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[资讯新闻] SKSE64可能还要等很久

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发表于 2017-4-3 14:44 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 chuister84 于 2017-4-3 14:46 编辑

http://www.oneangrygamer.net/2017/04/heres-the-current-status-of-skse-64-bit/27616/


One of the developers helping with Skyrim Special Edition’s script editor 64-bit tool came onto the NexusMods forum to explain the current status of SKSE64-bit and what fans can expect. Bethesda’s Skyrim Special Edition is out now for Xbox One, PS4 and PC.
Are you curious as to how Skyrim Special Edition Script Editor 64-bit is coming along? If so, one of the many developers, Ian Patterson, working on the project posted up an update to explain the situation. In case you are new here is a list of the devs names and their screen names: Ian Patterson, Stephen Abel, Paul Connelly and Brendan Borthwick (ianpatt, behippo, scruggsywuggsy the ferret, and purple lunchbox).
The first name listed, or Ian Patterson (ianpatt), recently took to the [color=rgb(0, 96, 169) !important]NexusMods forum board to announce this:
“Sorry, this isn’t intended to be an April Fools joke or something like that.

I don’t really have any good news. A large amount of the core code (papyrus support, scaleform support, etc) is ready, but the layout of most of the game data classes still needs to be verified as unchanged from the 32-bit version.

I haven’t had any time to work on this for the past few months due to work, and I assume the same is true for Stephen. Making time estimates for full-time professional engineering projects is very hard, and this is far from that.

Again, sorry for getting people’s hopes up.”
So no, this means that you will not be able to play the Beta or the official SKSE64-bit — which was previously announced for a mid-March release. The team miscalculated the estimated time of release due to work and other personal priorities that are important, and thus delaying the SKSE64-bit to an unknown date.
There’s no word if it will ever be finished, but if you want more information on the project you can either visit [color=rgb(0, 96, 169) !important]skse.silverlock.org or [color=rgb(0, 96, 169) !important]forums.nexusmods.com.
Below is an older video detailing the progress that was made on December 28th, 2016, which if you are new to the SKSE64-bit scene you can use the video by [color=rgb(0, 96, 169) !important]Behippo to freshen up.

从Ian的话中,可以看出主体部分已经好了,但整个数据的布局要用32位的。
他因为工作的原因已经好几个月没空来搞SKSE了。而另一个叫stephen的也忙于工作。




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