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Script editing with Mod Organizer


jhelzei

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Had anyone had any success with editing/compiling scripts in Mod Organizer? It would seem to be a great tool for testing your mod in different, easily changeable environments. However, when I try to create a new script within the Mod Organizer virtual file system the compiler immediately kicks off, fails, and doesn't add an empty script to the magic effect I'm trying to "scriptify". I tried using the Advanced Papyrus script wrapper, but that didn't work either. Everything works great if I fire up the CK outside of Mod Organizer, but modding in a mixed environment seems like a recipe for disaster. As it is I've hosed up my MO environment and it'll probably take a while to get it back to the way it was. I like to play AND mod...

 

Any hints on how to get script development working with Mod Organizer?

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I use notepad++ and set up the compiler as shown here: http://www.creationkit.com/Notepad%2B%2B_Setup but have the filepaths designated to create the pex file in the appropriate mod's folder. you can create a separate quick-compile for each mod if you like. Now whenever I work on scripts, I completely avoid the CK until I need to add the properties.

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My dev environment consist of using Notepad++ for the editing, and the CK for the compiling (I know there is a Notepad++ plugin to handle compilation as well, just never saw the need because of the ease of switching between the two screens). I don't use Mod Organizer or anything fancy, which might allow for me to get away with that method.

 

After looking at MotoSxorpio's link, that might be your best route for integration with Mod Organizer.

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I usually just keep scripts in the data folder, not the cleanest method, but if you are creating new scripts and not extending pre made ones, then you can easily move them out of the data folder when you are finished. With this setup I can compile there via sublime text and have it work in CK without restarting, this is also good for people who use SKSE.

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