Posted 07 December 2011 - 10:50 AM
Decompiler for compiled PEX scripts.
Posted 07 December 2011 - 11:38 AM
will be a MUST for any one interested in deeper modding parameters.
keep the great work
Posted 07 December 2011 - 11:49 AM
Posted 07 December 2011 - 11:51 AM
Posted 07 December 2011 - 12:13 PM
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
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.
Posted 07 December 2011 - 12:25 PM
Heres and example of how Morrowind and Oblivion scripting worked(I'm assuming all Bethesda games)
Edited by Takatalvi, 07 December 2011 - 12:29 PM.
Posted 14 December 2011 - 01:48 AM
Posted 14 December 2011 - 11:30 PM
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.