Feelx234 Posted March 7, 2016 Share Posted March 7, 2016 (edited) Hey guys, I'd love implement something like additional features if another mod ist installed. So far it seemed that the topic was primary adressed for making a mod a hard prequisite How would that work?As far as I see it, problems are:I can't just copy the code into my mod because it would then probably arise naming problems (Haven't really checked it though). But I also can not use the classes in my mod because the compiler won't do it's job when it simply does not find the classes.In C++ I'd just need the headers of the files (kind of) is there a way to define Header like files in UnrealScript? The native keyword does (kind of) a job allowing the function to be implemented elsewhere but whether that's going to work leaves me guessing.If I make any progress on that topic I'll try to update this entry.But nevertheless somebody already had some experience feel free to share. Edited March 7, 2016 by Feelx234 Link to comment Share on other sites More sharing options...
davidlallen Posted March 7, 2016 Share Posted March 7, 2016 (edited) Previous discussions here:http://forums.nexusmods.com/index.php?/topic/3862915-compiling-against-code-in-a-different-mod/http://forums.nexusmods.com/index.php?/topic/3834670-cross-mod-function-calls/ Edited March 7, 2016 by davidlallen Link to comment Share on other sites More sharing options...
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