Lyraedan Posted January 29, 2023 Share Posted January 29, 2023 (edited) Hey I just want to check if a mod is enabled on load. I read on other much older forum posts that its local isXModEnabled = GLOBAL.KnownModIndex:IsModEnabled("workshop-whateverthenumberis") However when I run this line with a mod number that I know is enabled, all I get is nil. Am I perhaps misusing this function? (I'm calling it in modmain.lua) Edited January 29, 2023 by Lyraedan Link to comment https://forums.kleientertainment.com/forums/topic/145831-how-do-i-check-if-a-mod-is-enabled-2023/ Share on other sites More sharing options...
Lyraedan Posted January 30, 2023 Author Share Posted January 30, 2023 (edited) Turns out I was using this incorrectly, this is infact still the way to check a mod is enabled. HOWEVER if something went wrong say you forgot "workshop-" at the start it will just return "nil" instead of false. Edited January 30, 2023 by Lyraedan Link to comment https://forums.kleientertainment.com/forums/topic/145831-how-do-i-check-if-a-mod-is-enabled-2023/#findComment-1619597 Share on other sites More sharing options...
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