Merge plugins papyrus flags path
Author: f | 2025-04-25
locate the papyrus flags file, get its path, then post it into merge plugins preferences. Then handle script fragments should be available. FWIW my papyrus flags file was missing and i had to re
Merge Plugins - Papyrus Flags Path? - Discussion - Nexus Mods
PAPYRUS COMPILER PLUSThis is a GUI wrapper utility for the original Papyrus Compiler with some extra options and compatibility with Mod Organizer if used. It may help people having problems compiling scripts. This was created and tested with Skyrim but may work with other games that use Papyrus scripts.FEATURESDrag & Drop single or even multiple scripts onto the GUI to compile themCompatibility with Mod Organizer without needing to be run through itAutomatically add all active mods from Mod Organizer as import foldersAutomatically use a custom output folder or the source parent folderSource parent folder example:Compiling: mods\MyMod\Scripts\Source\mymodquest.pscOutputs to: mods\MyMod\Scripts\mymodquest.pex'ABOUT DRAG & DROPIf you drag a file onto the GUI it will load up the files details and prepare to compile on your command.You can set the Drag & Drop behaviour on the config tab so that it will automatically compile the dropped file with your current settings.If dropping multiple files this will immediately start a batch compile.ABOUT AUTOMATIC IMPORTSIf Automatically add active sources is checked this will add your Data\Scripts\Source folder as an import.Nothing exciting there but if you are using Mod Organizer this will also add the Scripts\Source folder from every mod that you have activated in your current profile.This can solve a lot of headaches with import folders and you can also manually add import folders if you find the need.REQUIREMENTS.NET FrameworkCreation KitINSTALLATION (SKYRIM)Copy the Plus folder from the downloaded archive to your Skyrim\Papyrus Compiler folder so it will be Skyrim\Papyrus Compiler\PlusDo not overwrite your original compiler! The executable of this program is also named PapyrusCompiler.exe but should be in a different folder to the original if you followed the first step correctly.Run the PapyrusCompiler.exe in the new Plus folderThis will open up the config tab and check the settings are correct. If you use Mod Organizer fill in the path to its folder.If all settings look fine then click on the Compile tab to check the settings there. You should be good to go now.Your custom settings such as the output folder and flags will be saved if modified and used automatically when needed.TO USE WITH CREATION KIT (SKYRIM)Open the SkyrimEditor.ini file in your Skyrim folder.Scroll down to the [Papyrus] section and find this line:sCompilerFolder="Papyrus Compiler"Change this line to:sCompilerFolder="Papyrus Compiler\Plus"(or whatever folder you installed to)For quick compiling via Creation Kit you can select Hide GUI in the Command-Line Behaviour menu on the Config tab. Please note the Creation locate the papyrus flags file, get its path, then post it into merge plugins preferences. Then handle script fragments should be available. FWIW my papyrus flags file was missing and i had to re To handle crucial logic inDialog Topics, Quests, and Scenes. When merging the FormIDs of certain recordshave to be changed due to conflicts, which can break the association betweenscript fragments and their associated records. This leads to bugs such asdialog not triggering events, quests freezing, and broken scenes. Merge PluginsStandalone locates broken script fragments, decompiles them, adjusts theirsource code, renames them, and then recompiles them.BSA HANDLING:The program detects BSAs associated with plugins being merged, and accesses theassets in them as necessary for asset handling purposes. It can also fullyextract BSAs for plugins being merged, or create a merged BSA from the BSAsassociated with the plugins being merged.MOD ORGANIZER INTEGRATION:Merge Plugins integrates with Mod Organizer even better than the Merge PluginsScript. Merged mods produced by Merge Plugins become mods in Mod Organizerwithout any post-merge steps. Just merge and go!USER REPORT SYSTEM:Merge Plugins Standalone connects to a server which has a database of usersubmitted reports on the merge-ability of plugins. Unlike the Merge PluginsScript, you can easily create and submit reports on plugins you've mergeddirectly from the application. Once submitted to the backend, reports will bereviewed and added to the dictionary file if approved. There is a separatedictionary file for each game supported by Merge Plugins. Reports associatedwith plugins are displayed directly in the GUI, allowing you to make decisionson what to merge based on the experiences of other users.DICTIONARY VIEWERMerge Plugins Standalone has a Dictionary Viewer, which allows you to view thedictionary. The viewer supports both sorting and filtering.INTEGRATED UPDATES:You can update the dictionary or the program directly from the program itself. Heck, if you want, you can even elect to have the program download and installupdates automatically!FILTERABLE LOG:Trying to troubleshoot? A filterable log with messages grouped and labeledaccording to what part of the program's functionality they correspond makes iteasy.EXTENSIVE OPTIONS:Tweak the program to your liking, tapping into integrations, asset handling, theGUI, etc.INTEGRATED HELP:You can press F1 and click on any component in the program to instantly accessdocumentation on that component.ABUNDANT DOCUMENTATION:With over 60 pages of documentation, Merge Plugins is one of the best documentedmodding programs currently available. Help yourself by referring to thedocumentation when you have a question.Setup1. Unpack Merge Plugins somewhere. E.g. C:\Program Files\Merge Plugins.2. Start Merge Plugins.3. If you don't see a profile for your game, right-click in the box and choose"New profile", then specify a profile name, game mode, and game path. You canbrowse for your game pathComments
PAPYRUS COMPILER PLUSThis is a GUI wrapper utility for the original Papyrus Compiler with some extra options and compatibility with Mod Organizer if used. It may help people having problems compiling scripts. This was created and tested with Skyrim but may work with other games that use Papyrus scripts.FEATURESDrag & Drop single or even multiple scripts onto the GUI to compile themCompatibility with Mod Organizer without needing to be run through itAutomatically add all active mods from Mod Organizer as import foldersAutomatically use a custom output folder or the source parent folderSource parent folder example:Compiling: mods\MyMod\Scripts\Source\mymodquest.pscOutputs to: mods\MyMod\Scripts\mymodquest.pex'ABOUT DRAG & DROPIf you drag a file onto the GUI it will load up the files details and prepare to compile on your command.You can set the Drag & Drop behaviour on the config tab so that it will automatically compile the dropped file with your current settings.If dropping multiple files this will immediately start a batch compile.ABOUT AUTOMATIC IMPORTSIf Automatically add active sources is checked this will add your Data\Scripts\Source folder as an import.Nothing exciting there but if you are using Mod Organizer this will also add the Scripts\Source folder from every mod that you have activated in your current profile.This can solve a lot of headaches with import folders and you can also manually add import folders if you find the need.REQUIREMENTS.NET FrameworkCreation KitINSTALLATION (SKYRIM)Copy the Plus folder from the downloaded archive to your Skyrim\Papyrus Compiler folder so it will be Skyrim\Papyrus Compiler\PlusDo not overwrite your original compiler! The executable of this program is also named PapyrusCompiler.exe but should be in a different folder to the original if you followed the first step correctly.Run the PapyrusCompiler.exe in the new Plus folderThis will open up the config tab and check the settings are correct. If you use Mod Organizer fill in the path to its folder.If all settings look fine then click on the Compile tab to check the settings there. You should be good to go now.Your custom settings such as the output folder and flags will be saved if modified and used automatically when needed.TO USE WITH CREATION KIT (SKYRIM)Open the SkyrimEditor.ini file in your Skyrim folder.Scroll down to the [Papyrus] section and find this line:sCompilerFolder="Papyrus Compiler"Change this line to:sCompilerFolder="Papyrus Compiler\Plus"(or whatever folder you installed to)For quick compiling via Creation Kit you can select Hide GUI in the Command-Line Behaviour menu on the Config tab. Please note the Creation
2025-04-03To handle crucial logic inDialog Topics, Quests, and Scenes. When merging the FormIDs of certain recordshave to be changed due to conflicts, which can break the association betweenscript fragments and their associated records. This leads to bugs such asdialog not triggering events, quests freezing, and broken scenes. Merge PluginsStandalone locates broken script fragments, decompiles them, adjusts theirsource code, renames them, and then recompiles them.BSA HANDLING:The program detects BSAs associated with plugins being merged, and accesses theassets in them as necessary for asset handling purposes. It can also fullyextract BSAs for plugins being merged, or create a merged BSA from the BSAsassociated with the plugins being merged.MOD ORGANIZER INTEGRATION:Merge Plugins integrates with Mod Organizer even better than the Merge PluginsScript. Merged mods produced by Merge Plugins become mods in Mod Organizerwithout any post-merge steps. Just merge and go!USER REPORT SYSTEM:Merge Plugins Standalone connects to a server which has a database of usersubmitted reports on the merge-ability of plugins. Unlike the Merge PluginsScript, you can easily create and submit reports on plugins you've mergeddirectly from the application. Once submitted to the backend, reports will bereviewed and added to the dictionary file if approved. There is a separatedictionary file for each game supported by Merge Plugins. Reports associatedwith plugins are displayed directly in the GUI, allowing you to make decisionson what to merge based on the experiences of other users.DICTIONARY VIEWERMerge Plugins Standalone has a Dictionary Viewer, which allows you to view thedictionary. The viewer supports both sorting and filtering.INTEGRATED UPDATES:You can update the dictionary or the program directly from the program itself. Heck, if you want, you can even elect to have the program download and installupdates automatically!FILTERABLE LOG:Trying to troubleshoot? A filterable log with messages grouped and labeledaccording to what part of the program's functionality they correspond makes iteasy.EXTENSIVE OPTIONS:Tweak the program to your liking, tapping into integrations, asset handling, theGUI, etc.INTEGRATED HELP:You can press F1 and click on any component in the program to instantly accessdocumentation on that component.ABUNDANT DOCUMENTATION:With over 60 pages of documentation, Merge Plugins is one of the best documentedmodding programs currently available. Help yourself by referring to thedocumentation when you have a question.Setup1. Unpack Merge Plugins somewhere. E.g. C:\Program Files\Merge Plugins.2. Start Merge Plugins.3. If you don't see a profile for your game, right-click in the box and choose"New profile", then specify a profile name, game mode, and game path. You canbrowse for your game path
2025-04-17In a single commit or inserting additional changes to a file in some commit and expecting them to propagate forward is not something that can be done with these tools. Use git-rebase(1) for that.Intrinsic limitationsSome types of filtering have limitations that would affect any tool attempting to perform them; the most any tool can do is attempt to notify the user when it detects an issue:When rewriting commit hashes in commit messages, there are a variety of cases when the hash will not be updated (whenever this happens, a note is written to .git/filter-repo/suboptimal-issues):if a commit hash does not correspond to a commit in the old repoif a commit hash corresponds to a commit that gets prunedif an abbreviated hash is not uniquePruning of empty commits can cause a merge commit to lose an entire ancestry line and become a non-merge. If the merge commit had no changes then it can be pruned too, but if it still has changes it needs to be kept. This might cause minor confusion since the commit will likely have a commit message that makes it sound like a merge commit even though it’s not. (Whenever a merge commit becomes a non-merge commit, a note is written to .git/filter-repo/suboptimal-issues)Issues specific to filter-repoMultiple repositories in the wild have been observed which use a bogus timezone (+051800); google will find you some reports. The intended timezone wasn’t clear or wasn’t always the same. Replace with a different bogus timezone that fast-import will accept (+0261).--path-rename can result in pathname collisions; to avoid excessive memory requirements of tracking which files are in all commits or looking up what files exist with either every commit or every usage of --path-rename, we just tell the user that they might clobber other changes if they aren’t careful. We can check if the clobbering comes from another --path-rename without much overhead. (Perhaps in the future it’s worth adding a slow mode to --path-rename that will do the more exhaustive checks?)There is no mechanism for directly controlling which flags are passed to fast-export (or fast-import); only pre-defined flags can be turned on or off as a side-effect of other options. Direct control would make little sense because some options like --full-tree would require additional code in filter-repo (to parse new directives), and others such as -M or -C would break assumptions used in other places of filter-repo.Partial-repo filtering, while supported, runs counter to
2025-04-10Are prepared for SQLiteStudio official releases) you also need to have the 7z.exe available in your system PATH, while running the above batch file.Optional compilation settingsCompile-time directories definitionYou can pass additional flags either to qmake if you want to define some compile-time values of the application. Here are flags and what do they mean:PLUGINS_DIR=/path/to/pluginsAdditional directory to look up for plugins.ICONS_DIR=/path/to/iconsAdditional directory to look up for icons.FORMS_DIR=/path/to/formsAdditional directory to look up for *.ui files (forms used by plugins).Example of how to do it:qmake "DEFINES += PLUGINS_DIR=C:/sqlitestudio_plugins" "DEFINES += ICONS_DIR=C:/sqlitestudio_icons" "DEFINES += FORMS_DIR=C:/sqlitestudio_forms"Multi-core CPUIf you have multi-core CPU, you can speed up compilation by passing "-j " option to make, where is number of cores you want to use, for example:TroubleshootingI get errors from compilator/linkerAnswer: Things to check out:Make sure you have required version of Qt (see dependencies at the begining of this document).Make sure that you used qmake from the correct Qt installation.If the error is about sqlite symbol, see if you have sqlite header and library available to the compiler and if the sqlite is in required version (see dependencies at the begining of this document).
2025-04-08