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PEX Decompiler


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#1
Site Bot

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PEX Decompiler

Decompiler for compiled PEX scripts.

#2
Tribalx13

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this is great! I cant wait to see ur compiler for the decompiled script's.
will be a MUST for any one interested in deeper modding parameters.
keep the great work

#3
Radnurag

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Really spiffy! Just curious though, will this still be of added value when the CS comes out? I can imagine that we'll have to know more about the CS first though :P

#4
Crypton

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Nice! Will no doubt end up being very useful, thanks!

#5
OnelessName

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Really spiffy! Just curious though, will this still be of added value when the CS comes out? I can imagine that we'll have to know more about the CS first though :P


PEX Decompiler decompiles to a very low-level language. The CS will certainly feature a higher level language compiler. I have no experience with scripting for previous Bethesda games so I have no idea what the CS might be like. It all depends no how much scripting freedom the CS will give us.

#6
Takatalvi

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Typically the Creation Kit(CK) in previous lives has been similar to Visual Basic, but actually allows a lot a flexibility. It's my guess that once it comes out in January, this will be devalued. However for the time being, Kick ass, and Kudos points for you!

EDIT:
Heres and example of how Morrowind and Oblivion scripting worked(I'm assuming all Bethesda games)
http://wiki.tesnexus...ivion_scripting

Edited by Takatalvi, 07 December 2011 - 12:29 PM.


#7
xilver

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Hey, thanks. Useful. Perhaps you can decompile into an embedded text viewer instead of outputting a file? It would make exploring PEXes a lot faster. I'd love to see compiling too!

#8
OnelessName

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Hey, thanks. Useful. Perhaps you can decompile into an embedded text viewer instead of outputting a file? It would make exploring PEXes a lot faster. I'd love to see compiling too!


I had an idea like that but my main goal was to finish the decompiler fast and proceed to making a compiler so that I (and others) can actually edit the scripts without having to look at the hex code. Maybe I will add an ability to load a script and display it in the utility, then save it in a file if you wish, once the compiler is complete.

Speaking of which, I'm sorry for not delivering the compiler as promised. I got the text parsing to work perfectly, then started working on the output but real life got in the way. I hope I can complete it by the end of the week.

#9
OnelessName

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Compiler and the new version of decompiler uploaded. Now, will someone please fix that Dampened Spirits quest bug so that I can finish the Thieves Guild questline? :)

#10
csb

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Super handy tool -- I'm already getting glimpses into Skyrim's scripts! Thanks for this!




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