Dudeman325 Posted July 19, 2014 Share Posted July 19, 2014 I'm working on a mod from the request forum to craft makeshift tools (hammers, sledges, and spades) in a similar fashion to Craftable Axes by Tooks, and I've run into a small issue making it compatible with my other mod I recently released, Homemade Bats, which allows crafting of various weapons that have nailed variants. I'm fairly new to this script-based method of modding, as all the modding I've done before was in the Creation Kits for New Vegas and Skyrim, so this may be a pretty stupid question... In this area of the code at the top of the .txt file : imports { Base }can I just drop the module name of my other mod, like so: imports { Base HomemadeBats }and be able to reference items from Homemade Bats in recipes, etc.? If this works, I'm pretty sure that would mean that this mod would require HomemadeBats to be installed (which I have no problem with), but are there any other steps I would have to take to make sure the in-game mod loader is aware of the requirements? Thanks for taking the time to read my dumb questions! Link to comment Share on other sites More sharing options...
ToastedFishSandwich Posted July 19, 2014 Share Posted July 19, 2014 You can make a mod require another mod by adding the line:require=CustomMod1, CustomMod2to the mod.info file after the description. Link to comment Share on other sites More sharing options...
Dudeman325 Posted July 19, 2014 Author Share Posted July 19, 2014 Neat! I think that's all I need to know for now. Thanks! Link to comment Share on other sites More sharing options...
ToastedFishSandwich Posted July 19, 2014 Share Posted July 19, 2014 You're welcome. Link to comment Share on other sites More sharing options...
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