Scripting Using Advanced Papyrus wrapper with Mod Organizer

Post » Mon Sep 28, 2015 10:33 pm

As the title suggests, I have been using the Advanced Papyrus wrapper with Mod Organizer as the vanilla compiler wont work with M.O.

The goal of this is to open a discussion among those (seemingly few) among us who use this set up, for dissemination of accurate info about it for users of this set up, new and old, myself included :smile: ...

I would hate to misinform, so I will paste some info that Mr. Jack graciously shared with me some months ago on setting it up:

I didn't immediately begin using Advanced Papyrus, as I hadn't done TES scripting in a while (had last used Morrowind's CS) and was working on other stuff, but I have a programming background, so it was inevitable I would delve into scripting again if I started modding Skyrim... So about 2 weeks ago, I set it up and dived in.

My set up has been working pretty successfully, but with a few nuances I will describe, but first, the contents of my Skyrim\Papyrus Compiler\Advanced Papyrus.ini file:

[Skyrim]
scripts=C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\scripts\Source
output=C:\Program Files (x86)\Mod Organizer\overwrite\scripts
flags=TESV_Papyrus_Flags.flg
[Import]
path0=C:\Program Files (x86)\Mod Organizer\overwrite\scripts\source
path1=C:\Program Files (x86)\Mod Organizer\mods\Wulfsmod\scripts\source

Since there are restricted permissions for overwriting files in C:\Program Files (x86)\ (likely depending on UAC), if an External editor (like Notepad) is used, it can't overwrite the script Source file. So instead of having to Save As, move and rename, etc. every time, I just use the CK feature where you right click on a script and edit it within CK, using the Save and Compile drop down boxes from the CK editor. This also gives you the info about Saving or Compiling successfully. That said...

-The first thing I noticed, was that, sometimes my scripts weren't working as expected, so I quickly realized that they weren't always being saved and the only way to save and compile them consistently (for my set up) is to Save, the Save again, then Compile.

From what I can figure, the compiler doesn't use the text (and any changes you made) the first time you save - it is only after the second Save, that the info at the bottom of the window reflects the actual Save success or any errors, etc. It must have something to do with MO's Overwrite system, so the first save goes into Overwrite/temp, then the second save actually uses the script from overwrite, etc.

-Even then, the Source files for scripts I edit usually don't end up in the Overwrite folder, just the compiled script files. I think the source files only end up in Overwrite if they are new scripts or something, not exactly sure.

Anyway, I then copy the scripts from Overwrite to my mod folder afterwards.

For Quest, Scenes, and Papyrus fragments, I have found that this means the contents of "Papyrus Fragments" boxes wont always reflect the true contents of the file, until the CK data is reloaded (using the updated file).

So anyone who is still with me after all that, (Mr. Jack?) who has any insight into this type of setup, solutions/workarounds for the Save x2 issue, etc. please comment below. Perhaps the contents of my "Advanced Papyrus.ini" could be tweaked in some way? Maybe this will help other newcomers who are facing the rather daunting task of setting this up, as I was a few weeks ago.

EDIT: Forgot about the error message that comes up when saving scripts - it seems to save ok, besides the having to save 2x, but anyway this error shows up in the MO Notifications/Error log:

DEBUG (23:51:22.0866): create process (a) null - "Papyrus Compiler\PapyrusCompiler.exe" SF_WULF_FireExtinguish_02015C71 -f="TESV_Papyrus_Flags.flg" -i="Data/Scripts/Source/" -o="Data/Scripts/" (in null) - hooking

ERROR (23:51:22.0869): failed to inject into (null): failed to access thread context. Please note that Mod Organizer does not support 64bit binaries! (The parameter is incorrect. [87])

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Ellie English
 
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