Mystical Panda
Well-Known Member
- Messages
- 2,025
@Captain LaserBeam ... just did a double-take and didn't realize that the 4 beds were from Abernathy.
but the numbers were replicated once the workbench was activated.

Could you make it foldable? Default collapsed, then if you click on an error, it unfolds the stack. That way you could hide the static yet still have the ability to see the details.The biggest problem I've noticed with the stack trace is the sheer amount of information it tends to dump
Oops... Type, I meant Raze. I edited my post. smhI don't believe I have "Clean My Settlements"
That I could do; a TreeView. Even use the byte offset into the file as they key's index, this way the memory footprint won't be too large and still provide a nice access time. Give me a bit to look at the output- it's been awhile, so I can see how to organize it. I remember with stack traces quite awhile back, I wanted to generate a type of visual 'workflow' from the frames, showing which calls were making what and when... then I saw the amout of data was dumped.Could you make it foldable? Default collapsed, then if you click on an error, it unfolds the stack. That way you could hide the static yet still have the ability to see the details.
@10:30 you mention wanting to add a feature to tie an error to the script source. That will not work as you envision.@msalaba ... I'm going to go ahead and post the video on quick source script access from here, since it's more related to an interface. The feature will be a 'front end' into library calls which could be used by other applications since they are not directly related(linked) to the front-end(the reverse applies).
That might be a much better idea since the main 'flow' wouldn't depend on a given source. I'm getting ready to check it out... but I think(it's been awhile since I've used it), if it's the front-end I'm thinking of, might need a manual save. If there's a CLI version, that would be perfect.here is a decompile program called Champolion. This could be useful, BUT, comments from the original source will not exist and most often the decompiled lines to not match the original source. IIRC, the latest update added original line comments when decompiling.
If you know, off the top of your head, the names of the scripts(.pex) files that manage the workshop resource numbers
Fallout 4/Data/Scripts/Workshipscript
RecalculateResources
Thank you!Fallout 4/Data/Scripts/Workshipscript
edit: I think you are looking for calls to![]()
WorkshopFramework/Scripts/Source/User/WorkshopScript.psc at master · kinggath/WorkshopFramework
Redesign of the FO4 Workshop Scripts. Contribute to kinggath/WorkshopFramework development by creating an account on GitHub.github.com
RecalculateResources
Latest champollion:
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GitHub - Orvid/Champollion: A PEX to Papyrus Decompiler for Skyrim, Fallout 4 and Starfield
A PEX to Papyrus Decompiler for Skyrim, Fallout 4 and Starfield - Orvid/Champolliongithub.com
Note: There is a version difference between ba2 archives with FO4 OG vs NG. I don't know if it will affect your work or not. More info:
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BA2 Archive Version Patcher
BA2 Archive Version Patcher downgrades the header version of next gen ba2 archives from versions 7 and 8 to version 1. This allows the next gen archives to be loaded by older tools and game versions.www.nexusmods.com
I encountered that one when I noticed quite a few of BA2 files weren't reporting their files when prompted. I haven't 'broken' down the BA2 fully yet, just enough to parse the header and some of the pointer tables- at least enough to access their resource files list.Note: There is a version difference between ba2 archives with FO4 OG vs NG. I don't know if it will affect your work or not. More info:
You mention dds image size. I can't remember 100% but I thought it had to be a power of 2, not just divisible by 2. Though don't quote me on that...Here let me share how I access binary files like BA2
I think your right, now that you mention it. Thanks for correcting me. It wouldv'e been nice, if with the Creation Kit, Bethesda privided a 'check' tool. Something that could be run to check the 'sanity' of the data files going into the game, flagging those files that would be problematic.You mention dds image size. I can't remember 100% but I thought it had to be a power of 2, not just divisible by 2. Though don't quote me on that...
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