Anyway to Decompile a Mod?

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l3lessed
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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 I have an old one, but it is way out of date and would require rebuilding.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 Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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Ralzar
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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.

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BadLuckBurt
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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 ;)
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

.

l3lessed
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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 Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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

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Hazelnut
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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

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Ralzar
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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

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Hazelnut
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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

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