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mod installer documentation


injaku

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I am looking for the mod installer documentation. Specially is it possible to include active scripting (Javascript or similar) in the xml file? Can I read/write to previous installed files from other mods? If so how, what is the path?

 

The only documentation I have found so far is this: https://wiki.nexusmods.com/index.php/How_to_create_mod_installers

 

Thanks

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Man - I don't even know where to refer you. Somewhere on the Nexusmods forums.

I view this site as Vortex support. No how to write mods, no how to write FOMODs. Just what to do if Vortex fails.

You may get lucky - Picky has his finger in pretty much everything.

But meanwhile, also scan through the Nexusmod support forums.

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You might want to reach out directly to Pickysaurus through the Nexus site. There is a link to him/whatever at the bottom of the mod installers Vortex page. Which game or games do you have in mind?

 

 

Thanks. Will do that. I'm very original and want to mod some Skyrim SE mods.

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I am looking for the mod installer documentation. Specially is it possible to include active scripting (Javascript or similar) in the xml file? Can I read/write to previous installed files from other mods? If so how, what is the path? The only documentation I have found so far is this: https://wiki.nexusmods.com/index.php/How_to_create_mod_installers Thanks

 

FOMODs shouldn't execute any arbitrary code as this can be a security risk. There is a way to run a C# script but I don't know how to actually do it as it's a feature we don't recommend using.

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I would like to create a mod that would allow the user to deploy only a subset of animations from the installed packages. It would read the deployed config files to extract the set of animations and tags. Create a normalized set of tags. Present the user with the set of tags. Allow the user to select a combination of tags and show the number of selected animations. Then overwrite the deployed packages configs to only include that subset.


This needs to occur before Skyrim is run to avoid the FIN limit.


One solution would be to limit the set of selectable tags, limit to specific package versions, and then pre-build all supported combinations. This assumes that there is enough logic support to select deployments based on combinations of multiple selectors.

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