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Usually, we want to ensure that a particular mod is loaded before or after another. So, to use them, you would need to call GetAllPlugins(), search the list for the mods that you wish to move and record their index, and then perform the move. Both functions work on the full list of mods (GetAllPlugins), and they use indexes. There are, however, a number of cavities. The first one forces a load order, and the other moves the mods at the index positions specified in plugins to the position. These two functions can be used to set the load order. Public static void SetLoadOrder(int plugins, int position) public static void SetLoadOrder(int plugins) These functions returns an in-order string array of either all active plugins or all plugins in the data folder. This function allows you to activate or deactivate a particular plugin. InstallFromFOMOD("foobar-addon3.esp") FOMM load order functionsįOMM comes with a number of functions to manipulate load order: public static void SetPluginActivation(string pluginName, bool activate)
#What is fallout mod manager install#
Simply install them in the correct order InstallFromFOMOD("foobar.esm") each other, but can be loaded anywhere, the easiest way to control the load order is to use InstallFromFOMOD in the correct order.
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If your mod requires that the plugins are placed in a particular order w.r.t. If a compatibility patch is to be installed, we may also want to manipulate the load order so that it is correct, instead of pushing the responsibility onto the shoulders of the mod user. It would, however, be nice if we could detect if the player had a mod installed, so we could set a good default. In a earlier tutorial, installation of compatibility patches were controlled by the mod user.
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