Gunter Severloh 47 Posted September 18, 2022 Share Posted September 18, 2022 Hi guys, just wondering about this what is the reason behind using asi over lml, and vice versa for modders when they create their mods, is it how asi or lml functions, or is it a preference? Quote My Utube Channels Gunter Severloh (Arma 3) Gunter Severloh RDR2 RDR2 Mod - Bandit Hideouts Mod - This mod adds 132 bandit hideouts, 45 ambush locations to RDR2, and More! RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits! Link to comment Share on other sites More sharing options...
Gunter Severloh 47 Posted September 19, 2022 Author Share Posted September 19, 2022 Thanks, would explain why some lml mods also have asi files too. Where does scripthook fit in with these two? Would lml and asi files work without scripthook? Seems not so whats so special about scripthook that modders cant add the functions of what scripthook does in their mods? I find it rather stupid that all these mods depend on 1 file and if the game gets updated then the mods dont work and then we have to wait weeks to a month or more for Alexander to update his scripthook. Doesn't anyone think this should be done different? Its like if theres no gas available then we cant drive our cars, seriously thats how ridiculously stupid this system is. Why isn't the functions of scripthook built into the mods for those that depend on it, and why version of scripthook is limited to what version of the game it runs on? Quote My Utube Channels Gunter Severloh (Arma 3) Gunter Severloh RDR2 RDR2 Mod - Bandit Hideouts Mod - This mod adds 132 bandit hideouts, 45 ambush locations to RDR2, and More! RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits! Link to comment Share on other sites More sharing options...
LMS 674 Posted September 19, 2022 Share Posted September 19, 2022 LML does not use Script Hook. Asi files can work without Script Hook since they are just normal C++ libraries. If they use any scripting related functionality, however, they most likely rely on Script Hook. The advantage for mods to have one dependency like Script Hook is that in the event of an update only the dependency needs to be updated. This is especially useful for older mods that are no longer being maintained since they will then still work with newer game versions. If mods bundled their own hook, that would not be the case. My trainer for instance comes with its own hook since at the time of writing it none were available, but the downside is that I have to update it more often. Quote Link to comment Share on other sites More sharing options...
Gunter Severloh 47 Posted September 21, 2022 Author Share Posted September 21, 2022 On 9/19/2022 at 11:41 AM, jacob200220 said: the scripthook breaks every update because the native functions keep changing with every update so the scripthook needs to be redone. Makes sense but in the same way its stupid, i dont want to compare but if Rockstar would just support modding and enable the game to be moddlable meaning they support the coding that allows for it in a way that their updates dont break or change the core values of something that prevent mods from working. In Arma 3 which is highly moddable, and the developers acknowledge and support it, hence the game is a milsim sandbox even they say they on the store front page, i bet if RS to an extra tiny step to adjust the code, and support modding they would get more sales, and the game would be more popular, i mean look at Skyrim tons of mods for it and people are still playing and modding the sh*t out of it. On 9/19/2022 at 1:07 PM, LMS said: The advantage for mods to have one dependency like Script Hook is that in the event of an update only the dependency needs to be updated. Problem with this advantage is that theres one guy updating it, and then the question begs to ask how long after the game updates do we wait for Alexander to update scripthook, surely the dude could teach some people in the community on how to update it, unless someone else knows. The guy is in Ukraine in the middle of the war, whats he going to do yell at the Russians and say stop shooting at me for a minute so i can update scripthook, Rockstar updated RDR2 again. Its not an efficient system, i get the idea it is good but then the flip side of that your paying for that advantage with a wait time. Quote My Utube Channels Gunter Severloh (Arma 3) Gunter Severloh RDR2 RDR2 Mod - Bandit Hideouts Mod - This mod adds 132 bandit hideouts, 45 ambush locations to RDR2, and More! RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits! Link to comment Share on other sites More sharing options...
LMS 674 Posted September 21, 2022 Share Posted September 21, 2022 You make it sound like it is incredibly difficult to develop a script hook or update it. There are plenty of alternative script hooks and at least one of them is ABI compatible with AB's and was developed exactly when it was unclear if AB still had the time to update it. A script hook like AB's that more or less just exposes native invocation is a few hundred lines of code, if that, and can be quickly thrown together, if need be. Quote Link to comment Share on other sites More sharing options...
Gunter Severloh 47 Posted September 22, 2022 Author Share Posted September 22, 2022 20 hours ago, LMS said: You make it sound like it is incredibly difficult to develop a script hook or update it. Idk is it, you tell me, if it isn't then why is alot of the RDR2 community waiting on one guy whom most of the mods requires his scripthook? I've only known of and only used Scripthook from Alexander everything else is new to me. I've seen a few scripthooks on the nexus but every mod i've ever downloaded and used always all required Alexander's. If its easy to update then why isn't someone else whom knows how to do it, doing it? Why are we all waiting weeks to months for Alexander's, it sounded to me like his is or was the only and or official one that supports all the mods that use it, thats sorta of the idea i had because thats all i've read about when anyone was talking about RDR2 mods, so i dont know any better. If we can use alternative scripthooks that would do the same thing, then there should be a wiki, or thread somewhere listing all the scripthooks, their versions, dates, download, author what mods can use them, ect,. Quote My Utube Channels Gunter Severloh (Arma 3) Gunter Severloh RDR2 RDR2 Mod - Bandit Hideouts Mod - This mod adds 132 bandit hideouts, 45 ambush locations to RDR2, and More! RDR2 Mod - Hired Guns Mod - Hire up to 9 gunmen at saloons to travel, and protect you from predators and bandits! Link to comment Share on other sites More sharing options...
LMS 674 Posted September 22, 2022 Share Posted September 22, 2022 It is fairly simple to create one, you can do it in a few hours. There is an open-source ABI compatible to AB's implementation available here: https://github.com/kepmehz/ScriptHookRDR2V2 However, since AB usually updates his hook fairly timely, why create another one that does the exact same thing? That is not a great motivation for most developers. The one I linked was born mostly due to uncertainty about AB's situation, but generally speaking keep in mind people here do this for free and for fun and recreating something is usually not that fun. Especially when it is not abandoned but just takes a little longer to get updated. 2 Quote Link to comment Share on other sites More sharing options...
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