Dawnguard PSC Files [merged]

Post » Sun Nov 18, 2012 12:52 am

Loading Dawnguard into the CK works fine, but obviously we don't have the script source files, only the compiled files. Any chance these could be released to us so we can play with Dawnguard to its full potential?
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Luis Reyma
 
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Post » Sun Nov 18, 2012 3:32 am

I would like to second this; if only to allow us to make compatibility fixes to mods that also change the vampire and/or werewolf related scripts.
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Logan Greenwood
 
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Post » Sat Nov 17, 2012 5:28 pm

I see no reason for Beth for not releasing it. That didn't mean they will do son though.
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kiss my weasel
 
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Post » Sun Nov 18, 2012 12:28 am

Yep, eagerly waiting here, too...
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Erika Ellsworth
 
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Post » Sun Nov 18, 2012 6:58 am

This would be really useful to look at for reverse engineering into future mods as well.
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Rachel Cafferty
 
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Post » Sat Nov 17, 2012 9:57 pm

I suppose it's not a matter of if but rather when. Hopefully they'll release it within a week. Not having access to source scripts svcks.
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Anthony Diaz
 
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Post » Sat Nov 17, 2012 5:57 pm

Really sad how we are screwed without those .pscs. All the new features are governed by scipts -.-
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Sophie Payne
 
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Post » Sun Nov 18, 2012 12:46 am

It's also not just useful for Dawnguard since the DLC also edits some vanilla scripts as well, and we have no idea why.
Spoiler
c03sacredfontscript.pex
dundustmanscairnlever.pex
dunraldbtharpuzzlegearblockerscript.pex
fxdwarvenspiderscript.pex
nightmothercoffinscript.pex
playervampirequestscript.pex
playerwerewolfchangescript.pex
playerwerewolfcuresconcescript.pex
prkf_vampirefeedbeds_000cf02c.pex
qf_c03rampage_000aebfe.pex
qf_da04_0002d512.pex
qf_da16_000242af.pex
qf_tg05_00021551.pex
qf_tg05sp_0002c367.pex
qf_tg08_00021554.pex
qf_vc01_0005c625.pex
sf_db09maroambushscene_00064269.pex
tg08bquestscript.pex
vampirequestscript.pex
wealiasscript.pex
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Jessica Lloyd
 
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Post » Sun Nov 18, 2012 6:02 am

It's also annoying that there's been no official word on this. They may have mistakenly left out the .psc files, but at the same time, it's possible that they were left out intentionally. Either way, I would think that they would want to release the modified and the new .psc files considering the unpopularity of the decision and the fact that it wrecks mods that had been relying on the .psc files that are changed by Dawnguard as well as throwing a wrench into any plans of modifying or bug fixing quests, spells and other script-related areas.
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Patrick Gordon
 
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Post » Sun Nov 18, 2012 2:55 am

Is there any other way to get through to Somebody In Charge about this just to ask whether or not we're going to get the files? I doubt very much that anybody who can tell us about what's going on with the source scripts is even thinking about reading threads on this board.
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Erin S
 
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Post » Sun Nov 18, 2012 3:30 am

Well, worst case we could try to decompile them using the decompiler and then reconstruct a script that achieves the same effects using that information, but that would take some time to get right, and that is assuming the decompiler still works correctly with scripts created since the 1.6 (?) script update (I haven't tried it yet). Point is, I doubt there is some malicious intent to block us from doing anything (As far as scripting is concerned Bethesda has always supplied the sources even for DLC; of course in the old scripting language the source was actually part of the package).

For compatibility purposes we would need to have both the Dawnguard and the non Dawnguard sources (for the vanilla files) to create mods that are compatible for both Dawnguard and non Dawnguard players.
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brian adkins
 
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Post » Sat Nov 17, 2012 11:41 pm

Has anyone tried asking GStaff to bug the devs for the source files? Emphasize that Dawnguard modding is essentially crippled without those PSCs.


I for one would like to dig into DLC1SoulCairnCreatureFX to see just why the hell it makes me so crashy in the Soul Cairn. :brokencomputer:
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Kayla Bee
 
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Post » Sat Nov 17, 2012 3:27 pm

GStaff is probably not going to be available until after QuakeCon is over. Other folks have been trying to contact him about the dialogue bugs and he hasn't read those yet.

I'd like to get hold of the scripts myself because of the vanilla ones the DLC edited. One of which impacts the USKP.
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Czar Kahchi
 
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Post » Sat Nov 17, 2012 10:38 pm

I posted on Bethblog yesterday, but as Arthmoor said, I guess they are busy. Still wating for moderation...
http://www.bethblog.com/2012/08/02/quakecon-2012-dawnguard-now-available-on-pc/#comments
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Katie Samuel
 
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Post » Sat Nov 17, 2012 11:32 pm

Yeah really hope we get word on this. The main reason I got the dlc was for the modding potential.
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marina
 
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Post » Sat Nov 17, 2012 8:01 pm

Defiantly need those scripts, makes it near impossible to make my mods fully compatible with dawnguard without them, e.g. vampire's with blood potions, with my mod you do not get the move down in vampire rank :( Hope they release them soon
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Miss Hayley
 
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Post » Sun Nov 18, 2012 2:27 am

if I recall correctly, the script source files for default Skyrim aren't available until you download the Creation Kit as well. So hopefully when they move us up to 1.6.91.0 CK version (or later), it will include the source files in the download. Here's to hoping.
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SWagg KId
 
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Post » Sun Nov 18, 2012 6:00 am

@Chesko: I believe your right, but this will be a little different, because now we would require 2 versions of some scripts: 1 for vanilla and 1 for Dawnguard, so I wonder how this will be handled.
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Juan Suarez
 
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Post » Sun Nov 18, 2012 12:21 am

This is so frustrating I got my plans for my mods done before the DG release and now everything is waiting ready to be implemented but I can't do nothing :(
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Natalie J Webster
 
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Post » Sun Nov 18, 2012 2:53 am

This is so frustrating I got my plans for my mods done before the DG release and now everything is waiting ready to be implemented but I can't do nothing :(

^ x10
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James Potter
 
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Post » Sun Nov 18, 2012 12:31 am

Have you tried the PEX decompiler? It hasn't been updated in ages, but it might give you a clue to what has changed. http://skyrim.nexusmods.com/mods/2909
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Stat Wrecker
 
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Post » Sun Nov 18, 2012 12:19 am

Have you tried the PEX decompiler? It hasn't been updated in ages, but it might give you a clue to what has changed. http://skyrim.nexusmods.com/mods/2909

Yep, but to be honest I have trouble recompiling it. I now there is the PEX compiler, but my Skyrim doesn't recognize it as a compiled script. I think I would need to Hexediting or something. I got so frustrated that I gave up....
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Eileen Müller
 
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Post » Sat Nov 17, 2012 8:29 pm

That's because it isn't a papyrus script as is. It's basically the papyrus equivalent of assembler. It's fairly readable, but it will take a lot of time to translate them all to actual papyrus script to make them useable in the CK.

As a test I tried converting playerVampireQuestScript: so far it seems to largely match the script we have with a few extra properties and it also seems to have a few extra diseases to remove when the change occurs. I still have a few functions to convert, and while it is slow going, it certainly seems possible.
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Kelly Tomlinson
 
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Post » Sun Nov 18, 2012 1:15 am

I tried interpreting the decompiled dump from the playervampirequestscript but I don't know a gd thing about assembly, so I'm just slap-d*ing it around and accomplishing nothing.

This makes me very sad.
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Darian Ennels
 
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Post » Sat Nov 17, 2012 5:33 pm

Ok, I've managed to convert playerVampireQuestScript....

Took a couple of hours, so I'm not looking forward to doing it for all those scripts... So here's hoping Beth releases the sources soon.

edit1:
Also I have encountered at least one script that the decompiler cannot handle properly (DLC1OneToManyFactionRelationScript). It probably contains something that didn't exist as part of the script language back when the decompiler was made.

edit2:
Just finished converting PlayerWerewolfChangeScript.
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x_JeNnY_x
 
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