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Showing results for tags 'Papyrus'.
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Version 1.3.0.89
1,232 downloads
PapyrusED is a script-editor for Papyrus (Skyrim only) PapyrusED got some features to make your life easier and faster surch as code completion, Syntax highlighting optimized for Papyrus, search with regular expressions, list of all script files with there extend-type, an build in compiler using the PCompile.dll, a script-check that can check your script before compiling, .... Required Windows XP or later .NET 3.5 or later Install: PapyrusED requires the PCompiler.dll, PapyrusAssembler.exe and all of it's neccessary files. (not included) Extract all files directly in the .SkyrimPapyrus Compiler Directory. After that you can make a shortcut to your Desktop or whereever you want. Uninstall Just delete the files - as well as the config.ini PapyrusED does not create files somewhere else - or any registry entrys. Known bugs It still have got some bugs - nothing Special all i know. For example: If you close one of several Tabs, a message appears that says there were changes - without having changed anything. Just klick "no" There also can be some spelling mistakes - sorry, english isn't my native language :-) At now - after selecting a function/event from the "Function" or "Event" Dropdown you still have to press 'enter'. The mouse click isn't enough. ChangeLog 1.3.0.89 - Use a specific Script Folder - Compile to folder... - basic things like font and font-size - compiler settings like "Debug Mode" and "Optimize" - Advanced settings like "Use Flag File" and the flag file that should be used - I've added a filter to filter out the files you want to display in the file-list (regular expressions can be activated) - Icons for the files using the default CK Icons (quest icon, package icon, ...) - A StorageUtil Key Window was added (for those who know and use Storage Util, this can be realy useful) 1.1.52 - Many bugs are fixed - The config.ini is saved correctly - no error message is display on startup - Search in all Files and Search in selected files was added - Wiki Quick Info - select a function and pres F1 - Skyrim Wiki will open and display informations about the function (when it exists) - this is a bit buggy right now - Fixed some bugs in Auto-Completion, Insight, Folding - Displays the Function Description in the Completion-Window as ToolTip Into -
Version 3.0.0
8,176 downloads
WARNING: Unattached Instances are a normal part of how Fallout 4 operates. Until I've determined how to distinguish between important unattached instances (still in active use) and the other kind (left behind by mods that were uninstalled), I recommend that you do NOT use the Remove Unattached Instances action on Fallout 4 savefiles. NOTE: If you're having a problem with a savefile, and you want my help, you'll need to post the savefile here in the support thread so that I can run tests on it. WHAT IT DOES ReSaver is a savegame editor for Skyrim Legendary, Skyrim Special Edition, and Fallout 4. It is designed to provide more information that earlier tools, and to work with savefiles that other tools wont touch. It is relatively stable and reliable. Performance has gotten pretty good! The interface is modelled after Save Game Script Cleaner; it's not quite as fast (because of Java instead of super speedy assembly language) but it is actively maintained and has a much richer feature set. Like filtering using regular expressions, and scanning your scripts and esps for context! For Skyrim Legendary, it should read and write saves that exceed the string table limit, as long as you're using Crash Fixes v10 or later. INSTALLATION Unzip the archive into a folder somewhere. Double-click on the file "ReSaver.exe". INSTRUCTIONS Unzip the FallrimTools archive somewhere. Double-click on ReSaver.exe. Choose your savegame. You should see a tree structure that has all of the save's script elements. The #1 thing that most people need is to remove script instances that are left behind when a mod is uninstalled. Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything. Go to the "Clean" menu and select "Remove Unattached Instances". Save to a new file. Load your savegame in Skyrim/Fallout and make sure it's working properly. ReSaver is quite stable and I use it myself. Fallout 4 support is still new and in a beta state. I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savegame, hard drive, childhood, and kidneys all major organ systems. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good. REQUIREMENTS Java is a requirement -- ReSaver is written entirely in Java. WHAT YOU CAN DO TO HELP Test the tools! Report any problems! Report any annoyances! Try cleaning a few savegames with ReSaver, see it the new tool works at all. Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it. Find problems or annoyances with the user interface. DONATIONS If you would like to donate, Steam gift cards are good, or donations through Nexus. Really, I'll accept anything. :-) Seriously, I'll take a high-five, or a photo your cats. An envelope full of your pubes? Sure! But it's not necessary. I wrote these tools because I love Skyrim and Fallout.-
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- ReSaver
- SkyrimTools
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Version 3.0.0
1,898 downloads
WARNING: Unattached Instances are a normal part of how Fallout 4 operates. Until I've determined how to distinguish between important unattached instances (still in active use) and the other kind (left behind by mods that were uninstalled), I recommend that you do NOT use the Remove Unattached Instances action on Fallout 4 savefiles. NOTE: If you're having a problem with a savefile, and you want my help, you'll need to post the savefile here in the support thread so that I can run tests on it. WHAT IT DOES ReSaver is a savegame editor for Skyrim Legendary, Skyrim Special Edition, and Fallout 4. It is designed to provide more information that earlier tools, and to work with savefiles that other tools wont touch. It is relatively stable and reliable. Performance has gotten pretty good! The interface is modelled after Save Game Script Cleaner; it's not quite as fast (because of Java instead of super speedy assembly language) but it is actively maintained and has a much richer feature set. Like filtering using regular expressions, and scanning your scripts and esps for context! For Skyrim Legendary, it should read and write saves that exceed the string table limit, as long as you're using Crash Fixes v10 or later. INSTALLATION Unzip the archive into a folder somewhere. Double-click on the file "ReSaver.exe". INSTRUCTIONS Unzip the FallrimTools archive somewhere. Double-click on ReSaver.exe. Choose your savegame. You should see a tree structure that has all of the save's script elements. The #1 thing that most people need is to remove script instances that are left behind when a mod is uninstalled. Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything. Go to the "Clean" menu and select "Remove Unattached Instances". Save to a new file. Load your savegame in Skyrim/Fallout and make sure it's working properly. ReSaver is quite stable and I use it myself. Fallout 4 support is still new and in a beta state. I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savegame, hard drive, childhood, and kidneys all major organ systems. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good. REQUIREMENTS Java is a requirement -- ReSaver is written entirely in Java. WHAT YOU CAN DO TO HELP Test the tools! Report any problems! Report any annoyances! Try cleaning a few savegames with ReSaver, see it the new tool works at all. Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it. Find problems or annoyances with the user interface. DONATIONS If you would like to donate, Steam gift cards are good, or donations through Nexus. Really, I'll accept anything. :-) Seriously, I'll take a high-five, or a photo your cats. An envelope full of your pubes? Sure! But it's not necessary. I wrote these tools because I love Skyrim and Fallout.-
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- ReSaver
- SkyrimTools
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Version 3.0.0
1,091 downloads
WARNING: Unattached Instances are a normal part of how Fallout 4 operates. Until I've determined how to distinguish between important unattached instances (still in active use) and the other kind (left behind by mods that were uninstalled), I recommend that you do NOT use the Remove Unattached Instances action on Fallout 4 savefiles. NOTE: If you're having a problem with a savefile, and you want my help, you'll need to post the savefile here in the support thread so that I can run tests on it. WHAT IT DOES ReSaver is a savegame editor for Skyrim Legendary, Skyrim Special Edition, and Fallout 4. It is designed to provide more information that earlier tools, and to work with savefiles that other tools wont touch. It is relatively stable and reliable. Performance has gotten pretty good! The interface is modelled after Save Game Script Cleaner; it's not quite as fast (because of Java instead of super speedy assembly language) but it is actively maintained and has a much richer feature set. Like filtering using regular expressions, and scanning your scripts and esps for context! For Skyrim Legendary, it should read and write saves that exceed the string table limit, as long as you're using Crash Fixes v10 or later. INSTALLATION Unzip the archive into a folder somewhere. Double-click on the file "ReSaver.exe". INSTRUCTIONS Unzip the FallrimTools archive somewhere. Double-click on ReSaver.exe. Choose your savegame. You should see a tree structure that has all of the save's script elements. The #1 thing that most people need is to remove script instances that are left behind when a mod is uninstalled. Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything. Go to the "Clean" menu and select "Remove Unattached Instances". Save to a new file. Load your savegame in Skyrim/Fallout and make sure it's working properly. ReSaver is quite stable and I use it myself. Fallout 4 support is still new and in a beta state. I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savegame, hard drive, childhood, and kidneys all major organ systems. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good. REQUIREMENTS Java is a requirement -- ReSaver is written entirely in Java. WHAT YOU CAN DO TO HELP Test the tools! Report any problems! Report any annoyances! Try cleaning a few savegames with ReSaver, see it the new tool works at all. Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it. Find problems or annoyances with the user interface. DONATIONS If you would like to donate, Steam gift cards are good, or donations through Nexus. Really, I'll accept anything. :-) Seriously, I'll take a high-five, or a photo your cats. An envelope full of your pubes? Sure! But it's not necessary. I wrote these tools because I love Skyrim and Fallout.-
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- ReSaver
- SkyrimTools
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Well that was painless. Relatively speaking...
DocClox posted a blog entry in Working On The Slave Trade
So, I just finished migrating back to Mod Organizer for my development environment. I know I swore "never again" but I was losing track of too many files with Wrye. And so far it seems to be working well. Or at least it seems to be working which is more than I have been able to achieve before this. Now I just need to rewrite my makefile so I can use my usual console-centric workflow and I'll be happy. (why isn't there a command line CK anyway? I always thought that was a major omission. And there are probably about two other people who'd agree with me ... ).- 12 comments
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- Mod Organizer
- Papyrus
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(and 1 more)
Tagged with:
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After trying for weeks to retain any amount of scripting information from the clusterfuck of resources out there and seemingly failing, I've decided to put Papyrus on the damn backburner. I've also come to realize that the more posts I look at around here, the more I realize how High in demand that animators/animations are. I have the resources to learn, but - again - do I have the patience? Most of what I'll be doing is M/F, but these are the animation sets that I want to focus on in order of priority: Post-Sex (Just because the ragdoll ending is better than nothing doesn't mean I want to keep using it) Necro (Is it possible to determine animations based on whether a corpse was on it's back or stomach? Will anyone care?) Softer foreplay (hugging, kissing, flirting etc... maybe even a footjob set, I'm surprised nobody's done that yet.) Female creatures (Wispmothers, Spriggans, Fire Atronachs, and I guess Hagravens... why is this not a thing already?) More M/F/F sets (And possibly a couple of foreplay sets? Will foreplay sets for threesomes be possible? I'll have to ask Ashal about that.) At least one other M/F/M (There's no pussy/anal double-penetration animation yet) Furniture animations! (Hey, there's an idea for an animation package! TWTW - "To the Window, To the Wall") If I do somehow manage to get an animation done, I just need to find someone to help me implement it (which wouldn't be a problem if I could script!). Time to sink into summore damn tutorials. I'll cross that Papyrus bridge when I get to it, but right now I'm just too damn discouraged. I don't know how you pro modders do it, man...
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Learning to Script, Banging my head.
ZigNewton posted a blog entry in Zig's Pretend Development Blog
I have three major ideas without the slightest idea of whether or not they're even possible, or if I'm capable of making them happen. For a while, I've been scrawling all my ideas down on notepads, I just wish I had the same enthusiasm and focus for learning to script. I'm listing them here for future reference, as well as all the helpful links that people here have given me to learn how to do anything. Idea #1: SexLab Adultery All the sex you're used to, now with more strings attached! Idea #2: SexLab Performance "What's the matter, getting tired?" Idea #3: FemBeast Overhaul "I saw a mudcrab girl the other day..." They're all something I really want, but none of this stuff will never happen as long as I can't even focus my attention on learning to script long enough to get started. There are other things I want to eventually do for the community, like weight paint vanilla gear for pregnancy mods, and add more animations for SexLab, but I think I'd better just concentrate on one of these. I'll be collecting helpful resource links here, as well as taking note of who specializes in what on these forums. I don't even know if I'm starting in the right place, but at least I have plenty of places to learn from here. HELPFUL LINKS AND RESOURCES I gotta start somewhere before I get any more ideas. *sigh*... onward! -
NiOverride issues? I read that NiOverride belongs to RaceMenu, but doing a search through it's source I was unable to find a reference to it... Do I have a incorrect version of RaceMenu or is NiOverride defined elsewhere? Scripts and Source that I have installed: RaceMenu (Main, and Base), SKSE, SKYUI, JContainers, SexLab Compile Fail Log: c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(306,31): variable NiOverride is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(306,42): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(307,19): variable NiOverride is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(307,30): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(312,5): variable NiOverride is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(312,16): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(313,5): variable NiOverride is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(313,16): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(722,31): variable NiOverride is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(722,42): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(723,5): variable NiOverride is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslActorAlias.psc(723,16): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslSystemConfig.psc(765,61): variable NiOverride is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslSystemConfig.psc(765,72): none is not a known user-defined type c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslSystemConfig.psc(765,91): cannot compare a none to a int (cast missing or types unrelated) c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\sslSystemConfig.psc(765,91): cannot relatively compare variables to
- 12 replies
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- NiOverride
- sslActorAlias.ps
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Hello, me and my friend are doing a mod. It's going to be a dreaming mod, which allows the player to have nightmares and or dreams whenever they sleep in a bed. They will also have buffs depending upon what dream they have. This is also going to have an mcm for configuration, will use actual 'real-life' dream symbols (like reading a book symbolizes a need for knowledge) all while still being lore friendly, having skyrim and elder lore event related topics ------------- Well that's the concept, what we're having trouble with, is we're having trouble making message boxes allow text for the prompts that pop up, describing the dream. If somebody knows how to do this, or knows ANYTHING to help us please get this awesome mod to work, please post, pm me, or do both. We would greatly appreciate it...
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I'm trying to create a system that gives stat bonuses to actors based on things they do through scripts. For example, if the player completes a radiant quest, they get a 2 point bonus to Two-Handed. However, I can't figure out a way to track what actor values have or haven't been altered or how to apply my bonuses without corrupting the system. Does anyone have any experience with this sort of thing?
- 1 reply
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- Actor Value
- Modding
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View File WARNING: Unattached Instances are a normal part of how Fallout 4 operates. Until I've determined how to distinguish between important unattached instances (still in active use) and the other kind (left behind by mods that were uninstalled), I recommend that you do NOT use the Remove Unattached Instances action on Fallout 4 savefiles. NOTE: If you're having a problem with a savefile, and you want my help, you'll need to post the savefile here in the support thread so that I can run tests on it. WHAT IT DOES ReSaver is a savegame editor for Skyrim Legendary, Skyrim Special Edition, and Fallout 4. It is designed to provide more information that earlier tools, and to work with savefiles that other tools wont touch. It is relatively stable and reliable. Performance has gotten pretty good! The interface is modelled after Save Game Script Cleaner; it's not quite as fast (because of Java instead of super speedy assembly language) but it is actively maintained and has a much richer feature set. Like filtering using regular expressions, and scanning your scripts and esps for context! For Skyrim Legendary, it should read and write saves that exceed the string table limit, as long as you're using Crash Fixes v10 or later. INSTALLATION Unzip the archive into a folder somewhere. Double-click on the file "ReSaver.exe". INSTRUCTIONS Unzip the FallrimTools archive somewhere. Double-click on ReSaver.exe. Choose your savegame. You should see a tree structure that has all of the save's script elements. The #1 thing that most people need is to remove script instances that are left behind when a mod is uninstalled. Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything. Go to the "Clean" menu and select "Remove Unattached Instances". Save to a new file. Load your savegame in Skyrim/Fallout and make sure it's working properly. ReSaver is quite stable and I use it myself. Fallout 4 support is still new and in a beta state. I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savegame, hard drive, childhood, and kidneys all major organ systems. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good. REQUIREMENTS Java is a requirement -- ReSaver is written entirely in Java. WHAT YOU CAN DO TO HELP Test the tools! Report any problems! Report any annoyances! Try cleaning a few savegames with ReSaver, see it the new tool works at all. Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it. Find problems or annoyances with the user interface. DONATIONS If you would like to donate, Steam gift cards are good, or donations through Nexus. Really, I'll accept anything. :-) Seriously, I'll take a high-five, or a photo your cats. An envelope full of your pubes? Sure! But it's not necessary. I wrote these tools because I love Skyrim and Fallout. Submitter markdf Submitted 11/25/2016 Category Regular Mods Requires Java, Skyrim (any) or Fallout 4 Regular Edition Compatible
- 30 replies
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- ReSaver
- SkyrimTools
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View File WARNING: Unattached Instances are a normal part of how Fallout 4 operates. Until I've determined how to distinguish between important unattached instances (still in active use) and the other kind (left behind by mods that were uninstalled), I recommend that you do NOT use the Remove Unattached Instances action on Fallout 4 savefiles. NOTE: If you're having a problem with a savefile, and you want my help, you'll need to post the savefile here in the support thread so that I can run tests on it. WHAT IT DOES ReSaver is a savegame editor for Skyrim Legendary, Skyrim Special Edition, and Fallout 4. It is designed to provide more information that earlier tools, and to work with savefiles that other tools wont touch. It is relatively stable and reliable. Performance has gotten pretty good! The interface is modelled after Save Game Script Cleaner; it's not quite as fast (because of Java instead of super speedy assembly language) but it is actively maintained and has a much richer feature set. Like filtering using regular expressions, and scanning your scripts and esps for context! For Skyrim Legendary, it should read and write saves that exceed the string table limit, as long as you're using Crash Fixes v10 or later. INSTALLATION Unzip the archive into a folder somewhere. Double-click on the file "ReSaver.exe". INSTRUCTIONS Unzip the FallrimTools archive somewhere. Double-click on ReSaver.exe. Choose your savegame. You should see a tree structure that has all of the save's script elements. The #1 thing that most people need is to remove script instances that are left behind when a mod is uninstalled. Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything. Go to the "Clean" menu and select "Remove Unattached Instances". Save to a new file. Load your savegame in Skyrim/Fallout and make sure it's working properly. ReSaver is quite stable and I use it myself. Fallout 4 support is still new and in a beta state. I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savegame, hard drive, childhood, and kidneys all major organ systems. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good. REQUIREMENTS Java is a requirement -- ReSaver is written entirely in Java. WHAT YOU CAN DO TO HELP Test the tools! Report any problems! Report any annoyances! Try cleaning a few savegames with ReSaver, see it the new tool works at all. Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it. Find problems or annoyances with the user interface. DONATIONS If you would like to donate, Steam gift cards are good, or donations through Nexus. Really, I'll accept anything. :-) Seriously, I'll take a high-five, or a photo your cats. An envelope full of your pubes? Sure! But it's not necessary. I wrote these tools because I love Skyrim and Fallout. Submitter markdf Submitted 03/12/2017 Category Other Requires Java, Skyrim (any) or Fallout 4
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- ReSaver
- SkyrimTools
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View File WARNING: Unattached Instances are a normal part of how Fallout 4 operates. Until I've determined how to distinguish between important unattached instances (still in active use) and the other kind (left behind by mods that were uninstalled), I recommend that you do NOT use the Remove Unattached Instances action on Fallout 4 savefiles. NOTE: If you're having a problem with a savefile, and you want my help, you'll need to post the savefile here in the support thread so that I can run tests on it. WHAT IT DOES ReSaver is a savegame editor for Skyrim Legendary, Skyrim Special Edition, and Fallout 4. It is designed to provide more information that earlier tools, and to work with savefiles that other tools wont touch. It is relatively stable and reliable. Performance has gotten pretty good! The interface is modelled after Save Game Script Cleaner; it's not quite as fast (because of Java instead of super speedy assembly language) but it is actively maintained and has a much richer feature set. Like filtering using regular expressions, and scanning your scripts and esps for context! For Skyrim Legendary, it should read and write saves that exceed the string table limit, as long as you're using Crash Fixes v10 or later. INSTALLATION Unzip the archive into a folder somewhere. Double-click on the file "ReSaver.exe". INSTRUCTIONS Unzip the FallrimTools archive somewhere. Double-click on ReSaver.exe. Choose your savegame. You should see a tree structure that has all of the save's script elements. The #1 thing that most people need is to remove script instances that are left behind when a mod is uninstalled. Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything. Go to the "Clean" menu and select "Remove Unattached Instances". Save to a new file. Load your savegame in Skyrim/Fallout and make sure it's working properly. ReSaver is quite stable and I use it myself. Fallout 4 support is still new and in a beta state. I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savegame, hard drive, childhood, and kidneys all major organ systems. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good. REQUIREMENTS Java is a requirement -- ReSaver is written entirely in Java. WHAT YOU CAN DO TO HELP Test the tools! Report any problems! Report any annoyances! Try cleaning a few savegames with ReSaver, see it the new tool works at all. Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it. Find problems or annoyances with the user interface. DONATIONS If you would like to donate, Steam gift cards are good, or donations through Nexus. Really, I'll accept anything. :-) Seriously, I'll take a high-five, or a photo your cats. An envelope full of your pubes? Sure! But it's not necessary. I wrote these tools because I love Skyrim and Fallout. Submitter markdf Submitted 05/06/2016 Category Modders Resources Requires Java, Skyrim (any) or Fallout 4 Special Edition Compatible
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View File PapyrusED is a script-editor for Papyrus (Skyrim only) PapyrusED got some features to make your life easier and faster surch as code completion, Syntax highlighting optimized for Papyrus, search with regular expressions, list of all script files with there extend-type, an build in compiler using the PCompile.dll, a script-check that can check your script before compiling, .... Required Windows XP or later .NET 3.5 or later Install: PapyrusED requires the PCompiler.dll, PapyrusAssembler.exe and all of it's neccessary files. (not included) Extract all files directly in the .SkyrimPapyrus Compiler Directory. After that you can make a shortcut to your Desktop or whereever you want. Uninstall Just delete the files - as well as the config.ini PapyrusED does not create files somewhere else - or any registry entrys. Known bugs It still have got some bugs - nothing Special all i know. For example: If you close one of several Tabs, a message appears that says there were changes - without having changed anything. Just klick "no" There also can be some spelling mistakes - sorry, english isn't my native language :-) At now - after selecting a function/event from the "Function" or "Event" Dropdown you still have to press 'enter'. The mouse click isn't enough. ChangeLog 1.3.0.89 - Use a specific Script Folder - Compile to folder... - basic things like font and font-size - compiler settings like "Debug Mode" and "Optimize" - Advanced settings like "Use Flag File" and the flag file that should be used - I've added a filter to filter out the files you want to display in the file-list (regular expressions can be activated) - Icons for the files using the default CK Icons (quest icon, package icon, ...) - A StorageUtil Key Window was added (for those who know and use Storage Util, this can be realy useful) 1.1.52 - Many bugs are fixed - The config.ini is saved correctly - no error message is display on startup - Search in all Files and Search in selected files was added - Wiki Quick Info - select a function and pres F1 - Skyrim Wiki will open and display informations about the function (when it exists) - this is a bit buggy right now - Fixed some bugs in Auto-Completion, Insight, Folding - Displays the Function Description in the Completion-Window as ToolTip Into Submitter milzschnitte Submitted 01/04/2014 Category Modders Resources Requires Creation Kit Special Edition Compatible
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File Name: Papyrus Utilities File Submitter: jbezorg File Submitted: 15 Sep 2013 File Category: Modders Resources This is just a simple script to manipulate Papyrus error logging. This is the script. Scriptname Papyrus Hidden; silence the Papyrus log =====================================================bool[] function getDebugLogState() global bool[] bDebugState = new bool[3] bDebugState[0] = Utility.GetINIBool("bLoadDebugInformation:Papyrus") bDebugState[1] = Utility.GetINIBool("bEnableTrace:Papyrus") bDebugState[2] = Utility.GetINIBool("bEnableLogging:Papyrus") return bDebugStateendFunctionbool[] function getDebugLogSilent() global bool[] bDebugState = new bool[3] bDebugState[0] = false bDebugState[1] = false bDebugState[2] = false return bDebugStateendFunctionfunction setDebugLogState( bool[] bDebugState ) global Utility.SetINIBool("bLoadDebugInformation:Papyrus", bDebugState[0]) Utility.SetINIBool("bEnableTrace:Papyrus", bDebugState[1]) Utility.SetINIBool("bEnableLogging:Papyrus", bDebugState[2])endFunction In the following example function the animation var "FNISflags" has not been defined. ; call FNIS.GetFlag( ([mymod] as FNIS ).ISBETA )Bool function GetFlag( int aiFlag ) global bool ret = Math.LogicalAnd(Game.GetPlayer().GetAnimationVariableInt("FNISflags"), aiFlag) as Bool return retendFunction This will generate an error in the Papryus Log. e.g.: [09/14/2013 - 10:34:37PM] Error: (00000014): cannot fetch variable named FNISflags of type int, returning 0.stack: [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ? <unknown self>.fnis.GetFlag() - "FNIS.psc" Line 59 [zzEstrusChaurusMCM (9200EF8A)].zzestruschaurusmcmscript.registerMyAnimation() - "zzEstrusChaurusMCMScript.psc" Line 30 [zzEstrusChaurusMCM (9200EF8A)].zzestruschaurusmcmscript.OnVersionUpdate() - "zzEstrusChaurusMCMScript.psc" Line 145 [zzEstrusChaurusMCM (9200EF8A)].zzestruschaurusmcmscript.CheckVersion() - "SKI_QuestBase.psc" Line 17 [zzEstrusChaurusMCM (9200EF8A)].zzestruschaurusmcmscript.OnGameReload() - "SKI_ConfigBase.psc" Line 119 [alias Player on quest zzEstrusChaurusMCM (9200EF8A)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line 6 If you as a modder do not care about this noise in the Logs because a failure is sometimes expected you can silence Papryus error logging with these utilities. e.g. ; call FNIS.GetFlag( ([mymod] as FNIS ).ISBETA )Bool function GetFlag( int aiFlag, bool abFailSilent = true ) global bool[] bDebugOff = Papyrus.getDebugLogSilent() bool[] bDebugState = Papyrus.getDebugLogState() if abFailSilent Papyrus.setDebugLogState( bDebugOff ) endIf bool ret = Math.LogicalAnd(Game.GetPlayer().GetAnimationVariableInt("FNISflags"), aiFlag) as Bool if abFailSilent Papyrus.setDebugLogState( bDebugState ) endIf return retendFunction Click here to download this file