Not entirely sure what you’re asking for, but in general, the compiler cannot see anything in the master file or any mods. The only thing it can see is what is in the script files, so you’ll need to make a property (which the compiler understands) and give that property a value in the editor (which is what ‘glues’ the game and script together).
What’s going wrong isn’t obvious from your script, but there are a few steps you could try to help narrow it down. First, turn on script logging (you want http://www.creationkit.com/INI_Settings_(Papyrus)#bEnableLogging, http://www.creationkit.com/INI_Settings_(Papyrus)#bEnableTrace, and http://www.creationkit.com/INI_Settings_(Papyrus)#bLoadDebugInformation, all set to 1), then sprinkle a few http://www.creationkit.com/Trace_-_Debug calls in various parts of your script, like at the beginning of the update event, inside your if statements, etc, that would help you keep track of what your script is doing. Then monitor the Papyrus.0.log file inside "My Documents/My Games/Skyrim/Logs" (may have to launch the game twice to get it to make the log the first time) for your trace statements to see what’s happening.
You can also try typing in “DumpPapyrusUpdates” (or “DPU”) into the console to spit out a list of everything registered for update events, and “DumpPapyrusStacks” (or “DPS”) into the console to dump a list of everything actually running to see if your script is stuck somewhere. The output for both of those functions goes to the script log. The log will also detail any errors your script may be causing, so keep an eye out

Example:
Event OnUpdate()Debug.Trace("Got an update! PCIsAVampire = " + PCIsAVampire)If ( PCIsAVampire == 1 ) If ( Game.GetPlayer().HasSpell(DiseaseBoneBreakFever) ) EndIf PCCurrentBlood = ( PCCurrentBlood - 1 ) If ( PCCurrentBlood < 0 ) PCCurrentBlood = 0 ElseIf ( PCCurrentBlood > PCMaxBlood ) PCCurrentBlood = PCMaxBlood EndIf If ( GameHour.GetValue() >= 6 ) && ( GameHour.GetValue() < 20 ) Debug.Trace("Taking damage!") Debug.MessageBox("TakingDamage") else Debug.Trace("Not taking damage!") EndIf EndIfRegisterForSingleUpdate(1)EndEvent