Timestamps 0:00 Preamble 3:22 Setting up the tools to decompile 6:21 Minor security measures, fixing minor issues 8:57 Casting & comments 14:58 Use info & searching for how scripts are being used
Thanks for knowledge sharing kinggath. This adds another tool to the ole modder's toolbox. I have certainly learned a lot from your Bethesda Mod School series. Thanks for thanking the time to create these instructional videos.
But how do you compile. :( 12:00 I am a noob and I just needed to change two things from true to false, because something is bugged and this is one of the way to fix it. However the person who said this, never said how to actually compile... its like some secret im not in on. I google search and find hour long videos or obscure mods from 6 years ago that are now hidden or deleted, or pages that are defunct. :(
Love watching these tutorials, would you be able to tell me the best way to trigger an event on another object's script? Say I have an activator, I want to get other objects in the current workshop with a keyword and run something in their scripts
Drag and drop doesn't work for me. A console flashes on screen for a moment and then that's it. Nothing else happens. I tried the 32 and 64 bit versions. Edit: I downloaded the skyrim version. Using the fallout 4 fixed my issues.
I never knew papyrus scripts were compiled. I'm a new vegas modder, so I'm used to tesscript. what's the advantage of the game using compiled scripts rather than how its handled in gamebryo?
Compiled code is quicker than noncompiled. I'm a javascript developer, so never worry about compiling but when you have heavier code bases it does have many benefits
thanks for the info man. I wonder if we could load compiled scripts in gamebryo. creation engine modders are lucky, they've got so much convenient cool stuff.
Timestamps
0:00 Preamble
3:22 Setting up the tools to decompile
6:21 Minor security measures, fixing minor issues
8:57 Casting & comments
14:58 Use info & searching for how scripts are being used
Thanks for knowledge sharing kinggath. This adds another tool to the ole modder's toolbox. I have certainly learned a lot from your Bethesda Mod School series. Thanks for thanking the time to create these instructional videos.
Thank you King, love this series!
this is what i've been needing--thank you.
Does this work for other game like skyrim SE?
Super helpful. Much appreciated.
Thanks so much! I couldn't remember how to use champollion. Drag and drop the files! Awesome!
But how do you compile. :( 12:00 I am a noob and I just needed to change two things from true to false, because something is bugged and this is one of the way to fix it. However the person who said this, never said how to actually compile... its like some secret im not in on. I google search and find hour long videos or obscure mods from 6 years ago that are now hidden or deleted, or pages that are defunct. :(
Love watching these tutorials, would you be able to tell me the best way to trigger an event on another object's script?
Say I have an activator, I want to get other objects in the current workshop with a keyword and run something in their scripts
Hey King. I have a question. I'm using sim settlements and I wanted to know why my place hasn't powered itself. Like there are no lights at all
Drag and drop doesn't work for me. A console flashes on screen for a moment and then that's it. Nothing else happens. I tried the 32 and 64 bit versions. Edit: I downloaded the skyrim version. Using the fallout 4 fixed my issues.
"Open with External Application" also works for decompiling pex. No need to even move it then.
I never knew papyrus scripts were compiled. I'm a new vegas modder, so I'm used to tesscript. what's the advantage of the game using compiled scripts rather than how its handled in gamebryo?
Compiled code is quicker than noncompiled. I'm a javascript developer, so never worry about compiling but when you have heavier code bases it does have many benefits
thanks for the info man. I wonder if we could load compiled scripts in gamebryo. creation engine modders are lucky, they've got so much convenient cool stuff.
@@jacksonelh never tried any modding on FNV, so wouldn't be able to tell you
Hullo, what would make Champollion say
; Skipped compiler generated GetState
; Skipped compiler generated GotoState
The poepls who are antidecompiling should be prohibited to read any documentations/books/ what not they wrote.
I get the error "the code execution cannot proceed because decompiler dll was not found" when ever i drag