Anyway to Decompile a Mod?

Discuss coding questions, pull requests, and implementation details.
Post Reply
l3lessed
Posts: 556
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

Anyway to Decompile a Mod?

Post by l3lessed »

So, on moving to 10.21, I accidentally deleted my outfitmanager script files. I have an old one, but it is way out of date and would require rebuilding.

Is there anyway I can just decompile the mod file I uploaded?
My Skyrim Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

User avatar
Ralzar
Posts: 1610
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: Anyway to Decompile a Mod?

Post by Ralzar »

Well, you can extract the .cs script as a text file in the mod window of the DFU launcher.
It’s how I take a look at other peoples mods.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

User avatar
BadLuckBurt
Posts: 568
Joined: Sun Nov 05, 2017 8:30 pm

Re: Anyway to Decompile a Mod?

Post by BadLuckBurt »

Ralzar wrote: Wed Apr 08, 2020 9:20 pm It’s how I take a look at other peoples mods.
I will make sure to leave some sexy comments in my first mod ;)
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

l3lessed
Posts: 556
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

Re: Anyway to Decompile a Mod?

Post by l3lessed »

Thanks Razor, let me look at that. That be great if I could do that, and then just copy and paste. Hopefully it isn't missing any critical code.

That worked. Your awesome, you sneaky, sneaky code spy.
My Skyrim Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

User avatar
Hazelnut
Posts: 2503
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Anyway to Decompile a Mod?

Post by Hazelnut »

Yeah this is such a useful option.. it's how I've been able to update some mods that were not being actively maintained so they worked after a making a change to DFU that broke them.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Ralzar
Posts: 1610
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: Anyway to Decompile a Mod?

Post by Ralzar »

Yeah, and I’ve been able to check exactly what version of my code was in my published mods when I started doubting myself :D
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

User avatar
Hazelnut
Posts: 2503
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Anyway to Decompile a Mod?

Post by Hazelnut »

Ralzar wrote: Thu Apr 09, 2020 1:58 pm Yeah, and I’ve been able to check exactly what version of my code was in my published mods when I started doubting myself :D
Learn to use git properly and tag your releases! :D

(to be fair, I've forgotten to tag releases of my mods a few times...)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

Post Reply