Most usermods include instructions how to enable them. Usually in source or readme file.
For the most oftenused usermods there are #defines or -D USERMOD_xxxxxx build environment settings. @Quindor did a nice video on self compiling WLED couple of years ago (intermittech).
I found the easiest way for me was to have a look in platform.ini at the various [env: …] sections. Adding another section with the usermods I wanted and then updating the default_envs line achieved what i was after.
For most used usermods a simple -D USERMOD_xxxxx in platformio.ini (or override) build_flags will suffice, for others you need to check readme.md or contact usermod creator.
I rolled back to version as well and I had more success. Could you confirm I’m doing this correctly and that this is the correct place to assign a pin? I also notice that I can LED=1… How do I enter P14 and pin 15 and pin 2?
I have being playing with this stuff for the first time today on a try to make my TTGO-T-Dusplay to work with the already built usermod and I just found a way to force the Visual Studio to compile using the usermod.cpp for that specific project.
The instructions of the Readme.md must be followed, however there is a missing part which is that you shall replace the usermod.cpp from the folder wled00 for the usermod.cpp on the usermod library. That’s the trick to make a usermod to work when declaring it as a #defines doesn’t work.