I haven't used this thing in years now. You're probably need additional source files that your script references or made a syntax error in your script.
So I tried to decompile some scripts. The result will say "Done" but if I double click the status, it says:Successfully completed Error: Script.pex : Invalid opcode()"
Task faile successfully. Is it for disassembling? Either the file is corrupted or the disassembler binary couldn't decode it for some reason. Not sure why.
Don't know why I always fail to assemble .pas file with .bat command line, until I googled and find this mod. Very happy that it's functional for special edition.
I've did some C+, C#, QuakeC and a few other variants over the years, but nothing in a long time, yet was entirely unable to get the paths sorted out to compile even simple scripts in the CK. But with this I'm easily able to take things apart and change what I want then recompile it.
Very, very handy.
There are papyrus tool written in QuakeC? Pretty unexpected. I glad that my program was useful.
Naw. I was saying I know just enough to be dangerous to a compiler, but not enough to compile a simple papyrus script without this. lol
I've did some C+, C#, QuakeC and a few other variants over the years, but nothing in a long time, yet was entirely unable to get the paths sorted out to compile even simple scripts in the CK. But with this I'm easily able to take things apart and change what I want then recompile it.
I tried to compile some SE scripts and then decompile, disassemble and compile and assemble them back. All of it works. If I remember correctly Bethesda didn't changed papyrus syntax and its bytecode in Special Edition.
18 comments
Successfully completed
Error: Script.pex : Invalid opcode()"
and ofcourse, it wasn't actually successful.
Although it seems to happen on MCM scripts. Does that mean anything?
Thanks for saving my depression mood d(——)b.
Naw. I was saying I know just enough to be dangerous to a compiler, but not enough to compile a simple papyrus script without this. lol
I've did some C+, C#, QuakeC and a few other variants over the years, but nothing in a long time, yet was entirely unable to get the paths sorted out to compile even simple scripts in the CK. But with this I'm easily able to take things apart and change what I want then recompile it.
Very, very handy.
Thanks for this tool, I've been looking for something that can decompile SSE scripts!