Open arteeh opened 1 year ago
Hey, thanks for taking an interest in this project. I know it can seem overwhelming at first, I remember how it felt when I was starting out.
int main
. It is important to remember that you're writing a dll that's injected into a running process. You are not in control of the main execution flow, so you must program with an event driven mindset.onUpdate
event. The Creation Engine is written in C++, so we reverse engineers don't get niceties like automatic reflection or easy decompilation like you might expect from modding resources for engines written in managed languages (e.g. Stardew Valley, Minecraft, etc.). If you want something done, then you must roll up your C++ development is hard™ and reverse engineering is hard™, and by combing the two, you get something that's extremely hard™. So hard™ in fact, that it seems a sisyphean task to even build the example project. I understand your struggles, and I'm sorry I haven't put in the work to make it easier for beginners to enter the scene. I remember when I was starting out, and the frustration I felt when reading other people's plugin code that seemed to me like a cross between wizardy and total insanity. It is a steep learning curve to start developing your own plugins, steeper than for other games especially, but it does eventually start to make sense. I have been working on a new project for Creation Engine modding that would hopefully greatly lower the barrier to entry, but until that day comes (sometime between now and the heat death of the universe), we're stuck with subpar tools like this that are functional, but unpleasant to use.
I'm a little familiar with C++, but getting into F4SE/CommonLib modding seems like wizardry to me. There's pretty much zero tutorials or documentation for any of this (i did find this, but it's been inactive for 7 months and is meant for the Skyrim version).
F4SEPlugin_Load
, is this the function that F4SE calls?