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[tr=rgb(68, 68, 68)]N网原帖
[tr=rgb(68, 68, 68)]
This guide will hopefully be useful in helping you port the SKSE scripts from oldrim mods to Special Edition, even if that mod didn't include the source files for those scripts.
[tr=rgb(68, 68, 68)]
1. Download your Old Skyrim mod and extract it to a new folder
2. If your mod's files are in a .bsa, download Bethesda Archive Extractor (BAE) and use it to extract the .bsa to your mod's folder. Delete the .bsa afterwards.
3. Go to the scripts folder. This could be in an SKSE folder. If there is a "source" folder within the scripts folder, full of .psc files, skip all the way to step 9 as you will not need to decompile the .pex files.
4. Otherwise, if there is no source folder and/or no .psc files, download Champollion - A PEX to Papyrus Decompiler and extract it to a new folder
5. Download decompilePEX.bat from the Files section of this guide. Put
decompilePEX.bat AND the empty output folder into the Champollion folder
6. Drag all of the compiled scripts (.pex) into the same folder as Champollion and decompilePEX.bat
7. Run decompilePEX.bat and check the output directory to make sure there are .psc files in there.
8. Move the .psc files from the output folder back into your mod; Put them in scripts/source. If there isn't a source folder within the scripts folder, make one
9. Delete the .pex files - You won't be needing them anymore.
10. Download and install Sublime Text. This is necessary for the compiler we will be using.
11. Open Sublime Text and hit Ctrl+Shift+p - This will open up a little text box you can type "Install" into. The option "Install Package Control" will pop up, select it by hitting "Enter". Then hit preferences > browse packages. Go one directory up, and then go into the directory named "Installed Packages".
12. Download the newest release of SublimePapyrus, and extract BOTH the .sublime-package files into the Installed Packages directory you opened before. It should be in "%appdata%/Sublime Text 3/Installed Packages" by default.
13. Restart Sublime Text. Go to Preferences > Package Settings > SublimePapyrus > Settings - Default, and then do the same but this time open Settings - User. Copy + Paste everything from Default into User. Then, make sure to close the default settings so you are editing the user settings.
14. The Papyrus Compiler should be located in "%yourskyrimdirectory%/Papyrus Compiler" if you have SKSE64 installed. Set "compiler" to this value, like so:

15. "output" is where your compiled scripts will go. You can set this to anywhere that is convenient. Mine is:

16. IMPORTANT: "import" are the script sources that your mod requires. This will be the Skyrim base scripts, SKSE64's scripts, and probably SkyUI or perhaps PapyrusUtil. This all depends on the mod. If you run into an error later, setting this incorrectly is probably the reason why. Identical scripts and functions that exist lower on this list will be overwritten by ones higher on it. Mine looks like:

17. Open any one of the .psc files of your mod in Sublime Text.
18. Go to Tools > Build System > Papyrus - Skyrim
19. Then hit Ctrl+B. Choose the "Batch" option; This will build all the .psc files at once. If the build fails, it is most likely because you didn't import all the script sources your mod requires during step 16.
20. Go to your output folder, and drag all the .pex files into the scripts folder of your mod.
21. You're done! You can repackage the mod into a .bsa if you prefer, but this is not required. If the mod adds any animations, you'll need to convert them using this guide, and if your mod adds any meshes/models, you'll need to convert them using SSE NIF Optimizer. If your mod has a .esp, you'll need to convert them using Bethesda's "Creator Kit". I highly recommend this video series by Dirty Weasel, starting at Episode 9, if you run into issues converting the NIF model files, animations, or the .esp files.
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decompilePEX.bat-14819-1.7z
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