Difference between revisions of "GetModName - Game"
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imported>Wafflesalot m (→Notes: Added Quotation marks.) |
imported>Pickysaurus m (→Notes: ESL/ESLP clarification) |
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== Notes == | == Notes == | ||
* This function can be a little misleading, it returns the .esm or .esp in your load order, eg. Skyrim.esm. A mod however could be named, for example "Fall of Saber" and have a esp called "Tigers.esp". This would return "Tigers.esp" and not "Fall of Saber". | * This function can be a little misleading, it returns the .esm or .esp in your load order, eg. Skyrim.esm. A mod however could be named, for example "Fall of Saber" and have a esp called "Tigers.esp". This would return "Tigers.esp" and not "Fall of Saber". | ||
* This function does not appear to work for ESLs or light flagged ESPs as they all load in slot 254. | |||
== See Also == | == See Also == |
Latest revision as of 04:25, 6 June 2020
SKSE Member of: Game Script
Returns the name of the mod at the specified Index. (This function requires SKSE)
Syntax[edit | edit source]
string Function GetModName(int modIndex) native global
Parameter[edit | edit source]
- modIndex = Number of the mod.
Return Value[edit | edit source]
Returns the name of the mod at the specified index.
Examples[edit | edit source]
String Nameofmod
Function ModName()
Nameofmod = Game.GetModName(0) ;Gets Name of Mod eg. Skyrim.esm, Update.esm, Hearthfire.esm, etc.(In this case it should return Skyrim.esm)
Debug.Trace("The zeroth index contains " + NameofMod)
EndFunction
Notes[edit | edit source]
- This function can be a little misleading, it returns the .esm or .esp in your load order, eg. Skyrim.esm. A mod however could be named, for example "Fall of Saber" and have a esp called "Tigers.esp". This would return "Tigers.esp" and not "Fall of Saber".
- This function does not appear to work for ESLs or light flagged ESPs as they all load in slot 254.