dizietemblesssma Posted December 22, 2020 Share Posted December 22, 2020 in my current mod in development, a tester has noted that it conflicts with another mod. I think I have a fix for that but it would be a change to a script from the other mod. I wrote out a message to the other mod author to ask if I could put a replacer script with my mod, but the forum site told me that the author is unable to use the message system.Is that the end of my options? diziet Link to comment Share on other sites More sharing options...
IsharaMeradin Posted December 22, 2020 Share Posted December 22, 2020 Usually, it is. And without further information it definitely is. It depends on what the other mod is doing, what your mod is doing and how the two are conflicting. So... perhaps more information is in order? Link to comment Share on other sites More sharing options...
dizietemblesssma Posted December 22, 2020 Author Share Posted December 22, 2020 My script unequips and equips doing outfit changes, the other mods script has on equip and onunequip events which I presume are firing everytime my script (un)equips something. The other mod does something clever with netimmerse nodes ? to make all favourited weapons appear on the character in the form of lines like:NetImmerse.SetNodeLocalPositionX(curActor, "fixedWAxe", fAxeLocalPosX, false)there are a few lines like that and they happen on every unequip or equip event. These lines appear in an OnUpdate event which is registered thus:RegisterForSingleUpdate(0.01)playing around I have discovered that altering the (0.01) to something like 0.1 leads to far fewer glitches with my mod. Glitches where, when my character changes outfit you can see the favourited items appear and disappear on the character.If there was way to call the update event/function from my script, then that would do the trick but although I can detect for the other mod installed, and even use GetFormFromFile on other mods, I don't see how that helps with accessing a script from a mod. If I knew for certain that the other mod was installed then I think I could set it as a property in my script? and work from there. But many users of my mod would not be using the other mod. diziet Link to comment Share on other sites More sharing options...
IsharaMeradin Posted December 22, 2020 Share Posted December 22, 2020 The more I think about it, the more I realize that the best route is to edit their script directly. If you cannot get in contact with the original author, you can at the very least write up instructions on how the end user could modify the script file for themselves so that the two mods work together. Have you checked the permissions of the other mod? Link to comment Share on other sites More sharing options...
dizietemblesssma Posted December 23, 2020 Author Share Posted December 23, 2020 Yes I checked the permissions, they require author consent:( diziet Link to comment Share on other sites More sharing options...
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