Sustenance Posted January 11 Share Posted January 11 (edited) I want to check if a mod is enabled on the server so I can add the extra content for it. This function works fine for the host but doesn't seem to work for other clients. if _G.KnownModIndex:IsModEnabled("workshop-id") then is there a different function i should use or is it a different problem? Mod Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3558878743 Edited January 11 by Sustenance solved Link to comment https://forums.kleientertainment.com/forums/topic/169472-solved-checking-if-a-mod-is-enabled-on-the-server/ Share on other sites More sharing options...
Haruhi Kawaii Posted January 11 Share Posted January 11 12 hours ago, Sustenance said: I want to check if a mod is enabled on the server so I can add the extra content for it. This function works fine for the host but doesn't seem to work for other clients. if _G.KnownModIndex:IsModEnabled("workshop-id") then is there a different function i should use or is it a different problem? Mod Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3558878743 KnownModIndex:GetModsToLoad() would be more accurate, but it also returns client-side mods. Link to comment https://forums.kleientertainment.com/forums/topic/169472-solved-checking-if-a-mod-is-enabled-on-the-server/#findComment-1848451 Share on other sites More sharing options...
Sustenance Posted January 11 Author Share Posted January 11 2 hours ago, Haruhi Kawaii said: KnownModIndex:GetModsToLoad() would be more accurate, but it also returns client-side mods. TY for your response. I ended up using this command GLOBAL.TheNet:GetServerModNames() to get a table of the server mods and then search through it. 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/169472-solved-checking-if-a-mod-is-enabled-on-the-server/#findComment-1848465 Share on other sites More sharing options...
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