FurryEskimo Posted March 20, 2023 Share Posted March 20, 2023 Is it possible for one mod to check if another is enabled? I'm working to make my mod combatable with the skin API mod an figured if I could tell when it was/wasn't enabled I could adjust my code accordingly, ensuring the skin options are always available. Link to comment https://forums.kleientertainment.com/forums/topic/146651-check-if-another-mod-is-enabled/ Share on other sites More sharing options...
Rickzzs Posted March 20, 2023 Share Posted March 20, 2023 see modindex:ismodenabled 1 Link to comment https://forums.kleientertainment.com/forums/topic/146651-check-if-another-mod-is-enabled/#findComment-1626527 Share on other sites More sharing options...
Haruhi Kawaii Posted March 21, 2023 Share Posted March 21, 2023 11 hours ago, FurryEskimo said: Is it possible for one mod to check if another is enabled? I'm working to make my mod combatable with the skin API mod an figured if I could tell when it was/wasn't enabled I could adjust my code accordingly, ensuring the skin options are always available. Coincidentally, I just finished it local modID = "workshop-2812783478" if GLOBAL.KnownModIndex:IsModEnabled(modID) then print("Mod with ID " .. modID .. " is enabled.") else print("Mod with ID " .. modID .. " is not enabled.") end 1 Link to comment https://forums.kleientertainment.com/forums/topic/146651-check-if-another-mod-is-enabled/#findComment-1626599 Share on other sites More sharing options...
FurryEskimo Posted March 21, 2023 Author Share Posted March 21, 2023 (edited) Great, thanks. I wrote it like this and didn't have an issue, but please feel free to let me know if I did something incorrectly: if not GLOBAL.KnownModIndex:IsModEnabled("workshop-2812783478") then --Old code. end Edited March 22, 2023 by FurryEskimo Link to comment https://forums.kleientertainment.com/forums/topic/146651-check-if-another-mod-is-enabled/#findComment-1626678 Share on other sites More sharing options...
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