PJMail Posted February 16, 2021 Share Posted February 16, 2021 As the "isXbox" condition is listed as obsolete, how do people change the way their mod works if running on Xbox (rather than PC)?I don't want to have 2 versions of my mod, so want to bypass bits that are not supported on Xbone (such as F4SE). I noticed someone using the fact that debug calls don't work on xbox as a detection mechanism, but I use 'release' compiles so they are already stripted out for even PC distribution. On a related issue - I already have checks for F4SE (so my mods run with or without F4SE), so will that be sufficient for Xbone, or will the mere presense of F4SE functions in the scripts (that I don't call) be enought to stop it working? Link to comment Share on other sites More sharing options...
SKKmods Posted February 16, 2021 Share Posted February 16, 2021 I have not found a way to consistently detect Xbox, but have infact never found the need as 99.98% of my scripted solutions are available for Xbox so I can use my own stuff when I travel. And to respect Microsoft's support in the matter. Any F4SE script functions will stop the CK from compiling the scripts for Xbox archives during the publication process. Link to comment Share on other sites More sharing options...
PJMail Posted February 16, 2021 Author Share Posted February 16, 2021 Are you saying the publication process recomples everything (rather than just re-packaging in the ba2)? I always compile my scripts -release anyway (so no debug). Link to comment Share on other sites More sharing options...
SKKmods Posted February 17, 2021 Share Posted February 17, 2021 Yes that is what I have noticed. Lave some F4SE stuff in your scripts and see what happens. Link to comment Share on other sites More sharing options...
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