Will this show if a script uses formIDs in it? Just wanted to double check as I was hoping to use this to see if specific mods with scripts are okay to compact to formIDs or merge with other mods without breaking things.
This tool is great. It can modify almost any data in the script, but... Can't this tool rename the script? Or did I not find the right way to use it? Not the file name of the script, but the script name. look forward to your reply.
Thank you for the application. However, after making a change in a loaded script and clicking save icon it seems that the application doesn't actually save the script. After loading the script again it looks that nothing has been modified. Am I doing something wrong?
I have been trying to modify a pex file, and it looks it works, but the games start to need like 30 secs to save and exit to windows (Before it takes like 2 seconds). I think this is not good lol, so i had to restore the old pex file, and load a previous save before to modify the script to fix this.
This happened to me, with all pex files that i modified with this tool.
If you want to use this, i recommend save the game before to do it, and try if it works fine, even using de option to save and close the game.
The best way i saw to modify a pex file its, decompilating it with Champollion, edit it and compile it with the Creation Kit. If Creation Kit cant compilate it, then, bad luck
I could edit directly the pex file by this editor. in my case only deleted each code that was not need on my environment. After drug and drop to editor, choose the method from left tree and we can edit "Method Inspection" on right down and I think it able to change each value on "Inspection", "Variables", "Parameters" with right click and Edit. Thank you for upload great tool.
In the interest of adding Fallout76 script support, I've found a possibly interesting tidbit... the "Holotape for Rose" holotape is binary, contents (after decoding binary to ASCII):
If this is a .psc source of an existing .pex, perhaps we have a first step towards reading the new scripts?
NOTE: I have replaced non-ASCII characters w/ their HEX representations. Also, I have added spaces for readability, and removed double spaces where they existed. Source for the "holotape" can be found here: http://fallout.wikia.com/wiki/Holotape_for_Rose - if you're going to have a go at it, you might want to source the binary directly.
Here's the source screenshot, enhanced for readability: https://i.postimg.cc/X7M368L1/Rose-Binary-Source-enhanced-for-readability.jpg
Thank you for reporting this bug, I've noticed something similar before as well. But that was when I tried to insert on top. I will see if I can fix this problem!
This bug should now be fixed. I will upload a new version very very soon! I have a few things that i'm working on at the same time and I rather not upload it all half-done. This is because I forgot to branch out before I started working on my new updates. I see now how that came back and bite me.
EDIT: Problem was that it tried to get the method reference out of the selection. But since there was no selection made, it crashed. It was unfortunately a bug that I introduced later on by mistake.
So for a work around, you can select a Method, but replace the content of the "Target Method Name" and it should work.
Okay, will do this way. I used different way to force it work, i maked Callstatic instruction, and choose method from list, then pressed ok, than edit it and change Callstatic to Call Method, arguments swapped their places so i could change them. Just by switching between Callstatic and Callmethod i could change one arguments to anything without crashing.
Good. Will there be in future versions option to make new script from scratch? As i may understand you already have appropriate functionality like adding instructions, variables, parameters, methods, editing all them.
I downloaded it, and installed Java as well per another comment. However, I don't see the decompile option? Once I load somefile.pex, there is no option so then save it as somefile.psc? How do I load a PEX file and then save it as PSC?
52 comments
However, after making a change in a loaded script and clicking save icon it seems that the application doesn't actually save the script. After loading the script again it looks that nothing has been modified. Am I doing something wrong?
I have been trying to modify a pex file, and it looks it works, but the games start to need like 30 secs to save and exit to windows (Before it takes like 2 seconds). I think this is not good lol, so i had to restore the old pex file, and load a previous save before to modify the script to fix this.
This happened to me, with all pex files that i modified with this tool.
If you want to use this, i recommend save the game before to do it, and try if it works fine, even using de option to save and close the game.
The best way i saw to modify a pex file its, decompilating it with Champollion, edit it and compile it with the Creation Kit.
If Creation Kit cant compilate it, then, bad luck
I hope it works
in my case only deleted each code that was not need on my environment.
After drug and drop to editor, choose the method from left tree and we can edit
"Method Inspection" on right down and I think it able to change each value on "Inspection", "Variables", "Parameters"
with right click and Edit.
Thank you for upload great tool.
0xde 0xc0 W 0xfa 0x03 0x0f 0x03 0x00 0x09 0x8d gZ 0x00 0x00 0x00 0x00 @ 0x00 C:\Projectc\76\Build\Source\Scripts\DefaultOnItemAddedScript.psc 0x0f 0x00 corrie.treadway 0x0a 0x00 CTREADWAY1z 0x00 0x18 0x00 DefaultOnItemAddedScript 0x00 0x00 0x0b 0x00 OnQuestInit 0x10 0x00 OnQuestAddPlayer 0x13 0x00 OnQuestRemovePlayer$ 0x00 ::remote_ObjectReference_OnItemAdded 0x09 0x00 mandatory 0x0e 0x00 collapsedonr
If this is a .psc source of an existing .pex, perhaps we have a first step towards reading the new scripts?
NOTE: I have replaced non-ASCII characters w/ their HEX representations. Also, I have added spaces for readability, and removed double spaces where they existed. Source for the "holotape" can be found here: http://fallout.wikia.com/wiki/Holotape_for_Rose - if you're going to have a go at it, you might want to source the binary directly.
Here's the source screenshot, enhanced for readability: https://i.postimg.cc/X7M368L1/Rose-Binary-Source-enhanced-for-readability.jpg
EDIT: Problem was that it tried to get the method reference out of the selection. But since there was no selection made, it crashed. It was unfortunately a bug that I introduced later on by mistake.
So for a work around, you can select a Method, but replace the content of the "Target Method Name" and it should work.