soon, and I am looking forward to coming back to them to polish things off. It is possible that these applications may be "remastered" into Electron AngularJS applications using xedit-lib sometime in the distant future. Q: What about Mod Picker? A: Mod Picker is still my primary focus. I'm only working on xedit-lib in my off-hours. (~10 hours/week, where 60-90 hours a week goes to Mod Picker) Q: This is awesome, but I'm not a developer, how can I help? A: I don't have a job right now. I'm building modding tools full time right now. I'm hoping to continue doing this for the next 6 months, but when my funds dry up I will, inevitably, have to go out and get a Software Engineering position somewhere locally. If you'd like, you can donate to me on PayPal to support my efforts. Additionally, I greatly appreciate your feedback and encouragement on all of my projects. Q: Can you really match or exceed the xEdit GUI's functionality in a new application? A: Absolutely. xEdit has a fairly simple GUI, and building a GUI using HTML/CSS/JS is a heckuvalot faster, easier, flexible, and customizable compared to building a GUI with Delphi or another programming language. Q: When will you be done? A: I expect to have the library "completed" sometime in December. By Christmas at the latest. The GUI application will follow, with an alpha release ready for use by 2017. Things should be pretty solid by the end of February. This is all just estimations though, and really depends on how much time and work Mod Picker will require over the next few months.
  3. I have a problem with my ENB, when I use the d3d9.dll I get a CTD when I load a savegame. The loading screen shows up, goes for the normal amount of time then CTD's with no error or anything. The injector works fine, but I want to try different ENB's that for some reason dont work with Injector. I have the latest NVidia Drivers running on a GTX 650, with an Intel Core i5 CPU. My directx is also fully updated. Is anyone else having this problem and do you have a fix?
  4. Hello! I'm having some issues getting the ENB injector working with my game. I'm using Mod Organizer and the Seasons of Skyrim ENB and skse. However, I'd much rather use the injector than the wrapper for certain reasons, but I can't get it to work! The wrapper works fine, the ENB text shows up in top left corner when i start the game. When I start the injector (V0.004) before skse, nothing shows up in the top left corner. I got it working briefly in one try but after that it just won't load. Also tried starting enb injector from mod organizer, but no luck, starting everything without MO i.e. in my skyrim folder didn't work either. Starting as administrator didn't work, disabling my anti virus didn't work. Disabling overlay programs, no luck. I would really like to get the injector to work. Please help! Edit: Enbseries.dll is in place and the enbinjector.ini is configured as well: [LIBRARY] LibraryName=enbseries.dll [TARGETPROCESS] ProcessName0=SkyrimLauncher.exe ProcessName1=skse_loader.exe ProcessName2=TESV.exe
  5. Hi everyone, I'm running XCOM - Enemy Unknown on Mac using Wineskin wrapper. I tried installing the Long War mod running the .exe in the wrapper (drive_c/Program Files/Xcom Enemy Unknown) using Parallels Desktop but the game crashed at startup. Can anyone help me on how to install this mod? Thanks!
  6. I am trying to get my Viridian ENB to look just like this video: Yet my sun doesn't ever do sunsprite effect or volumetric rays. It never goes through trees or clouds like you see on the videos for any enb period. I am wondering why? I would love to have this effect. Am I doing something wrong in the install of my enb? Here is my process Is there something I'm missing here?
  7. Hello, please ignore my older posts. I am getting an error saying "WARNING: this version does not support hardware antiasing." its really annoying because i basically did everything in the forums and even disabled the AA in the nvidia control panel. could someone help? I am trying to use Midhrastic ENB, i am using the wrapper version. Thanks in advance.
  8. I'm starting this topic even though I have no hope. I've tried changing the values under [MULTIHEAD] section but it didn't work. If any of you, by a chance, know a solution or having the same issue please reply. Additional Information: When I use Enb v.0102, Skyrim recognizes the graphics adapter as "ENB" and works properly.
  9. ENB Crashes Skyrim; nothing on Google seems to fix it.I've been trying to get enb work for the past month, I am installing everything correctly; it's just that Skyrim decides to crash. If I delete d3d9.dll the game will run; so it seems that the only issue is the enb. I tried using the injector version, the game runs with enb for a few seconds then will crash to the desktop without any error message. With the Wrapper version it just crashes instantly, I don't even get a start screen; just a small window and a "Skyrim has stopped working" message. (looks like this: http://i.imgur.com/bE6xvDk.png ) This is what my Skyrim folder looks like: http://i.imgur.com/X0d9iCu.png http://i.imgur.com/X0d9iCu.png I know my computer can handle it, Skyrim used to be able to run enb fine on previous windows installations. I've tried a number of different enbs and re-installed Skyrim completely multiple times.
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