I've enjoyed prior versions of PapyrusEd for the better part of a year now and use it to create all my mods.
Is it possible to launch PapyrusEd from Mod Organizer?
I use CK through MO which allows me to keep my Skyrim environment very clean.
When initially launching from PapyrusEd, there is a complaint about not being able to launch x64 programs. I used CorFlags to force PapyrusEd launch in 32 bit mode. I can directly launch PapyrusEd but still not through MO. When I attempt to do so, the blue PapyrusEd logo shows for a bit but then exits without ever showing the editor
I am also unable to launch PapyrusEd via CK when it is launched either independently or via MO, regardless of the 32/64 mode set with CorFlags. I used to be able to do this previously.
If I first launch PapyrusEd independently, and then edit a papyrus script from CK using "external editor" the file does open successfully in my existing instance of PapyrusEd.
(Sorry about the excessive detail... I'm hoping there will be clues in there as to what is going on.)
Just a short Info: A new update will come soon. I've included "Settings" where you can configurate many options like - Use a specific Script Folder - Compile to folder... - basic things like font and font-size - compiler settings like "Debug Mode" and "Optimize" - Advanced settings like "Use Flag File" and the flag file that should be used
- I've added a filter to filter out the files you want to display in the file-list (regular expressions can be activated) - Icons for the files using the default CK Icons (quest icon, package icon, ...) - A StorageUtil Key Window was added (for those who know and use Storage Util, this can be realy useful)
I think the update will be released this week
For those who hasn't notices the last update: - Many bugs are fixed - The config.ini is saved correctly - no error message is display on startup - Search in all Files and Search in selected files was added - Wiki Quick Info - select a function and pres F1 - Skyrim Wiki will open and display informations about the function (when it exists) - this is a bit buggy right now - Fixed some bugs in Auto-Completion, Insight, Folding - Displays the Function Description in the Completion-Window as ToolTip Into
Left Bugs: - When closing a tab it will ask to save, because it "has changed", even when nothing has changed
And now the future plans: - Backup Function where you can backup and restore scripts (even with different versions - up to 64 Versions per file) - different Styles - Log Reader to read the log and seperate the errors + jump to the script that raised the error (when the scriptfile and line number was displayed) (even the realy huge logs with more then 1 gig)
Btw: PapyrusED automaticly reads the functions andstuff out of the script file. This meens, when a new SKSE Version is released, it will automaticly read the functions and events and gives full support to them. It also recognize all of your own functions and events from your scripts. So yes, it will be compatible with new SKSE versions even without a PapyrusED update
That would be nice, but it is a 64-bit app and in any event, the Papyrus compliler from the CK that PapyrusED also uses is 64-bit. That means the directory virtualization from MO wont work. Still a great tool.
Wish we could figure out how to do that awesome MO directory virtualization in 64 bit. It would be great to keep the game folder clean.
There are still bunch of "little" errors. But this project doesn't got a high priority for me. I just made it for me because the Papyrus Nodepad++ support is... ähm... well... not realy the best :-) It tooks so much time to figure out all the Events and functions a script can have.... and getting the Syntax of the event.
Now I decided to make this project public and share it with all the scripters.... why not And here it is. I've planed a "Project Manager" and an FTP Client too, so it can be possible to work in a Team... but this is still far away
Btw: You don't realy Need this Software but it can make life easier when you create some script-based mods. It's an almost complete Papyrus IDE. (Papyrus is the Script Language you can create mods for Skyrim)
I was having issues setting up Notepad++ with the compiler, and this was very easy to install, and works very well.
My only suggestion is adding something like in setting up Notepad++, where it shows you the definition of a function/event when you put in the first parentheses.
In my experience, if you have the SKSE scripts (from the developer distro of SKSE) in your scripts and source directory then PapyrusED recognizes them. Same with SkyUI MCM. Will require you to restart PapyrusED.
XP or later and the Net 2.0 program leaves Windows 8 out of use. I think your program is a good idea, maybe someone will create a program like this for the computers not using XP. I don't use Windows 8.1. I don't have a touch screen laptop and will not buy one, I don't need it.
This is quite a good tool for those modder's doing scripting job. Thank you author!
To those not lucky enough in using this.. Well at least mine works well. let me show you what is in my "Papyrus Compiler" folder..
\Skyrim\Papyrus Compiler\antlr.runtime.dll \Skyrim\Papyrus Compiler\Antlr3.Runtime.dll \Skyrim\Papyrus Compiler\Antlr3.Utility.dll \Skyrim\Papyrus Compiler\config.ini \Skyrim\Papyrus Compiler\DigitalRune.Windows.TextEditor.dll \Skyrim\Papyrus Compiler\fire.dll \Skyrim\Papyrus Compiler\MainIcon.ico \Skyrim\Papyrus Compiler\PapyrusAssembler.exe \Skyrim\Papyrus Compiler\PapyrusCompiler.exe \Skyrim\Papyrus Compiler\PapyrusED.exe \Skyrim\Papyrus Compiler\PCompiler.dll \Skyrim\Papyrus Compiler\presets \Skyrim\Papyrus Compiler\ScriptCompile.bat \Skyrim\Papyrus Compiler\StringTemplate.dll \Skyrim\Papyrus Compiler\presets\activemagiceffect.txt \Skyrim\Papyrus Compiler\presets\furniture.txt \Skyrim\Papyrus Compiler\presets\quest.txt \Skyrim\Papyrus Compiler\presets\ski_configbase.txt All Files in that folder (recursively) included. I'm using Win7x64, with .netfx(3.5+4.5.1) installed. (Tip. Microsoft .netfx, 3.5 includes 2.0, 3.0 and 3.5; 4.5.1 includes 4 and 4.5. Why? I can use C#.)
Besides, i hope author would add a readme file descripting how to install. i did check that error log the first time..(oh that's not standalone software). if that could include how to modify the config.ini -- even better. Eh.. BTW. if that can be a new feather that "RELOAD Script folder"? I think that is not too hard to do (just a menu item and an soft init binding). that would be helpful if someone place a new file in the script source folder.
43 comments
I'm on Windows 10.
I get the startup logo, but then nothing.
1) I have a config.ini file pointing to my scripts folder
2) I extracted the files to my Papyrus Compiler folder
3) I have .NET v4
First : Thank you for this program. It's really good!
Is there an option to make DOS window to not appear ? As they are prompting using the computer is somewhat disturbing...
Thanks!
Is it possible to launch PapyrusEd from Mod Organizer?
I use CK through MO which allows me to keep my Skyrim environment very clean.
When initially launching from PapyrusEd, there is a complaint about not being able to launch x64 programs. I used CorFlags to force PapyrusEd launch in 32 bit mode. I can directly launch PapyrusEd but still not through MO. When I attempt to do so, the blue PapyrusEd logo shows for a bit but then exits without ever showing the editor
I am also unable to launch PapyrusEd via CK when it is launched either independently or via MO, regardless of the 32/64 mode set with CorFlags. I used to be able to do this previously.
If I first launch PapyrusEd independently, and then edit a papyrus script from CK using "external editor" the file does open successfully in my existing instance of PapyrusEd.
(Sorry about the excessive detail... I'm hoping there will be clues in there as to what is going on.)
Yet Nexus Mod Manager seems to be quite usefull (but I keep MO for playing).
A new update will come soon. I've included "Settings" where you can configurate many options like
- Use a specific Script Folder
- Compile to folder...
- basic things like font and font-size
- compiler settings like "Debug Mode" and "Optimize"
- Advanced settings like "Use Flag File" and the flag file that should be used
- I've added a filter to filter out the files you want to display in the file-list (regular expressions can be activated)
- Icons for the files using the default CK Icons (quest icon, package icon, ...)
- A StorageUtil Key Window was added (for those who know and use Storage Util, this can be realy useful)
I think the update will be released this week
For those who hasn't notices the last update:
- Many bugs are fixed
- The config.ini is saved correctly
- no error message is display on startup
- Search in all Files and Search in selected files was added
- Wiki Quick Info - select a function and pres F1 - Skyrim Wiki will open and display informations about the function (when it exists) - this is a bit buggy right now
- Fixed some bugs in Auto-Completion, Insight, Folding
- Displays the Function Description in the Completion-Window as ToolTip Into
Left Bugs:
- When closing a tab it will ask to save, because it "has changed", even when nothing has changed
And now the future plans:
- Backup Function where you can backup and restore scripts (even with different versions - up to 64 Versions per file)
- different Styles
- Log Reader to read the log and seperate the errors + jump to the script that raised the error (when the scriptfile and line number was displayed) (even the realy huge logs with more then 1 gig)
Btw: PapyrusED automaticly reads the functions andstuff out of the script file.
This meens, when a new SKSE Version is released, it will automaticly read the functions and events and gives full support to them. It also recognize all of your own functions and events from your scripts. So yes, it will be compatible with new SKSE versions even without a PapyrusED update
Wish we could figure out how to do that awesome MO directory virtualization in 64 bit. It would be great to keep the game folder clean.
http://www.nexusmods.com/skyrim/mods/19034/?
Now I decided to make this project public and share it with all the scripters.... why not And here it is.
I've planed a "Project Manager" and an FTP Client too, so it can be possible to work in a Team... but this is still far away
Btw: You don't realy Need this Software but it can make life easier when you create some script-based mods.
It's an almost complete Papyrus IDE. (Papyrus is the Script Language you can create mods for Skyrim)
Und Danke :-)
If you are willing to share the source, I would be happy to address some of those bugs and maybe push the feature set forward.
I was having issues setting up Notepad++ with the compiler, and this was very easy to install, and works very well.
My only suggestion is adding something like in setting up Notepad++, where it shows you the definition of a function/event when you put in the first parentheses.
To those not lucky enough in using this..
Well at least mine works well. let me show you what is in my "Papyrus Compiler" folder..
\Skyrim\Papyrus Compiler\Antlr3.Runtime.dll
\Skyrim\Papyrus Compiler\Antlr3.Utility.dll
\Skyrim\Papyrus Compiler\config.ini
\Skyrim\Papyrus Compiler\DigitalRune.Windows.TextEditor.dll
\Skyrim\Papyrus Compiler\fire.dll
\Skyrim\Papyrus Compiler\MainIcon.ico
\Skyrim\Papyrus Compiler\PapyrusAssembler.exe
\Skyrim\Papyrus Compiler\PapyrusCompiler.exe
\Skyrim\Papyrus Compiler\PapyrusED.exe
\Skyrim\Papyrus Compiler\PCompiler.dll
\Skyrim\Papyrus Compiler\presets
\Skyrim\Papyrus Compiler\ScriptCompile.bat
\Skyrim\Papyrus Compiler\StringTemplate.dll
\Skyrim\Papyrus Compiler\presets\activemagiceffect.txt
\Skyrim\Papyrus Compiler\presets\furniture.txt
\Skyrim\Papyrus Compiler\presets\quest.txt
\Skyrim\Papyrus Compiler\presets\ski_configbase.txt
All Files in that folder (recursively) included. I'm using Win7x64, with .netfx(3.5+4.5.1) installed.
(Tip. Microsoft .netfx, 3.5 includes 2.0, 3.0 and 3.5; 4.5.1 includes 4 and 4.5. Why? I can use C#.)
Eh.. BTW. if that can be a new feather that "RELOAD Script folder"? I think that is not too hard to do (just a menu item and an soft init binding). that would be helpful if someone place a new file in the script source folder.