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[WIP] Savegame Script Editor for Fallout 4


flexcreator

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Hello.


As you know, the Fallout 4 is using the same scripting engine as Skyrim (Papyrus).


Actually, there are some changes in the language (like you can now define structures - custom types), but the foundation is the same.


I've updated the savegame script editor to match the Fallout 4 savegames and I need some extensive testing. This is still work in progress.


I do not have to tell you that you SHOULD NOT continue your walkthrough from the edited savegame at this point, do I ? :/


Download version 1_7a (or check the attachment):



Viruttotal results for this file:




[How to use?]


Copy the Fallout4 savegame (*.fos) to the program folder.

Every editing operation WILL write changes to the savegame you provided. So, make a backup of this savegame.


Open the Command Line (Program folder -> CTRL+ Right click -> Open command window here)


1) How to get the savegame content:


PapyrusDataTransfer.exe -show Save.fos > ScriptRelatedContent.txt


2) How to change script variable, Example:


PapyrusDataTransfer.exe -setvariable Save.fos 1 -filter "[and], ::MeleeEnabled_var ([variable_name]), ( FireFightStall_MasterScript ( [script_name] ), [and], 198a1a ( [ref_id] ) "


After you load and save the game, this variable value should persist in all later saves (until changed by the script itself or any other script). You can check the variable value by getting the content using the show command.


3) How to remove a script from the savegame, Example:


PapyrusDataTransfer.exe -remove Save.fos -filter "( FireFightStall_MasterScript ( [script_name] ), [and], 198a1a ( [ref_id] )"


After your load the new save, if the related object (to which script was attached) still exist in the world, the game should recreate the script with default values (same engine behavior as with Skyrim).


3) How to remove so-called "orphaned" instances from the savegame (if they ever exist in the new Bethesda game).


PapyrusDataTransfer.exe -remove Save.fos -filter "0 ( [int] [ref_id] )"


4) How to terminate threads (active running functions).


PapyrusDataTransfer.exe -terminate Save.fos -filter "Default2StateActivator ( [script_name] )"


If the function was running at the moment of making a savegame, it's bytecode is written into the savegame itself (as it was with Skyrim). The tool allows to replace this bytecode with Nop values (NoOperation), therefore it can unstuck neverending loops or calls.



The Fallout4 savegame structure differs from Skyrim (few changes in the overall structure, new tables in the Papyrus section, new object attributes, etc), but the tool is backward compatible with the Skyrim savegames.



What kind of feedback is required?

- Do you able to load/view the content of the savegame?

- Do you able to perform the editing operations without issues?

- Make sure you can load the edited savegame in Fallout4

- Make sure you can make a new save and load it after restarting the game.


If you have any issues, please, share your savegame. You can PM me with link or send it to [email protected]

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  • 4 weeks later...
  • 4 months later...

Hey there,
Trying to use your tool to see if it fixes the infinite "Repair a damaged object" loop in workshop mode -- trying to see if this is all script-related or whether this is related to SWF coding on the interface. I've gotten the "scriptrelatedcontent" data out of my save, but can't seem to figure out what goes where in the command to remove a script...

How would I remove WorkshopTutorialScript.pex from the save?

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The latest version is located here:

http://www.nexusmods.com/fallout4/mods/10261

 

How would I remove WorkshopTutorialScript.pex from the save?

 

PapyrusDataTransfer.exe -remove Save.ess -filter "WorkshopTutorialScript ( [script_name] )"

 

Btw, do you able to load the save content or not? What do you see in scriptrelatedcontent ? There seems to be issues with reading after the latest patch.

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Hey there, Automatron DLC has some shoddy coding that threw my game into an infinite loop, and I need to terminate a thread. However, the tool just crashes when run on my save, no matter what command I try.

 

I see you mentioned it has issues after the latest patch, so just throwing in some feedback. Cheers.

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