RitualClarity Posted October 17, 2014 Posted October 17, 2014 Nothing mysterious about it, open the default compiler bat file, see the folders it's including with the -i argument is just the default skyrim /data/scripts/source folder, add mod organizer ones after it.  Or if you're a true proper Gentlemen and/or Lady and not some philistine who does their scripting with the CK; use SublimeText, install the Papyrus package, alter the Papyrus.sublime-build file to your needs by including ModOrganizer folders the same way you do in bat file. My Papyrus.sublime-build for example is { "cmd": [ "C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Papyrus Compiler\\PapyrusCompiler.exe", "$file", "-op", "-f=TESV_Papyrus_Flags.flg", "-i=C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Data\\Scripts\\Source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Data\\Scripts\\Source\\Dawnguard;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\SexLab Framework\\scripts\\Source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\SexLab - Aroused\\scripts\\source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\FNIS Behavior\\scripts\\source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\NetImmerse Override\\Scripts\\Source;$file_path", "-o=$file_path\\..\\" ], "file_regex": "(^.*\\.psc)\\(([0-9]*),([0-9]*)\\)", "selector": "source.papyrus" } The "cmd" block is the exact same as editing the default bat file, just in JSON format instead. I just add more source folders as I need them to the -i argument. LOL..  Â
most_wanted Posted October 17, 2014 Posted October 17, 2014 There is only one answer: Mod Organizer. It's ages ahead of whatever other mod manager.
Ashal Posted October 17, 2014 Posted October 17, 2014  Nothing mysterious about it, open the default compiler bat file, see the folders it's including with the -i argument is just the default skyrim /data/scripts/source folder, add mod organizer ones after it.  Or if you're a true proper Gentlemen and/or Lady and not some philistine who does their scripting with the CK; use SublimeText, install the Papyrus package, alter the Papyrus.sublime-build file to your needs by including ModOrganizer folders the same way you do in bat file. My Papyrus.sublime-build for example is { "cmd": [ "C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Papyrus Compiler\\PapyrusCompiler.exe", "$file", "-op", "-f=TESV_Papyrus_Flags.flg", "-i=C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Data\\Scripts\\Source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Data\\Scripts\\Source\\Dawnguard;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\SexLab Framework\\scripts\\Source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\SexLab - Aroused\\scripts\\source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\FNIS Behavior\\scripts\\source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\NetImmerse Override\\Scripts\\Source;$file_path", "-o=$file_path\\..\\" ], "file_regex": "(^.*\\.psc)\\(([0-9]*),([0-9]*)\\)", "selector": "source.papyrus" } The "cmd" block is the exact same as editing the default bat file, just in JSON format instead. I just add more source folders as I need them to the -i argument. LOL..   Editing the build file is part of the normal install process for installing the SublimeText Papyrus package, the cmd block is the exact same as the Skyrim/Papyrus Compiler/ScriptCompile.bat file you are normally supposed to edit to compile with CK or other things.  default Skyrim/Papyrus Compiler/ScriptCompile.bat: "C:\Projects\TESV\Build\PC\Papyrus compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="C:\Projects\TESV\Build\Source\DLC01\Scripts" -o="C:\Projects\TESV\Build\PC\Data\Scripts" pause equivalent Papyrus.sublime-build: { "cmd": [ "C:\\Projects\\TESV\\Build\\PC\\Papyrus compiler\\PapyrusCompiler.exe", "$file", "-f=TESV_Papyrus_Flags.flg", "-i=C:\\Projects\\TESV\\Build\\Source\\DLC01\\Scripts", "-o=C:\\Projects\\TESV\\Build\\PC\\Data\\Scripts" ] } If anything I'd say the SublimeText version is easier.
Tags Posted October 18, 2014 Posted October 18, 2014 Is there a way to get TES5Edit to recognize the MODs managed by MOD Organizer? I need to clean some MODs but TES5Edit only detests the mods I installed by hand.
RitualClarity Posted October 18, 2014 Posted October 18, 2014 Create an executable in MO. Run TES5Edit through MO Click on the mods you want to clean and do your stuff. More info is on the Steps pages on now to create executable in MO.
WaxenFigure Posted October 18, 2014 Posted October 18, 2014 You can even set up and run Windows Explorer and see the virtual folder that MO builds through it.
RitualClarity Posted October 18, 2014 Posted October 18, 2014 You can even set up and run Windows Explorer and see the virtual folder that MO builds through it. Â ?... Â
WaxenFigure Posted October 18, 2014 Posted October 18, 2014  You can even set up and run Windows Explorer and see the virtual folder that MO builds through it. ?...  Did that on my old machine a long time ago and it worked. Tried it again now and it doesn't, no great loss since I've never really needed it. May have to do with 32bit vs 64bit (i.e. would work on an older 32 bit OS).
PubliusNV Posted October 18, 2014 Posted October 18, 2014   You can even set up and run Windows Explorer and see the virtual folder that MO builds through it. ?...  Did that on my old machine a long time ago and it worked. Tried it again now and it doesn't, no great loss since I've never really needed it. May have to do with 32bit vs 64bit (i.e. would work on an older 32 bit OS).   It works if you set up the (free download) "Free Commander" file manager as an MO executable. Â
RitualClarity Posted October 18, 2014 Posted October 18, 2014    You can even set up and run Windows Explorer and see the virtual folder that MO builds through it. ?...  Did that on my old machine a long time ago and it worked. Tried it again now and it doesn't, no great loss since I've never really needed it. May have to do with 32bit vs 64bit (i.e. would work on an older 32 bit OS).   It works if you set up the (free download) "Free Commander" file manager as an MO executable.   @Publius Yes I know about the Free Commander function. If I needed to do this I would use that program @WaxenFigure Did you try the ProgramsX86 folder..? Might be a version there for x86 systems... .
WaxenFigure Posted October 19, 2014 Posted October 19, 2014     You can even set up and run Windows Explorer and see the virtual folder that MO builds through it. ?...  Did that on my old machine a long time ago and it worked. Tried it again now and it doesn't, no great loss since I've never really needed it. May have to do with 32bit vs 64bit (i.e. would work on an older 32 bit OS).   It works if you set up the (free download) "Free Commander" file manager as an MO executable.  @Publius Yes I know about the Free Commander function. If I needed to do this I would use that program @WaxenFigure Did you try the ProgramsX86 folder..? Might be a version there for x86 systems... .  Nah, really haven't needed it myself but it can be useful for people who have a hard time visualizing what this mod does.
GaiusTerminus Posted October 23, 2014 Posted October 23, 2014 Everybody seems to love MO, but I gave up on it when I had four tabs open to different threads telling me how to fix different problems that were making my MO-managed Skyrim unplayable. So I went back to Wrye Bash, since I've never had a problem with it.
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