Difference between revisions of "GetModByName - Game"

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== Notes ==
== 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 - Game|GetFormFromFile()]] to avoid creating log errors.
*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 - Game|GetFormFromFile()]] to avoid creating log errors. (Or in place of GetFormFromFile entirely, if you only want to check if the plugin is present).
*The result of this function will be 0 if SKSE is not installed.


== See Also ==
== See Also ==

Latest revision as of 21:43, 3 January 2014

SKSE Member of: Game Script

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

Syntax[edit | edit source]

int Function GetModByName(string name) native global

Parameters[edit | edit source]

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

Return Value[edit | edit source]

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


Examples[edit | edit source]

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

if TargetModIndex != 255
  Debug.Trace("ChickenMod.esp is loaded at index number " + TargetModIndex + " in our load order.")
else
  Debug.Trace("ChickenMod.esp is not presently loaded.")
endif

Notes[edit | edit source]

  • 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. (Or in place of GetFormFromFile entirely, if you only want to check if the plugin is present).
  • The result of this function will be 0 if SKSE is not installed.

See Also[edit | edit source]