Dawnguard PSC Files [merged]

Post » Sat Nov 17, 2012 4:06 pm

All *.pes files for DG http://www.mediafire.com/?f7nnw93s3alj93w
Don't need to worry about using papyrusassembler now :smile:

This should do until someone releases a parser

Spoiler
Copy PapyrusAssembler to wherever your DG's *.pex files are

for cmd:
for /F "tokens=*" %F in ('dir /b *.pex') do PapyrusAssembler.exe %~nF -D -Q

for a batch file:
for /F "tokens=*" %%F in ('dir /b *.pex') do PapyrusAssembler.exe %%~nF -D -Q
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NO suckers In Here
 
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Post » Sat Nov 17, 2012 7:11 pm

That really shouldn't matter, though. The source for Dawnguard scripts being available to players who don't own Dawnguard creates zero problems. The game engine supports everything it added now anyway. And I hadn't realized no Creaiton Kit update had come out yet. I thought the recent one was post-Dwanguard, but with Steam auto-updating I never can remember when they've happened.

The reason it DOES matter is that if they simply replace all sources it would become impossible to mod for any vanilla targets, since some of the scripts were modified vanilla scripts, so it's not that it matters whether non DG owners get some script sources, it is the difficulty it introduces in maintaining two separate versions of the scripts so modders can create versions of their mods for both DG and nonDG players.

You know what would be nice? If Bethesda set up a SVN/Git/Hg etc server with the various official sources; with branches for any DLC versions. That might make things a little easier to maintain, since you can always get fresh sources from the repository. Just an idea.
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k a t e
 
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Post » Sat Nov 17, 2012 11:36 pm

Alright, I want to edit quite a few things about Vampirism (apparently one of many), and the one problem that became apparent is that I get an error any time I try to open one of the "DLC1" scripts in the Papyrus editor. O.K, why. Well, the PEX files do not have a PSC counterpart in the Data/Scipts/Source folder. Perhaps extracting them from the Dawnguard.bsa file will do the trick. Well, that would have worked if the Danguard.bsa file had a "Source" folder, which is doesn't.

My question to the community and staff here is, where are they? Where are the Dawnguard script source files? Google searches yielded no useful results.
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emily grieve
 
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Post » Sat Nov 17, 2012 10:58 pm

Google searches yielded no useful results.

What about searches on this forum ????

There's already an open discussion about it.
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RUby DIaz
 
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Post » Sat Nov 17, 2012 3:06 pm

Ah, thanks.
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Eileen Müller
 
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Post » Sun Nov 18, 2012 5:54 am

Thanks to your fragment deciphering work, I did end up being able to rebuild the entire script pretty quickly today. This is it if anyone (for some strange reason) wants to mess with it. The only reason I think you'd ever need to is if you were trying to make exactly what I'm already building, though.

Spoiler
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment;NEXT FRAGMENT INDEX 6Scriptname DLC1_TIF__01015CF3 Extends TopicInfo Hidden;BEGIN ALIAS PROPERTY CelannAlias;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_CelannAlias Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY FlorentiusAlias;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_FlorentiusAlias Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY GunmarAlias;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_GunmarAlias Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY IngjardAlias;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_IngjardAlias Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY BelevarAlias;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_BelevarAlias Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY Isranolias;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Isranolias Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY AgmaerAlias;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_AgmaerAlias Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY DurakAlias;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_DurakAlias Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY SorineAlias;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_SorineAlias Auto;END ALIAS PROPERTY;BEGIN FRAGMENT Fragment_0Function Fragment_0(ObjectReference akSpeakerRef)Actor akSpeaker = akSpeakerRef as Actor;BEGIN CODEVC01.SetStage(50);END CODEEndFunction;END FRAGMENT;END FRAGMENT CODE - Do not edit anything between this and the begin commentQuest Property VC01  Auto

Also, editing dialog is far more complex than I had realized. I guess this is a good chance for me to learn something new.
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Robert Devlin
 
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Post » Sat Nov 17, 2012 10:19 pm

First off thanks to those that have been working on this; I've been tracking this thread for a while now. If Bethesda decide for whatever not to release these source scripts in a future CK patch, your efforts will prove invaluable to the modding community.

I've already run into a legitamate bug that I might have been able to squash myself if they were released with the expansion. Specifically, as outlined in http://www.gamesas.com/topic/1404756-dont-put-this-girl-on-hold/ thread, Serana has a bug where she will often lose her follower status if you tell her to wait for you, and will therefor not have the "come with me" dialogue to rejoin you when you talk to her. Obviously this can be rather game breaking.
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Nany Smith
 
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Post » Sat Nov 17, 2012 3:45 pm

@Phinix: I posted the decompiled script in the other thread; but I suspect the real problem may be the dlc1_mentalmodelscript. That's a big script I've avoided decompiling so far, because of its size...
I'm still hoping PLB will release a working ASM->PSC converter soon...
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Sweet Blighty
 
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Post » Sun Nov 18, 2012 7:06 am

I mainly need the playervampirequestscript.psc. Is that decompiled version someone posted safe to use, and will it compile the exact same .pex file that works in the game? Or should I wait for official source to be released?
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Avril Churchill
 
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Post » Sun Nov 18, 2012 6:34 am

try it and see, it should be
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Ladymorphine
 
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Post » Sat Nov 17, 2012 3:50 pm

It should be safe to use... I did find a little flaw in my conversion: the VampireStatus should be marked conditional so that the value can be used in conditionals

ok I just started converting the dlc1_npcmentalmodelscript.... this is going to take some time... We're having a record breaking hot day here and my computer isn't exactly blowing cool air into the room.
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alyssa ALYSSA
 
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Post » Sat Nov 17, 2012 11:21 pm

Thanks TMPhoenix. Hope things cool down for you soon. We all really appreciate what you, PurpleLunchBox, and other are doing here.
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.X chantelle .x Smith
 
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Post » Sun Nov 18, 2012 12:23 am

Keeping track of this thread as well. dlc without these files is a tad of a mood killer..
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Luna Lovegood
 
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Post » Sun Nov 18, 2012 6:36 am

Sooooooo has anyone asked around with GStaff about getting the original PSCs? :ermm:
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Lexy Dick
 
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Post » Sat Nov 17, 2012 11:45 pm

Not heard anything here! Honestly though, if they plan on not releasing those psc files with dlc.. I will likely just not buy any dlc from them in the future. Dawnguard for $20 was a tad pricey for its content. If one cannot even make full use of it in mods.
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JAY
 
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Post » Sat Nov 17, 2012 7:41 pm

You can't hear if you don't ask!

:banghead:
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Iain Lamb
 
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Post » Sun Nov 18, 2012 4:44 am

Methinks one of the issues here is that they need to maintain TWO versions of the CK PSCs... one for systems with Dawnguard installed, and one for systems without it. The easiest way for them to do that is have two tool entries in the Steam tools menu.


D'ya think they'll do that? ^^

Edit: I hope so. It would show they really care about the modding community.

Edit 2: Hmmm... they'd either have to have them mutually exclusive, or figure out a way to switch between two sets of basic PSC files and INSIST that modders never modify them, only add new scripts to everything as needed to prevent massive explosions of papyrus everywhere...

Is there a way to simply add extensions or overload functions in existing scripts without modifying the originals? I haven't yet tinkered with Papyrus enough to see for myself. :dry:
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BEl J
 
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Post » Sun Nov 18, 2012 5:32 am

Why would you need two versions?
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brian adkins
 
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Post » Sat Nov 17, 2012 3:49 pm

Mardoxx, I believe it's because Bethesda decided to edit vanilla scripts as part of the dawnguard release. This'll mean that there are two sets of scripts to keep track of, one for users with the DLC and one for those only playing vanilla. It would have probably caused far less problems if the Bethesda devs just made new scripts which extended these vanilla scripts (I havnt looked at how these scripts were edited tho, so this may have not been possible perhaps?)

At the end of the day one of their DLC's is the same as one of our mods, it's just that they can charge for people to d/l them. We set ourselves certain common guidelines in order to make our mods as compatible as possible, I don't understand why the Beth devs don't follow the same procedures :shrug:

- Hypno
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Michael Russ
 
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Post » Sat Nov 17, 2012 9:29 pm

Oh right, I see now thanks :smile:

These are the scripts that have been modified
Spoiler
c03sacredfontscript.pexdundustmanscairnlever.pexdunraldbtharpuzzlegearblockerscript.pexfxdwarvenspiderscript.pexmagicimodbeginloopend.pexnightmothercoffinscript.pexplayervampirequestscript.pexplayerwerewolfchangescript.pexplayerwerewolfcuresconcescript.pexprkf_vampirefeedbeds_000cf02c.pexqf_c03rampage_000aebfe.pexqf_da04_0002d512.pexqf_da16_000242af.pexqf_tg05sp_0002c367.pexqf_tg05_00021551.pexqf_tg08_00021554.pexqf_vc01_0005c625.pexsf_db09maroambushscene_00064269.pextg08bquestscript.pextif__0001c677.pextif__0002725e.pextif__00027260.pextif__000e7697.pexvampirequestscript.pexwealiasscript.pex
Quick glance at them shows that there's only stuff added, and nothing removed or changed (which makes sense)
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Stephanie Nieves
 
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Post » Sun Nov 18, 2012 1:53 am

Quick glance at them shows that there's only stuff added, and nothing removed or changed (which makes sense)

Which brings me back to my point: Why didnt they make brand new scripts which extend the vanilla ones rather then bake their additions into them? It seems it would have saved a few headaches in the long run :shrug:

- Hypno
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Harry Hearing
 
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Post » Sun Nov 18, 2012 2:12 am

About the problem with serana not following after dismissing or making her wait. does setting the waitingforplayer actor value state to 1 help?
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Sophie Miller
 
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Post » Sun Nov 18, 2012 6:21 am

Whoo boy. I get a fun job here. I now am going to need to convert dlc1_qf_dlc1hunterbaseintro_01004e24.pex into a usable psc file. This is not a small file, and I know nearly nothing about converting that gibberish into usable Papyrus script. I'm not asking anyone to do this for me (although I wouldn't mind), but can anyone at least help point out what I'm even supposed to be getting out of what seems to me to be incomprehensible? Are there some tips you could provide about how to convert the decompile output into Papyrus?

Edit: Great, I'll probably also need to convert DLC1HunterBaseIntroQuestScript, but I'm not sure that one will be necessary yet (almost certainly yes, though :confused: ).
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biiibi
 
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Post » Sat Nov 17, 2012 9:55 pm

Any word from bethesda on when the real scripts will be released?
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Gavin Roberts
 
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Post » Sat Nov 17, 2012 7:10 pm

You can't hear if you don't ask!

:banghead:
When emailing Gstaff 3 days ago with regard to something else I received the following out of office autoreply:
I'm currently away from the office and will return to the office on Thursday, July 5th. If you leave me an e-mail, I'll get back to you as soon as possible.

If you have an urgent matter, please contact Nick Breckon at nbreckon@gamesas.com
Cipscis
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Laura Tempel
 
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