![]() When I've felt in a playing mood, I've spent more time just trying to install and tweak mods in a way that results in the least amount of conflicts. When I've had free time, I've done more modding than playing, which means switching out (my) mods and testing them. But if your situation is different then sure, MO is a better choice for you. ![]() I'm pretty sure majority of users have even larger ratio. I'd rather click "Anneal" once and don't bother running mod manager in background (and deal with other VFS implications) for 50 game sessions. My average game runs to mod manager runs ratio is probably 50:1, this means I adjust something with installed mods only once per 50 game executions. I recommend using a client if you're not already. I wasn't using a Git client in the past, but I've become very familiar with Git and SourceTree over the last five months. No more editing TES5Edit.dproj every time I go to build from the latest commit, and no more manually renaming the binary! I have all of my repos, TES5Edit, and Wrye Bash in SourceTree now, too. I also have post-build events that copy TES5Edit.exe to all of the other filenames, so I can keep all of them up-to-date almost automagically. Prior to copying Zlibex.pas to the project root, trying to open Zlibex.pas in the project navigation menu produces an error that Zlibex.pas could not be found in the project root.Īside: Sweet! Just configured Git to ignore my own Debug configuration for 圎dit, and changed the Debug output path to bin\Debug. I don't think the XE project file been updated with the new Zlib folder path. How do you compile 圎dit with the new zlib? I'm getting an error that Zlibex.dcu cannot be found.Įdit: Copying Zlibex.pas to the project root solved the problem.
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