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4 Extra Information
Spyce edited this page Nov 15, 2025
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MSF works under the premise that everything visible uses RE::NiTexture in some way. Abusing? Probably. Does it bring my future goals closer to realization? Fuck yeah.
- Each armor piece is given a random identifier that increments with each. You can spot these in the logs from the save data.
- Armor UIDs are combined with an array of material names in the SKSE cosave for persistence.
- Each armor piece has exactly 500 saves of inactivity before being cleared from the cosave for UID reclamation. This means if you put an armor piece inside of a container and leave it there for 499 saves, on the 500th save, MSF will clear the armor piece from the cosave to allow another armor piece to use that UID.
- UIDs use the type
long long. I could have made thisunsigned long longbut tbh I don't think we'll even get throughlong long.
- Dye manager is in the works to further reduce the files required for mod distribution.
- Every other record type.
- Parallelism.
I'm not a C++ developer. This is my first major project using it where I have to take efficiency, safety, UB, and other things into account that my dominant stack typically provides for me. The code might not be standard and if you watch my progress, you may go "what the f*** is he doing" and that's okay. I'll gladly accept tips and pointers (no pun intended) on how to improve this. My end goal is to make something as close to Cyberpunk as possible in Skyrim and this is the first major step to making that dream a reality.