Mattiewagg Posted December 3, 2014 Share Posted December 3, 2014 @darkconsoleGlad you got something to work for you. That MOCK fix did nothing but produce errors for me. If you were able to get it to work, great. I, ultimately, found it unnecessary. @MatthiaswaggI used to do that. However, I needed everything in one location with a singular workflow for my sanity.Can I just move all the files to a folder under Data in a folder for my mod in MOs folder? And start saving in there from now on? Would it still keep the file structure? The issue is then that when I compile SublimeText will always go to that directory not depending kn the mod I'm compiling scripts for. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted December 3, 2014 Share Posted December 3, 2014 @MatthiaswaggGuess I need to go into more detail. Game directory:C: > Steam > SteamApps > Common > Skyrim Mod Organizer directory:C: > Applications > ModOrganizer My WIP mod under MO is at:ModOrganizer > mods > InventoryManagementSystem The mod directory equals the Data folder. So inside the directory above I have my ESP, BSA and loose scripts that I've been tweaking as necessary. Scenarios I have encountered and/or tested:Editing & Compiling in the CKWhen I load the CK through MO and edit & compile a script there, the output will be placed in the mod folder associated with the active mod. There may be overwrite contents (usually an empty scripts folder) drag and drop into mod folder to play it safe. Editing & Compiling with SublimeText launched through MO1. When I right click on a PSC file of an active mod in MO and open it in SublimeText then exit ST and relaunch it with MO, the output will be placed in the mod folder associated with the mod that the PSC file came from. There may be overwrite contents (usually an empty scripts folder) drag and drop into mod folder to play it safe. 2. When I right click on a PSC file of an inactive mod in MO and open it in SublimeText then exit ST and relaunch it with MO, the output of the PSC file will be in the mod folder but the PEX file will be in the overwrite folder. Simply drag and drop into the mod folder. 3. When I right click on a PSC file of an active mod in MO whose script name is identical to a script in another active mod and open it in SublimeText then exit ST and relaunch it with MO, the output of the PSC file will be in the mod folder it came from but the PEX file will go into the mod folder of the last loaded active mod. Solution is to make sure that the mod you are working on is the last loaded mod (left list) 4. When I right click on a PSC file of an inactive mod in MO whose script name is identical to a script in an active mod and open it in SublimeText then exit ST and relaunch it with MO, the output of the PSC file will be in the inactive mod's folder but MO will think that the PEX should go into the active mod folder. Solution is to make sure that all mods with scripts of the same name are deactivated or the version being worked on is active and loaded last (left list) when compiling with ST. 5. When I right click on a PSC file of an inactive mod in MO whose script name is identical to a script in another inactive mod and open it in SublimeText then exit ST and relaunch it with MO, output is identical to scenario #2. Editing & Compiling with SublimeText not launched by MOWhen I right click on a PSC file of an active or inactive mod in MO and open it in SublimeText and edit and compile without relaunching ST in MO, the output of the PSC file will be in the mod folder but the PEX file which *should be* in the overwrite folder (due to changes made to the ScriptCompiler.bat file) but for some strange reason still goes to the original game data folder. TL;DRWith conflicting scripts, make sure the one being worked on is loaded last (left list) if the mods must be active. Keep that in mind and all output should be in the appropriate mod folder or in the overwrite folder. Link to comment Share on other sites More sharing options...
Mattiewagg Posted December 3, 2014 Share Posted December 3, 2014 Alrighty. Link to comment Share on other sites More sharing options...
SillySilverSongbook Posted May 1, 2015 Share Posted May 1, 2015 I don't know how long this has been in the S.T.E.P. Project but I found it after I did everything else. http://wiki.step-project.com/Guide:Mod_Organizer#tab=Third_Party_Programs Scroll down to the Creation Kit Section and follow the instructions. Basically it has you change the Papyrus Compiler to operate in 32 bit mode.I haven't fully tested it but it appears to be working for me. Link to comment Share on other sites More sharing options...
lofgren Posted May 1, 2015 Author Share Posted May 1, 2015 Well that's awesome. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 3, 2015 Share Posted May 3, 2015 @SillySilverSongbook That was linked to on post 17 where I outlined the steps I took to get things working with MO, CK & Sublime Text Link to comment Share on other sites More sharing options...
piotrmil Posted August 8, 2015 Share Posted August 8, 2015 (edited) I think I have found something that will work for me. I created a batch script that will compile through Notepad++ reliably. It looks like this: set Overwrite=C:\Games\Mod Organizer\overwrite\scripts\source set SKSE=E:\Games\Mod Organizer\mods\SKSE Scripts\scripts\source set DragonBorn=E:\Games\Mod Organizer\mods\Dragonborn Scripts\scripts\source set Hearthfire=E:\Games\Mod Organizer\mods\Hearthfire scripts\scripts\source set Dawnguard=E:\Games\Mod Organizer\mods\Dawnguard Scripts\scripts\source set Vanilla=E:\Games\Mod Organizer\mods\original scripts\Scripts\source set AllScripts=%~2;%Overwrite%;%SKSE%;%Dragonborn%;%Hearthfire%;%Dawnguard%;%Vanilla%; if not exist "%Overwrite%\%~1" ( xcopy "%~2\%~1" "%Overwrite%\" ) "C:\Games\Steam\SteamApps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="E:\Games\Mod Organizer\mods\original scripts\Scripts\Source\TESV_Papyrus_Flags.flg" -i="%AllScripts%" -o="C:\Games\Mod Organizer\overwrite\scripts" pause This is called from Notepad++ with the run command suggested on this page: http://www.creationkit.com/Notepad%2B%2B_Setup "C:\Program Files (x86)\Steam\steamapps\common\skyrim\Papyrus Compiler\ScriptCompile.bat" "$(FILE_NAME)" "$(CURRENT_DIRECTORY)" It means no more compiling from the CK, but I tend to keep track of where my scripts are stored anyway. Hi, could you please detail WHERE exactly do I put this bit of code? I've managed to get Notepad++ work with MOCKfix, but can't properly compile the scripts (they won't show up in the overwrite folder) Edited August 8, 2015 by piotrmil Link to comment Share on other sites More sharing options...
lofgren Posted August 8, 2015 Author Share Posted August 8, 2015 Copy the text into Notepad or similar program and save it as .bat file. Remember to update the file paths so they match your computer's directories. Save the .bat file in Skyrim/Papyrus Compiler. It should actually work regardless of where you put it. When you set up Notepad++, have it call the .bat file you created instead of ScriptCompile.bat. Link to comment Share on other sites More sharing options...
piotrmil Posted August 9, 2015 Share Posted August 9, 2015 Copy the text into Notepad or similar program and save it as .bat file. Remember to update the file paths so they match your computer's directories. Save the .bat file in Skyrim/Papyrus Compiler. It should actually work regardless of where you put it. When you set up Notepad++, have it call the .bat file you created instead of ScriptCompile.bat.Thank you! It works perfectly. I didn't know where to put it, since it looked different from the bat file on CK wikia, thus my confusion. I had to add another line to accomodate the Skyui SDK scripts, so I could compile the MCM menus :) Is there a reason why you have the dlcs scripts in a separate folder, other than it was shipped with the game that way? Regardless of that, thank you, you have made my day. Link to comment Share on other sites More sharing options...
lofgren Posted August 9, 2015 Author Share Posted August 9, 2015 I have the dlc scripts in different folders so I can load only the assets that I am using. So if I am making a mod that only relies on vanilla, I only activate vanilla. Link to comment Share on other sites More sharing options...
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