.NET Scripting Framework
Memory editing framework, native code hooks and plugins for writing DLLs in any .NET language.
About this mod Machine translation
Memory editing framework, native code hooks and plugins for writing DLLs in any .NET language.
Introducing the .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 now, this is a very early version and any plugins created using this framework are not recommended for release or they may eventually break if the plugin format changes. I would try to avoid any such changes.
Tutorial on planning framework.
The reason for posting it before is so mod authors can feel free to use it and let me know if improvements can be made to make plugin authoring easier or if any issues are discovered. Regular users can also benefit from the framework's crash logs to help troubleshoot other mod issues they may encounter.
Require
DLL plugin loader
Install
Extract the archive contents to the game's /Data/ directory or use a mod manager. You can verify that it works by launching the game once and checking the log file in /Data/NetScriptFramework/NetScriptFramework.log.txt
uninstall
Partial Uninstall - After deleting the file /Data/DLLPlugins/NetScriptFramework.Runtime.dll, the framework or any of its plugins will fail to load.
Complete uninstall - remove the files mentioned above and delete the /Data/NetScriptFramework/ directory.
troubleshooting
You can find any issues from the /Data/NetScriptFramework/NetScriptFramework.log.txt file. If the file remains empty, it means the framework is not loading at all.
Frame not loaded
First 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. Check the file after starting the game. If it's still empty, make sure the framework is installed correctly and /Data/DLLPlugins/NetScriptFramework.Runtime.dll exists. If it still doesn't work, try launching the mod administrator or the game as administrator.
Game crashes
If you suspect that the framework or one of the plugins is causing the game to crash, then you can check the crash logs to see. Make sure to enable crash logs in /Data/NetScriptFramework/NetScriptFramework.config.txt (they are enabled by default) and enable logs in /Data/NetScriptFramework/Crash/ after crash checking. If you use a mod manager with a virtual file system, the crash log file may be located in the mod manager's overlay folder or equivalent. If it contains managed exceptions, then it's almost certainly a plugin or a faulty framework. Check the callstack to find which plugin it might be or post it here. If it's a native exception it can be a bit tricky, scroll down and see if any hooks are currently executing, this should tell you which .NET plugin is causing the code to run at the moment. If not, this is probably a regular game crash, but you can still get some useful information on what the game is doing at that time by checking the callstack, register, and stack trace.
another question
If you encounter some issue that is not explained here, please post your question in the comments tag.
Want to help grow?
It would be great to just report an issue or post a suggestion, but if you want to help further, it would take a lot of work to reverse engineer and implement game types so that more of the game type library can be filled in, including types and fields, function names, papyrus function implementations, native code hooks for more events, and many other things. If you'd like further help or would like to write your own type library for another game (e.g. Fallout 4 or even a 32-bit game), please contact me on discord, or contact me here.
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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 o …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.