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ModHelper: A first look- the Interface...

The biggest problem I've noticed with the stack trace is the sheer amount of information it tends to dump
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.
I don't believe I have "Clean My Settlements"
Oops... Type, I meant Raze. I edited my post. smh
 
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.
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.
 
@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).
@10:30 you mention wanting to add a feature to tie an error to the script source. That will not work as you envision.
The base game script source only comes with the Creation Kit. You have to run the CK at least once to get the source files unzipped (installed). Most users will not be doing this. Most mods do not include script source. (I do cause I don't care who steals it)

There 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.
 
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.
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's a video, a bit longer than I anticipated, but shows how to check(in the plugin order) for mod conflicts such as with WorkshopScript.pex. I've seen that come up a bit and this is how I check, but the process could also be applied manually.

@ 32m:00s is where I actually look for the 'conflict', if you want to skip to that part. But I also included some looks into the design and coding of the front end, for those that might be interested.
 
I wanted to do a quick follow up video to show how I came to the conclusion that Car Variety which was showing the VMAD(maybe referencing a workshop placed object? just guessing) reference in the plugin.

If you know, off the top of your head, the names of the scripts(.pex) files that manage the workshop resource numbers I could look specifically for those and see if something is upating a script causing the numbers issue.
 
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
edit: I think you are looking for calls to RecalculateResources
Latest champollion:

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:
 
Fallout 4/Data/Scripts/Workshipscript
edit: I think you are looking for calls to RecalculateResources
Latest champollion:

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:
Thank you!
 
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:
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.

Here let me share how I access binary files like BA2. It's not the most efficient way... but it, at least how I was looking at it, is the most flexible.
 
Here let me share how I access binary files like BA2
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...
 
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...
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.
 
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