DGM Posted January 15, 2017 Share Posted January 15, 2017 I'm using the GOG version. I made a mods folder and put both the example API mod and the ITEMSNewAndEdited mod in it to study, and now the game uses these mods even when I explicitly turn them off before starting a new campaign. The only way to not use them is to remove them from the folder. Any idea what's causing this? Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted January 15, 2017 Share Posted January 15, 2017 The api example mod should work, but ITEMSNewAndEdited does not seem to have correct handlers for deactivating, so it's causing issues. Link to comment Share on other sites More sharing options...
DGM Posted January 15, 2017 Author Share Posted January 15, 2017 You're right, some of what I thought was coming from the example mod was coming from ITEMS. Link to comment Share on other sites More sharing options...
SteelCrow Posted January 19, 2017 Share Posted January 19, 2017 I typically leave all the mods I use or am working on in my mods folder, and rename the "script.zip" file for the ones I want to disable, usually to "scripts_original.zip". Thus, I haven't ever detected this problem. I spent a few minutes moving the few lines I had placed ahead of the "if options["____"].enabled then" lines down within them, but that doesn't seem to work. Do I get any hints or suggestions? Link to comment Share on other sites More sharing options...
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