
Xander9009
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GUIDE Howto: Use CreationKit from MO
Xander9009 replied to Tannin's question in Mod Organizer Support
Typically recompiling ones that have been previously compiled. I don't remember what happens when I try to make a new one. -
GUIDE Howto: Use CreationKit from MO
Xander9009 replied to Tannin's question in Mod Organizer Support
No, I'm talking about running the CK through MO. I should have been clearer about that. Notepad++ was just a workaround which does what I want it to. When I try to compile scripts in the CK through MO, they're put in the game folder rather than in the overwrite folder, and they only compile if they already exist there (in the game folder). With the bat file I made, I can compile with N++ without running it through MO and the scripts are put in the correct place (the mod's folder where the script originated). The fact that it's not running through MO (meaning MO isn't locked, so I can still run the CK simultaneously) makes it very easy to modify the scripts in N++ while the CK is opened through MO and have the script changes take effect immediately without anything going to the game folder. So, to be perfectly clear, Notepad++ is not the problem at all here. The problem here is compiling scripts in the CK when the CK is run through MO. -
GUIDE Howto: Use CreationKit from MO
Xander9009 replied to Tannin's question in Mod Organizer Support
In that case, I wonder why mine doesn't do that. It ends up in the game folder's script and source folders. And if it doesn't already exist in those folders, it throws a error. -
GUIDE Howto: Use CreationKit from MO
Xander9009 replied to Tannin's question in Mod Organizer Support
Compiling from Mod Organizer seems to only work for scripts in the game directory. Is this how it's supposed to work, or should I be able to compile my scripts and have them saved to the folder from which they originated (or maybe the overwrite directory)? I found a workaround by setting up Notepad++ to compile successfully from Mod Organizer's mod folders, and that works pretty well. I work with scripts in Notepad++ almost exclusively, so it's how I prefer to edit them anyway. I just wasn't sure if this was how it was supposed to work. Also, in case anyone is interested and doesn't already have it working, should I post files I used for compiling from MO's Mod folders? In case the answer is yes, here it is. Use this instead of the bat file on the CK website. @echo off set game="C:\Games\Steam\steamapps\common\Skyrim" set out=%2 "%game%\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="%game%\Data\scripts\Source";%2 -o=%out:Scripts\Source=Scripts% pause Obviously replace the game path with your game path. It'll import from both the game's source scripts and the source folder where the script to be compiled are located, and it'll output to the parent folder where the script is located. To make it work, though, you'll need to use this in N++'s command: "C:\Games\Steam\steamapps\common\Skyrim\Papyrus Compiler\ScriptCompile.bat" "$(FILE_NAME)" "$(FULL_CURRENT_PATH)" Once again, replace the Skyrim folder path with your own. The only change from the CK website version is the last parameter was changed from "$(CURRENT_DIRECTORY)" to "$(FULL_CURRENT_PATH)" Using this, I can edit the script in N++ and once compiled, the changes are immediately seen in the CK when it's running through MO, and the scripts are loaded from and saved to the mod's folder rather than the game's folder. Of course, all of this is pointless if it was supposed to work like that from the beginning and I just messed it up somehow... -
GUIDE Howto: Use CreationKit from MO
Xander9009 replied to Tannin's question in Mod Organizer Support
Have a look at the post immediately before your post. I mention that the original post may mean this is no longer necessary. Try it first by running the CK directly from MO and see if you can successfully compile a script that works in-game. If not, you still need to do this. If so, you're done, because that's all this is for. As for saves, there should be tools to auto-delete old saves. If not, let me know by PMing me and I'll make one. I've already made tools to work with saves, both vanilla and MO profile saves, so it would be a very simple matter. Just note that it would NOT be a mod inside of Skyrim, but rather a program outside Skyrim entirely. As for exiting when you die... I've heard of that, but I've never, ever, ever done it. I have over 1300 hours of play time. This has never caused me a problem. Then again, I've also never experienced an issue with using quicksaves, and a large number of people had issues with that, too, so maybe I'm just lucky... If you do need to do this because the CK still can't compile working scripts when run through MO, then I'll see about trying it again to see what steps might have been messed up. -
GUIDE Howto: Use CreationKit from MO
Xander9009 replied to Tannin's question in Mod Organizer Support
I might have missed something, but the original post says this whole process is now unnecessary. It should just work (because Tannin is awesome :) ), Are you sure you have the most recent version of MO? If you're not certain, I'd try reinstalling it and testing it again. -
GUIDE Howto: Use CreationKit from MO
Xander9009 replied to Tannin's question in Mod Organizer Support
I'd already tried installing 3 or 4 times to see what I was missing. I just now decided to simply install all of the options and discovered my issue. It doesn't actually tell me which folder it's installing to, and I was looking in "Windows Kits" because that made since considering it's "Windows Software Development Kit" and the first post used "MicrosoftKits" as the dummy text. It actually installs to "Microsoft SDKs\Windows" (full path is "C:\Program Files (x86)\Microsoft SDKs\Windows\v8.1A\bin\NETFX 4.5.1 Tools" for reference for others). So, now I have .75 GB more stuff than I need but it's there haha. -
GUIDE Howto: Use CreationKit from MO
Xander9009 replied to Tannin's question in Mod Organizer Support
I'm not sure what I did wrong, but I don't have a file named corflags anywhere in my Windows Kits folder. I've double checked that that I selected the .NET Framework during installation. I also don't have any files or folders with NET Framework in the name. Anyone have any ideas what I might have messed up or is there another way to manage this? -
Is there a way to view which profiles use a given mod?
Xander9009 replied to Xander9009's question in Mod Organizer Support
Don't spend too much time on it. I've already done it using the method I mentioned (creating a backup of each, combining the backup files, then loading the backup which is now a merged active list). However, it would certainly be useful for the future just for general mod cleanup and getting rid of old mods without the hassle of individually sorting through each and every one. Mods add up, and getting rid of old, unused mods freed up about 70 GB of space for me, so it's definitely something I'd like to know how to easily do in the future. :) -
Is there a way to view which profiles use a given mod?
Xander9009 replied to Xander9009's question in Mod Organizer Support
No. I want to look at a mod and know whether or not it is used in any of my profiles. I don't want to look at a profile and know what mods it uses. I'm trying to isolate mods which I have installed in Mod Organizer, but which are not actually active in any of my profiles. -
Is there a way to view which profiles use a given mod?
Xander9009 replied to Xander9009's question in Mod Organizer Support
I'm not trying to find which mod a file is from, I'm trying to determine if a given mod is used in any profiles (or rather, to isolate mods not used in any profiles). I'm thinking this isn't possible beyond my method I already mentioned, unfortunately. I'll give it a day or two for others to prove me wrong before I officially request the feature. The best simple solution, I think, would be a category for mods which are not only unchecked for the active profile, but are unchecked for all profiles. The best solution that's not so simple would be a (probably initially hidden, such as Nexus ID) column displaying the number of profiles each mod is used in. That way, we could show the column for cleanup and get rid of all mods not used by any profiles and simultaneously see all mods only used by one profile. The category for completely unused mods would be sufficient, though. -
Is there a way to view which profiles use a given mod?
Xander9009 posted a question in Mod Organizer Support
Basically the title says it all. I'm trying to sort through my mods. I'm going to be reinstalling Windows and since I'm already going to be starting fresh with Windows, I figured it was a good idea to sort through everything that uses a lot of hard drive space. I want to delete all of my mods that aren't used by any of my profiles, but I don't recall an easy way to view that information. It seems like a simple enough thing that I'm probably overlooking something obvious, and if so, I apologize. If there isn't a way to do this, I'll probably officially request it since it seems like a very useful thing, if only occasionally. If this isn't possible, then is there a better way to do it than I'm currently think? That would be: back up each profile, go find the produced backups and manually concatenate them into a single backup, load that backup, and then select the unchecked category. It's the best I've got. -
Okay, so it's achievable with either a blank/empty mod which I check or uncheck before starting the game or by running a small utility before starting the game. Neither really seems better or worse than other.
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I have heard of that function, and I've used it a number of times. But if I copy the profile, then I now need to maintain two profiles just so I can play on different screens. Not to mention that unless I disable the Local Savegames feature, then any saves I make for my character while playing on my small screen would be unavailable while playing on my large screen and vice-versa because they're now separate profiles. And disabling the Local Savegames feature isn't an option because I do in fact use multiple profiles. Would setting a resolution change in a mod's ini settings take effect before the game is run? Because, as I mentioned, the game crashes when I'm using the wrong resolution on my laptop's screen. It never even hits the full-screen point. It tries to load the game and immediately fails. And does an ini tweak require an esp, which would mean an annoying pop-up every time I disable the mod to play on whichever screen the actual ini is set to? If that would work, then okay, and it might even technically be easier, but considering the amount of work for this was negligible, that's a moot point. Not to mention I don't know how to make an ini tweak for a mod. If this method would work, and if I'd known it would and how to do it from the start, and it's as easy or easier than the method I already used, then I would have gone this route. But since I've already done the minuscule amount of work, why not just use that?
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It wasn't a lot of work. It took less than 5 minutes to do. It literally took me longer to write the original post than it did to make the file. It literally consists of "Read these four lines. Does this key match the first one? Yes, change them to the second two lines. No, change them to the first two". But yeah, it could be used to switch quest markers on and off depending on your mood without switching to a different character/profile, various display settings, a few control changes to make switching between mouse/gamepad a bit easier (I'm assuming this, I've never used a gamepad for Skyrim), and debug settings. It's not going to be a massively useful utility, but if anyone wants it expanded to allow these (or if it'll be useful for a different game), that'd take longer than 5 minutes, but it still wouldn't be too difficult. AHK, the program I used to make this, is pretty well suited to such a task.