Dawnguard PSC Files [merged]

Post » Sat Nov 17, 2012 7:29 pm

Oh? Who is plb?
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Campbell
 
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Post » Sat Nov 17, 2012 9:18 pm

purplelunchbox
http://www.gamesas.com/topic/1400993-any-chance-of-the-dawnguard-psc-files/page__view__findpost__p__21379297
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katie TWAVA
 
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Post » Sat Nov 17, 2012 6:45 pm

Well, at least that is made easier then, than what it is with XP. Hopefully they will cough up the SP2 at some point, so I can also be bothered to upgrade. :smile:
XP had that as well, but you had to install the add-on from M$oft to get it. Not sure if they still host it, though. :shrug:

If you want the same function on XP, copy the following into Notepad -

Windows Registry Editor Version 5.00

[HKEY_CLASSES_ROOT\Directory\shell\cmd]
@="Open Command Window Here"
[HKEY_CLASSES_ROOT\Directory\shell\cmd\command]
@="cmd.exe /k \"cd %L\""
[HKEY_CLASSES_ROOT\Drive\shell\cmd]
@="Open Command Window Here"
[HKEY_CLASSES_ROOT\Drive\shell\cmd\command]
@="cmd.exe /k \"cd %L\""


Save the file as CommandPrompt.reg

Double click CommandPrompt.reg and select yes when it asks you if you want to add entries into the registry.

Right click any folder and you'll get the option to 'Open Command Window Here'

It saves a bit of time typing the path every time you need to use it.
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Casey
 
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Post » Sun Nov 18, 2012 2:44 am

This should be sufficient:

Windows Registry Editor Version 5.00

[HKEY_CLASSES_ROOT\Folder\shell\Command Prompt Here\command]
@="cmd.exe /K CD \"%L\""
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Jessica Nash
 
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Post » Sat Nov 17, 2012 4:16 pm

Ohh you could? I would love that! But... sadly I'm not looking for just one script which is why just having those sources would be so much easier! Right now I need all the new vampirism related perks (especially the new script for the old "thirst for blood" perk) and all the magic effects for new vampire abilities so I can see how they work and start integrating them with Vampiric Thirst's blood system and then I will need to know how the new perk tree works and so on and so on... that probably means I will need sources for everything that's vampire related ._.

Well for what it's worth, I have converted the script for the perk http://dl.dropbox.com/u/85931025/prkf_vampirefeedbeds_000cf02c.psc (I haven't tested it yet, but you should be able to fix any minor issues)
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Max Van Morrison
 
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Post » Sat Nov 17, 2012 5:37 pm

This should be sufficient:

Windows Registry Editor Version 5.00

[HKEY_CLASSES_ROOT\Folder\shell\Command Prompt Here\command]
@="cmd.exe /K CD \"%L\""

Not sure if that works for XP. The bottom 4 lines -

[HKEY_CLASSES_ROOT\Drive\shell\cmd]
@="Open Command Window Here"
[HKEY_CLASSES_ROOT\Drive\shell\cmd\command]
@="cmd.exe /k \"cd %L\""


just add the option to right click on drives and get the same option, so they could probably be left out.
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Latisha Fry
 
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Post » Sat Nov 17, 2012 7:10 pm

Ok, I found the page on M$oft's website for the XP functionality I was thinking of: http://windows.microsoft.com/en-US/windows/downloads/windows-xp?T1=PT

Not sure if the downloads still function since I'm not on my Windows box right now, but that may help for folks not wanting to mess with the registry.
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Peter P Canning
 
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Post » Sun Nov 18, 2012 2:13 am

This is getting out of topic rapidly, so I won't continue more than this, but:
- Try it before condemning it. I know the stuff.
- Folder covers both Directory and Drive.


___
Edit: Rather than waste yet another post slot on an off-topic theme, please allow me to expand on this here, mostly in response to the following post. I will add it as a spoiler, though, so it should not eat additional screen space, as it might not be of general interest.
Spoiler

First of all, I slightly regret not posting my registry tweak earlier, but there is a reason for it. I actually maintain it in .inf file format, where it looks like this:
HKCR,"Folder\shell\Command Prompt Here\command","",0x00020002,"%SystemRoot%\System32\cmd.exe /K CD ""%L"""
and even that is tucked away in a file called HIVECLS.INF on my manually maintained custom XP install disk.

So I had to go through the extra effort of digging that up and transforming it into a comparable .reg format to post it.

(I normally pay little attention to it, as it has worked fine for years as just a teeny weeny element on my install disk, which has a lot of other stuff integrated/slipstreamed into it, replacing the standard versions as needed, including MP9, IE8, .NET 3.5, a whole bunch of other updates, and all the the security updates as they come in, plus a whole lot of registry tweaks such as taskbar settings and explorer view settings, and whatnot. As that sets up my XP system immediately ready for use after installation, I use it a couple of times annually to make sure nothing unwanted remains on the system. The thought of having to deal with hundreds of unintegrated security updates is what keeps me from upgrading to Windows 7 until SP 2 comes along.)

I used the word "should" for two reasons. (It started as "would", but I changed it.)
- My posted registry tweak was, after all, a result of a format conversion, which I have not verified first hand myself in practice.
- I thought it would be more polite not to make an affirmative statement.

Anyway, I barely bothered to post my registry tweak, but in the end I felt obligated to do it. I am now officially fed up with Skyrim and have gone back to my long-term Morrowind project, using my own C++ hack of a Morrowind mod merging wonder to directly edit Morrowind.esm landscapes to be completely seamless, in terms of:
- texture selection/placement issues,
- vertex coloring mismatches, and
- normal vector mismatches,
where I still have 1/3 of the textures to do.
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KiiSsez jdgaf Benzler
 
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Post » Sun Nov 18, 2012 5:38 am

This is getting out of topic rapidly, so I won't continue more than this, but:
- Try it before condemning it. I know the stuff.
- Folder covers both Directory and Drive.
Sorry if you though I was condemning your post, far from it. It was just the way you worded it
This should be sufficient...
looks like you're not actually sure yourself.

I posted a tweak that I know works 100%. Yours probably works as well, although, I have no way now of tryng it. And, if I've no way of trying it, there's no way I'd condemn it. It looks like a neater solution though. :)
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Stephanie Valentine
 
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Post » Sun Nov 18, 2012 6:24 am

Sorry if this has already been mentioned, as I've only scanned the thread, but I was just musing on why it might be that these files aren't available yet.

Chesko mentioned (correctly, of course) that it's the CK that contains the source files, not Skyrim. The problem I see, however, is that users who don't own Dawnguard can still download the Creation Kit, and I expect Bethesda may not want users who have not purchased Dawnguard to have access to any of its assets. I don't know what Steam does and doesn't allow when it comes to tools, but we may have to wait for a "Dawnguard edition" of the CK or, perhaps more likely, a "Dawnguard Papyrus source package" to be available on Steam only to those users who have purchased Dawnguard, just like the Creation Kit is only available to users who have purchased Skyrim.

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ladyflames
 
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Post » Sun Nov 18, 2012 12:53 am

And the above is why it's stupid that scripts are stored externally. Had this been done like all previous titles, we'd not even need to have this discussion :)

Besides, as is obvious by now, it hasn't stopped anyone from reverse compiling the .pex files to get at what's needed.
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Sunny Under
 
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Post » Sun Nov 18, 2012 2:30 am

Yeah, but presumably only users who have bought Dawnguard have access to the compiled files so only they can decompile them. Having script source files stored externally makes this a tricky problem to solve, but hopefully after Bethesda does solve it we won't have to worry about such a wait for the Papyrus source files of any future Skyrim DLC to be released.

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GabiiE Liiziiouz
 
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Post » Sun Nov 18, 2012 12:58 am

The problem here (in Dawnguard case) is not the scripts being stored externally. Beth could have include them in a separate folder anyway. They could have even include them inside the BSA in the scripts/source folder as they are not readed there.

Also, I hadn't bought dawnguard yet, so I may be missing something, but why would someone not having dawnguard want those source codes anyway?
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Laura Hicks
 
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Post » Sat Nov 17, 2012 3:06 pm

They didn't include the source files with Skyrim, so I'm not surprised in the slightest that they didn't include them with Dawnguard either. It's not uncommon to omit files like this, which aren't required to run the game, from a release build. The advantage of having access to them is basically that we could make alterations to them and use them as "inspiration".

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TRIsha FEnnesse
 
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Post » Sun Nov 18, 2012 3:16 am

...The advantage of having access to them is basically that we could make alterations to them and use them as "inspiration"...
...and that 'inspiration' could be used to give some of new content to non-purchasers ?
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Michelle Smith
 
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Post » Sun Nov 18, 2012 4:23 am

Yeah, because the new features made available by patching Skyrim are available to all players, whether they have Dawnguard or not. I'm not thinking about duplicating content that exists within Dawnguard, though, more just clever uses of the new features that Bethesda may have used when writing the Papyrus scripts for Dawnguard.

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Ashley Clifft
 
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Post » Sat Nov 17, 2012 10:28 pm

Drop a file into the same directory as the PapyrusAssembler.exe, say dlc1batseffectscript.pex. Then type:

D:\Games\Steam\steamapps\common\skyrim\Papyrus Compiler>PapyrusAssembler.exe dlc1batseffectscript -dStarting disassembly of dlc1batseffectscript0 error(s), 0 warning(s)Disassembly succeeded

Notice there's no .PEX after the file name. It assumes that. AFter running you should get a file like:
dlc1batseffectscript.disassemble.pas

You can open that file in the editor of your choosing.

-MM


Interestingly, this completely fails when used on dlc1_tif_0201300d. It reports:
Cannot open store for class "dlc1_tif_0201300d", missing file?

This is strange and frustrating. That is the quest script for the vampire blocker dialog quest in Dawnguard that prevent vampires from joining. I'd like to throw in a Speech check so that good-aligned vampire players can still join them (and would have certain other new options). I can't do anything without being able to edit that script, though.
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Genevieve
 
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Post » Sat Nov 17, 2012 2:49 pm

@SushiSquid: you probably added the .pex at the end of the filename. Be sure to only add the fileNAME, not the EXTENSION. so in your case:
PapyrusAssembler.exe dlc1_tif_0201300d -d
and not
PapyrusAssembler.exe dlc1_tif_0201300d.pex -d

By the way, I just checked that script and it only dismisses a follower as far as I can tell.

Here's the code (I didn't bother to add the BEGIN FRAGMENT etc. decorators)
Scriptname dlc1_tif__0201300d extends TopicInfo hiddenfunction Fragment_0(ObjectReference akSpeakerRef)  actor Assign akSpeaker = akSpeakerRef  (DialogueFollower as dialoguefollowerscript).DismissFollower(0, 1)endFunctionquest property DialogueFollower auto
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sally R
 
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Post » Sat Nov 17, 2012 4:10 pm

I tried it without .pex and only tried with it after that failed repeatedly. Still nothing. It refuses to work for me.

Hm... and if that's not the script I'm looking for... I was sure it was. I'll have to check the Creation Kit again. That's the script used in the dialog when you're told to go get yourself cured. I would think that should have started the quest for that.


I see now. Isran gets really pissy about vampires and has lots of dialog about how he hates you for it. I think the correct script for when you're ordered to get cured is dlc1_tif_01015cf3.pex. And of course I'm getting errors on that too. Why should it start working now?

It's in the Papyrus Compiler folder and this is exactly what I'm typing:
PapyrusAssembler.exe dlc1_tif_01015cf3 -d

Even creating a shortcut to this:
"C:\Program Files (x86)\Steam\steamapps\common\skyrim\Papyrus Compiler\PapyrusAssembler.exe" dlc1_tif_01015cf3 -d

And then running as administrator also still does nothing. I get the same error every time. I'm stumped as to why this program fails to work for me.
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Rude_Bitch_420
 
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Post » Sat Nov 17, 2012 10:16 pm

Cannot open store for class "blahblah", missing file?

Means exactly what it says... it can't find the file.

Copy your papyrus scripts to the same directory as PapyrusAssembler.exe or vice versa.
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Chelsea Head
 
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Post » Sat Nov 17, 2012 3:24 pm

:dry:

I really wish people would read what I write before attempting to offer advice. The scripts I'm trying to convert are in the right spot and I'm typing the correct command. It's still not working. I do not know why.

I'm confused about something else. There is no quest in the aliases for DLC1DialogueHunterVampireBlock, and yet I would have though the fragment script should be setting VC01 (the vampire cure quest) to a stage, probably 50. I'd still like to be able to see that fragment.
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The Time Car
 
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Post » Sat Nov 17, 2012 10:59 pm

Oh ok...
I really wish you wouldn't be so rude when people are trying to help you. You're obviously doing something wrongly, and what I posted is, in all probability, the cause.

Spoiler

.info.source "DLC1_TIF__01015CF3.psc".modifyTime 1331884822 ;Fri Mar 16 08:00:22 2012 Local.compileTime 1338491703 ;Thu May 31 20:15:03 2012 Local.user "builds".computer "BUILDFARM08".endInfo.userFlagsRef.flag hidden 0 ; 0x00000000.flag conditional 1 ; 0x00000001.endUserFlagsRef.objectTable.object dlc1_tif__01015cf3 TopicInfo  .userFlags 1 ; Flags: 0x00000001  .docString ""  .autoState  .variableTable   .variable ::VC01_var quest	.userFlags 0 ; Flags: 0x00000000	.initialValue None   .endVariable  .endVariableTable  .propertyTable   .property VC01 quest auto	.userFlags 0 ; Flags: 0x00000000	.docString ""	.autoVar ::VC01_var   .endProperty  .endPropertyTable  .stateTable   .state	.function GetState	 .userFlags 0 ; Flags: 0x00000000	 .docString "Function that returns the current state"	 .return String	 .paramTable	 .endParamTable	 .localTable	 .endLocalTable	 .code	  Return ::State										   ;@line ??	 .endCode	.endFunction	.function GotoState	 .userFlags 0 ; Flags: 0x00000000	 .docString "Function that switches this object to the specified state"	 .return None	 .paramTable	  .param newState String	 .endParamTable	 .localTable	  .local ::NoneVar None	 .endLocalTable	 .code	  CallMethod onEndState self ::NoneVar					 ;@line ??	  Assign ::State newState								  ;@line ??	  CallMethod onBeginState self ::NoneVar				   ;@line ??	 .endCode	.endFunction	.function Fragment_0	 .userFlags 0 ; Flags: 0x00000000	 .docString ""	 .return None	 .paramTable	  .param akSpeakerRef ObjectReference	 .endParamTable	 .localTable	  .local ::temp0 actor	  .local ::temp1 Bool	  .local akSpeaker actor	 .endLocalTable	 .code	  Cast ::temp0 akSpeakerRef								;@line 7	  Assign akSpeaker ::temp0								 ;@line 7	  CallMethod SetStage ::VC01_var ::temp1 50				;@line 9	 .endCode	.endFunction   .endState  .endStateTable.endObject.endObjectTable

.info.source "DLC1_TIF__0201300D.psc".modifyTime 1335600060 ;Sat Apr 28 09:01:00 2012 Local.compileTime 1338491748 ;Thu May 31 20:15:48 2012 Local.user "builds".computer "BUILDFARM08".endInfo.userFlagsRef.flag hidden 0 ; 0x00000000.flag conditional 1 ; 0x00000001.endUserFlagsRef.objectTable.object dlc1_tif__0201300d TopicInfo  .userFlags 1 ; Flags: 0x00000001  .docString ""  .autoState  .variableTable   .variable ::DialogueFollower_var quest	.userFlags 0 ; Flags: 0x00000000	.initialValue None   .endVariable  .endVariableTable  .propertyTable   .property DialogueFollower quest auto	.userFlags 0 ; Flags: 0x00000000	.docString ""	.autoVar ::DialogueFollower_var   .endProperty  .endPropertyTable  .stateTable   .state	.function GotoState	 .userFlags 0 ; Flags: 0x00000000	 .docString "Function that switches this object to the specified state"	 .return None	 .paramTable	  .param newState String	 .endParamTable	 .localTable	  .local ::NoneVar None	 .endLocalTable	 .code	  CallMethod onEndState self ::NoneVar					 ;@line ??	  Assign ::State newState								  ;@line ??	  CallMethod onBeginState self ::NoneVar				   ;@line ??	 .endCode	.endFunction	.function Fragment_0	 .userFlags 0 ; Flags: 0x00000000	 .docString ""	 .return None	 .paramTable	  .param akSpeakerRef ObjectReference	 .endParamTable	 .localTable	  .local ::temp0 actor	  .local ::temp1 dialoguefollowerscript	  .local ::NoneVar None	  .local akSpeaker actor	 .endLocalTable	 .code	  Cast ::temp0 akSpeakerRef								;@line 7	  Assign akSpeaker ::temp0								 ;@line 7	  Cast ::temp1 ::DialogueFollower_var					  ;@line 9	  CallMethod DismissFollower ::temp1 ::NoneVar 0 1		 ;@line 9	 .endCode	.endFunction	.function GetState	 .userFlags 0 ; Flags: 0x00000000	 .docString "Function that returns the current state"	 .return String	 .paramTable	 .endParamTable	 .localTable	 .endLocalTable	 .code	  Return ::State										   ;@line ??	 .endCode	.endFunction   .endState  .endStateTable.endObject.endObjectTable
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Eoh
 
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Post » Sat Nov 17, 2012 10:57 pm

I just told you it's in the same folder. I can't imagine how I could make that any more clear. I also posted the exact text I'm typing, which is correct. I do not know why it is not working, but suggesting I'm an idiot is just annoying.



Ugh... Sorry. I'm just frustrated with this stupid thing. It's not really you. I can't imagine why Bethesda wouldn't have just released the source for these scripts with the last Creation Kit update. There is no potential piracy issue or anything like that. Not releasing the source just impedes modding.
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His Bella
 
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Post » Sun Nov 18, 2012 6:57 am

The code for the fragment script, again no decorators:

Scriptname dlc1_tif__01015cf3 extends TopicInfo hiddenfunction Fragment_0(ObjectReference akSpeakerRef)actor akSpeaker = akSpeakerRef as actorVC01.SetStage(50)endFunctionquest property VC01 auto


Ugh... Sorry. I'm just frustrated with this stupid thing. It's not really you. I can't imagine why Bethesda wouldn't have just released the source for these scripts with the last Creation Kit update. There is no potential piracy issue or anything like that. Not releasing the source just impedes modding.

There has been no CK update since DG and that's the problem since all sources have so far been released with the CK. As for piracy... That's just silly; you wouldn't need the sources for that. So I doubt this is some measure to prevent that. Now there may be an issue with how to distribute both the Vanilla and DG sources (for people with and without the DLC)
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Robert Jr
 
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Post » Sat Nov 17, 2012 8:05 pm

Huh. I had though a quest needed to be set as an alias to be used in a fragment script, and yet that uses it anyway.

Well thank you, to both of you. I might be able to make some changes now. Or at least I have some more idea.


There has been no CK update since DG and that's the problem since all sources have so far been released with the CK. As for piracy... That's just silly; you wouldn't need the sources for that. So I doubt this is some measure to prevent that. Now there may be an issue with how to distribute both the Vanilla and DG sources (for people with and without the DLC)

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.
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Meghan Terry
 
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