Difference between revisions of "GetModByName - Game"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Egocarib
(Created page with "Category:Scripting Category:Papyrus Category:SKSE '''SKSE Member of:''' Game Script Returns the load order index of the target plugin. (This function requires...")
 
imported>Egocarib
m
Line 15: Line 15:


== Return Value ==
== Return Value ==
Either the exact index of the mod in the current load order, or 255 if the mod is not actively loaded.
Either the exact index of the mod in the current load order, or 255 if the mod is not present.





Revision as of 23:31, 8 November 2013

SKSE Member of: Game Script

Returns the load order index of the target plugin. (This function requires SKSE)

Syntax

int Function GetModByName(string name) native global

Parameters

  • name: The name of the target plugin as a filename string (e.g. "Dawnguard.esm")

Return Value

Either the exact index of the mod in the current load order, or 255 if the mod is not present.


Examples

Int TargetModIndex
TargetModIndex = Game.GetModByName("ChickenMod.esp")

Debug.Trace("ChickenMod.esp is loaded at index number " + TargetModIndex + " in our load order.")

Notes

Calling this function on a non-existent plugin will not result in any log output, and so it may be used strategically before calling something like GetFormFromFile() to avoid creating log errors.

See Also