injaku Posted September 25, 2022 Posted September 25, 2022 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
rmm200 Posted September 25, 2022 Posted September 25, 2022 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.
jaydawg55 Posted September 25, 2022 Posted September 25, 2022 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?
injaku Posted September 25, 2022 Author Posted September 25, 2022 On 9/25/2022 at 6:09 PM, jaydawg55 said: 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.
Community Manager Pickysaurus Posted September 26, 2022 Community Manager Posted September 26, 2022 On 9/25/2022 at 4:24 PM, injaku said: 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.
injaku Posted September 26, 2022 Author Posted September 26, 2022 Thanks. I was aware of the security implications. With FOMOD, Google gives me: https://fomod-docs.readthedocs.io/en/latest/. Any other recommendations?
Community Manager Pickysaurus Posted September 27, 2022 Community Manager Posted September 27, 2022 You can look at SkyUI for Skyrim 2011 as an example, but to reiterate I strongly advise against using this method. Perhaps if you explained what it is you're trying to do we could advise you of another way?
injaku Posted September 28, 2022 Author Posted September 28, 2022 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.
Community Manager Pickysaurus Posted September 28, 2022 Community Manager Posted September 28, 2022 If there aren't too many of them and they can be pre-built the existing (non-script) FOMOD options would cover this nicely. You can cherry pick which files or folders are installed based on the user's inputs in the wizard.
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