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63 comments

  1. Thenatos
    Thenatos
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    little note:
    Champollion Graphical User Interface
    https://www.nexusmods.com/skyrim/mods/82367?tab=files&file_id=10002371
    for less adept user

    and thanks for this litte tool

    1. cortlong50
      cortlong50
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      • 157 kudos
      thanks for posting this.
      i know CMD, i just dont wanna deal with it right now so this is perfect.
    2. homiloko
      homiloko
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      • 14 kudos
      i know CMD, i just dont wanna deal with it right now
      Mood.
    3. w1ndStrik3
      w1ndStrik3
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      • 4 kudos
    4. Sibbear2021
      Sibbear2021
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      • 17 kudos
      Both of the GUI versions are for Skyrim. Thus, they cannot handle Fallout 4 pexs. This one can.
    5. wondezio
      wondezio
      • supporter
      • 2 kudos
      Replace the Champollion.exe from the GUI download with the one from this page's download, and you should be good.
  2. RadoGamer
    RadoGamer
    • supporter
    • 85 kudos
    Not sure if anyone else has pointed this out before,  I've used this tool for years. If all you want to do is de compile the pex file simply make a copy place it in the folder with the Champolion.exe,  grab the pex file with you mouse and drop on to the exe file. A psc version of the file will appear. edit away.
  3. kittyowilder
    kittyowilder
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    • 122 kudos
  4. archerarcher
    archerarcher
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    • 33 kudos
  5. ZacDorkus
    ZacDorkus
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    • 9 kudos
    So helpful, thanks!
  6. EagleFour
    EagleFour
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    Hi,

    I keep getting errors when compiling scripts decomipilated with champollion.
    the decompiled code is also sometimes very different from the original source code.

    they are mainly event and function errors.

    like this:
    FPFP_Player_Script.psc(143,22): fpfp_player_script_DoReset is not a custom event on fpfp_player_script or one if its parents
    FPFP_Player_Script.psc(161,58): OnPlayerLoadGame is not an event on scriptobject or one if its parents
    FPFP_Player_Script.psc(162,56): OnPlayerLoadGame is not an event on scriptobject or one if its parents
    FPFP_Player_Script.psc(165,22): fpfp_player_script_DoUpdate is not a custom event on fpfp_player_script or one if its parents
    FPFP_Player_Script.psc(278,22): fpfp_player_script_FPFP_GiveBirth is not a custom event on fpfp_player_script or one if its parents

    with Champ decompiled:
    Self.SendCustomEvent("fpfp_player_script_DoUpdate", Args)

    original Source code:
    SendCustomEvent("DoUpdate", Args)

    Original Code:
    CustomEvent DoUpdate
    CustomEvent DoCleaning
    CustomEvent DoReset
    CustomEvent SendBasePreg
    CustomEvent DebugDataDump
    CustomEvent FPFP_GiveBirth
    CustomEvent FPFP_GetPregnant

    this is completely missing in the decompiled code

    and then the casting for variables is often missing.
    But I'm not sure if some of the casting is unnecessary anyway, because the type was already defined before.


    from
    float value = 1.0

    was changed to
    fload value = 1

    which of course again led to errors during compilation.

    Am i doing something wrong or do i have to rework everything manually?


    1. XMarkerHeading
      XMarkerHeading
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      There another problems to be aware of:

      1) Fragments aren't surrounded with comments, it makes CK to not loading them
      Example:
      Spoiler:  
      Show


      ////////ORIGINAL CODE
      ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment

      ;BEGIN FRAGMENT Fragment_Stage_0000_Item_00
      Function Fragment_Stage_0000_Item_00()
      ;BEGIN CODE
      Self.SetStage(10)
      ;END CODE
      EndFunction
      ;END FRAGMENT

      ;END FRAGMENT CODE - Do not edit anything between this and the begin comment

      ////////DECOMPILED
      Function Fragment_Stage_0000_Item_00()
      Self.SetStage(10)
      EndFunction

      CK doesn't load it because of missing comments like "BEGIN FRAGMENT CODE - Do not edit..."



      2) Some debug functions seems to be missing too, like Trace()

      3) Declaring Structs from another file.
      Spoiler:  
      Show

      ////////ORIGINAL CODE
      MyStructs:CustomTemplate stCustomTemplate = new MyStructs:CustomTemplate

      ////////DECOMPILED
      MyStructs#CustomTemplate stCustomTemplate = new MyStructs#CustomTemplate

      "#" replaces ":".


      4) Properties with default value (float)
      Spoiler:  
      Show

      ////////ORIGINAL CODE
      float Property fHealthOffset = 100.0 Auto Const

      ////////DECOMPILED
      float Property fHealthOffset = 100 Auto Const

      - it wont compile because it tries to assign int to float
  7. ianc4ever
    ianc4ever
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    December 2021, thanks to mod author for their time making this. Really appreciated.
  8. Alright so I succesfully converted some pex files to payprus files but how to convert them back?

    I read somewhere to load them up in the CK and then compile papyrus scripts but  It does not show them in the script list

    Any help?
  9. Darklocq
    Darklocq
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    Does this version just add stuff to the Skyrim version but still work with Skyrim PEX files, or does it produce output that Skyrim cannot recompile and use?  The old Skyrim version of this has at least two problems which I hope are fixed in this one: it converts Events to Functions (which have a different syntax in the header parameters, and might have colliding names), and it uncomments some commented-out things like Debug.Trace lines.
  10. CherryCream
    CherryCream
    • member
    • 11 kudos
    This compiler completely broke the scripts Im trying to edit. Is there any other alternative? I dont think the dev of the scripts I want to edit will ever release their sources..