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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 by Sustenance
solved
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.

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.

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