This setup runs scc.exe
to export script source file info for use with the redscript decompiler (namely this branch - a binary of this is included at tools/redscript-cli.exe
) to generate fully decompiled redscript files.
The workflow replaces tools/redmod/bin/redlexer_native.dll
and expects the old one to exist at tools/redmod/bin/redlexer_native_real.dll
- the CMake target compile
does this all automatically (including putting the old one back in place).
Below is the compile command you can run manually to test it out (it creates a final.redscripts
in the redmod directory):
scc.exe -compile "C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\tools\redmod\scripts\" "C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\tools\redmod\final.redscripts" -rttiSchemaPath "C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\tools\redmod\metadata.json" -Wnone -threads 4 -no-testonly -no-breakpoint -profile=off
The decompile
target uses the included tools/redscript-cli.exe
to decompile the compiled final.redscripts
into redscripts/
.