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上古卷轴5:重置版MOD .NET脚本框架

上古卷轴5:重置版MOD .NET脚本框架

发布用户:bity_1700368256发布类型:转载

原创作者:meh321所在平台:互联网

发布日期:2023-06-17 11:21:00更新日期:2024-10-27 00:58:30

是否开源:否是否免费:是

审核人员:甜面酱(违规侵权资源,点击直接联系可快速删除!)

模组标签:杂项整合运行环境:上古卷轴5:重置版

浏览次数:709

快捷访问:查找资源

MOD介绍:

介绍

.NET Script Framework允许mod作者为任何.NET语言的任何游戏或应用程序编写DLL插件。目前它只支持64位,但计划在未来支持32位应用程序。

截至目前,这是一个非常早期的版本,不建议发布任何使用该框架创建的插件,或者如果插件格式发生更改,它们可能最终会中断。我会尽量避免任何这样的改变。

计划框架的教程。

之前发布它的原因是因为mod作者可以随意使用它并让我知道是否可以进行改进以使插件创作更容易或者如果发现任何问题。普通用户也可以从框架的崩溃日志中受益,以帮助解决他们可能遇到的其他mod问题。

要求

DLL插件加载器

安装

将存档内容提取到游戏的/ Data /目录或使用mod manager。您可以通过启动游戏一次并检查/Data/NetScriptFramework/NetScriptFramework#log#txt中的日志文件来验证它是否有效

卸载

部分卸载 - 删除文件/Data/DLLPlugins/NetScriptFramework#Runtime#dll后,框架或其任何插件将无法加载。

完全卸载 - 删除上面提到的文件并删除/ Data / NetScriptFramework /目录。

故障排除

您可以从/Data/NetScriptFramework/NetScriptFramework#log#txt文件中找到任何问题。如果文件保持为空,则表示框架根本没有加载。

框架没有加载

首先检查以确保通过在与SkyrimSE.exe相同的目录中创建名为binkw64.log的新文件来正确安装DLL插件加载器。开始游戏后检查文件。如果它仍然为空,请确保正确安装框架并且/Data/DLLPlugins/NetScriptFramework#Runtime#dll存在。如果仍然无效,请尝试以管理员身份启动mod管理员或游戏。

游戏崩溃

如果您怀疑框架或其中一个插件导致游戏崩溃,那么您可以查看崩溃日志以查看。确保在/Data/NetScriptFramework/NetScriptFramework#config#txt中启用崩溃日志(默认情况下启用它们),并在崩溃检查/ Data / NetScriptFramework / Crash /之后启用日志。如果您使用具有虚拟文件系统的mod管理器,则崩溃日志文件可能位于mod管理器的覆盖文件夹或等效文件中。如果它包含托管异常,那么它几乎肯定是一个插件或错误的框架。检查callstack以找到它可能是哪个插件或在此处发布。如果它是本机异常,它可能会有点棘手,向下滚动并查看当前是否正在执行任何挂钩,这应该告诉您哪些.NET插件导致代码在此刻运行。如果没有,这可能是常规游戏崩溃,但你仍然可以通过检查callstack,register和stack trace来获得一些有用的信息,这些信息说明当时游戏正在做什么。

另一个问题

如果您遇到一些未在此处解释的问题,请在评论标签中发布您的问题。

想帮助发展?

只报告问题或发布建议会很棒,但如果你想进一步提供帮助,那么需要进行逆向工程和实现游戏类型的大量工作,以便可以填写更多的游戏类型库,包括类型和字段,函数名称,纸莎草函数实现,更多事件的本机代码钩子以及许多其他事物。如果你想进一步帮助或者想为另一个游戏编写你自己的类型库(例如,辐射4或甚至是32位游戏),请在discord上联系我,或者在这里联系我。

——————————————————————————————————————————————————————————

Introduction

.NET Script Framework allows mod authors to write DLL plugins for any game or application in any .NET language. Currently it only supports 64 bit but there are plans to support 32 bit applications in the future.

As of right now this is a very early release and it is not recommended to release any plugins created with the framework just yet or they may end up breaking if the plugin format is changed. I will try to avoid any such changes though.

Tutorials for the framework are planned.

The reason for releasing it this early is because mod authors can play around with it hopefully and let me know if improvements could be made to make plugin authoring easier or if any issues are found. Regular users can also benefit from the framework's crash logs to help troubleshoot other mod issues they may be experiencing.

Requirements

DLL Plugin Loader

Installation

Extract contents of archive to /Data/ directory of the game or use mod manager. You can verify if it works by launching the game once and checking the log file at /Data/NetScriptFramework/NetScriptFramework#log#txt

Uninstallation

Partial uninstall - remove the file /Data/DLLPlugins/NetScriptFramework#Runtime#dll after doing that the framework or any of its plugins will not load.

Full uninstall - remove the file mentioned above and remove /Data/NetScriptFramework/ directory.

Troubleshooting

You can find out any problems from /Data/NetScriptFramework/NetScriptFramework#log#txt file. If the file remains empty it means the framework did not load at all.

Framework didn't load

First of all check to make sure the DLL Plugin Loader is installed correctly by creating a new file called binkw64.log in the same directory as SkyrimSE.exe. After starting the game check the file. If it remains empty then make sure you installed the framework correctly and /Data/DLLPlugins/NetScriptFramework#Runtime#dll exists. If it still does not work try starting your mod manager or the game as administrator.

Game crashes

If you suspect the framework or one of the plugins is causing your game to crash then you can check crash logs to see. Make sure crash logs are enabled in /Data/NetScriptFramework/NetScriptFramework#config#txt (they are enabled by default) and after the crash check /Data/NetScriptFramework/Crash/ for the log. If you are using a mod manager with virtual file system the crash log file may be in your mod manager's overwrite folder or equivalent instead. If it contains a managed exception then it is almost certainly a plugin or the framework at fault. Check the callstack to find which plugin it may be or post it here. If it is a native exception it can be a bit more tricky, scroll all the way down and see if any hooks are currently executing, that should tell you which .NET plugins are causing code to run at the moment. If there are none this may be a regular game crash, but you can still get some useful information by checking the callstack, registers and stack trace which say what the game was doing at the time.

Another issue

If you run into some issue that is not explained here post your question in the comments tab.

Want to help development?

Just reporting back issues or posting suggestions would be great but if you want to help further there's a ton of work that needs doing with reverse engineering and implementing the game types so the game type library could be filled out more, that includes the types and fields, function names, papyrus function implementations, native code hooks for more events and many other things. If you want to help further with that or want to write your own type library for another game (for example Fallout 4 or even a 32-bit game) then contact me on discord or PM me here.

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