Dawnguard PSC Files [merged]

Post » Sat Nov 17, 2012 6:53 pm

Aaaww... They couldn't have done this yesterday? I started work on DLC1Radiantscript... Oh well.... Yaaay.
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John Moore
 
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Post » Sat Nov 17, 2012 9:17 pm

I suppose this topic can be left alone now.

Very cool to have the source for all files without needing to decompile them anymore. This actually happened faster than I had expected, but Bethesda has always been pretty good to the modding community.
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Poetic Vice
 
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Post » Sat Nov 17, 2012 4:00 pm

Odd, I still cant view the dlc vampire quest scripts. I get the same error as always when trying to open the scripts in the DLC1playervampireQuest. If I rightclick it, the view source option is not available.

Am I looking in the wrong place or something?
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Naughty not Nice
 
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Post » Sun Nov 18, 2012 3:03 am

Odd, I still cant view the dlc vampire quest scripts. I get the same error as always when trying to open the scripts in the DLC1playervampireQuest. If I rightclick it, the view source option is not available.

Am I looking in the wrong place or something?

Within Data/Scripts/Source you'll find a new Dawnguard folder. Move those scripts one folder up into Source. Some of them will overwrite base Skyrim scripts, so watch for that and keep backups if you need them.
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Krista Belle Davis
 
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Post » Sat Nov 17, 2012 6:44 pm

aaah thanks :-)
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Adam Baumgartner
 
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Post » Sun Nov 18, 2012 3:03 am

Be aware that many of the scripts that came with the update were not ones that Dawnguard updated. I don't know why there's as many strays as there are, but it's definitely nice to have the DLC scripts.
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Victor Oropeza
 
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Post » Sat Nov 17, 2012 2:36 pm

This is a list of dawnguard scripts that differ from those in the main source folder
Spoiler
C03SacredFontScript.pscdunDustmansCairnLever.pscFXDwarvenSpiderSCRIPT.pscmagicImodBeginLoopEnd.pscMannequinActivatorSCRIPT.pscMineOreScript.pscNightMotherCoffinScript.pscPlayerVampireQuestScript.pscPlayerWerewolfChangeScript.pscPlayerWerewolfCureSconceScript.pscPRKF_VampireFeedBeds_000CF02C.pscQF_C03Rampage_000AEBFE.pscQF_DA04_0002D512.pscQF_DA16_000242AF.pscQF_TG05SP_0002C367.pscQF_TG05_00021551.pscQF_TG08_00021554.pscQF_VC01_0005C625.pscSF_DB09MaroAmbushScene_00064269.psc

These changed (i.e. the pex from dawnguard.bsa doesn't match the pex from the main bsa) scripts are missing:
Spoiler
tg08bquestscript.pextif__0001c677.pextif__0002725e.pextif__00027260.pextif__000e7697.pexvampirequestscript.pexwealiasscript.pex
This could just mean that they have been built on a different machine, however, auto properties LastPower and LastLeftHandSpell are missing from vampire quest script for instance


Here's a list of source files that are missing from the update (i.e. pex exists in the bsa but sources were not provided)
Spoiler
dlc1prisoneraliasscript.pscdunraldbtharpuzzlegearblockerscript.psctestphilhealerhealcheckeffectscript.psctg08bquestscript.psctif__0001c677.psctif__0002725e.psctif__00027260.psctif__000e7697.psctif__010043f5.psctopicinfoanimplay.pscvampirequestscript.pscwealiasscript.psc

Whether or not these are significant, I do not know...

Doesn't really mean much to me, I don't use the CK, but may be useful to someone here?
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Lady Shocka
 
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Post » Sat Nov 17, 2012 8:16 pm

If anyone is still working on scripts, I would like to make a request for the Ancient Technology source. Trying to make a change/addition for vampires after the quest Destroying the Dawnguard.
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kennedy
 
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Post » Sat Nov 17, 2012 8:28 pm

What's the name of the script? I'll take a look at it, if I have the time.
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Nathan Maughan
 
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Post » Sat Nov 17, 2012 10:53 pm

CK update just came in and guess what... Dawnguard script sources :smile:

..Wonder if that topic I made in skyrim general played a part in this..
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Izzy Coleman
 
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Post » Sat Nov 17, 2012 5:32 pm

Fantastic. Maybe now I can pierce the veil of how Dawnguard followers work. Thanks, Bethesda!
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Khamaji Taylor
 
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Post » Sat Nov 17, 2012 3:46 pm

Recently, I've been looking at the Papyrus assembly language generated by the compiler that's normally passed to the Papyrus assembler in order to produce the compiled file (running the compiler with the -keepasm or -asmonly command line arguments will keep the assembly file). As part of this, I wrote a Papyrus Asssembly syntax highlighting definition for Sublime Text 2 that I've found quite useful in looking at *.pas files.

I didn't actually realise until today that decompiled scripts are also in this same format. Not that I think about it, it seems obvious, but it didn't occur to me until I actually decompiled a file myself. Taking this into account, it seems to me that there might be more interest in my syntax highlighting definition than I'd thought.

Just a heads up, I guess, that I'll likely release the package (including a build system to assembly the files into *.pex) on the Nexus tonight. So if you're interested in looking at Papyrus assembly for whatever reason, it's about to get easier soon.

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Vincent Joe
 
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Post » Sat Nov 17, 2012 9:18 pm

The Sublime Text 2 package for Papyrus assembly I mentioned earlier has been released - http://www.gamesas.com/topic/1410899-relz-papyrus-assembly-package-for-sublime-text-2/

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neil slattery
 
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Post » Sun Nov 18, 2012 12:40 am

Oh cool
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chloe hampson
 
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