Jump to content

Conditional mod functions?


ThoraldGM

Recommended Posts

A couple of things, really, but not sure how to state the issue.

 

Let's say a player is using my Choice Chopped mod, which has lists for regional foods. I want Choice Chopped to stock food at the racetrack, but only if player is also using the Friendly Easy City Downs mod. So I need a script in one mod to check whether a function/variable from the other mod exists?

 

I don't want to chain them together as required mods, but need them to "talk to each other" somehow.

 

On a tangent note, I would love to see a Mod Configuration Menu when the Geck is released. (Like MCM in Skyrim SkyUI.) Then I might be able to check the status of checkboxes as function conditions.

 

These aren't urgent issues, just things that would be nice to know how to do because it would add a useful layer of functionality. Hope it doesn't sound too obscure.

Link to comment
Share on other sites

There are severay ways of managing interactions between mods

1) add one mod as a master to the other, suited for compatibility patches and addon mods. Simply saying you create a patch for your mod and another one.

2) make both mods have the same master which holds some common records for interoperability, suited for mods from a single mod author if he wants to make a lot of them in future and have some sort of communication going on between them. Cons is that additional mod slot is required for a custom esm master file.

3) papyrus scripting using GetFormFromFile() function. The easiest one to implement but could be broken in the long run if user decides to merge his mods and free the limited mod slots

4) using common injected records into the game master file.

 

The ideal way is the first method, that's how Bethesda designed their mods interaction system in the first place, it is the most safe and realiable one too. Papyrus approach is the second best. Others are situational.

Edited by zilav
Link to comment
Share on other sites

Thanks. I want to make a "clean slate" version of the track for modders to build up from, but Cell Ripper is currently hidden for some reason. This will be useful when I'm ready to renovate the clean slate and post it as an optional file.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...