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active mod list on_init?

Posted: Thu Nov 19, 2015 2:45 pm
by rk84
on_configuration_changed has the active mod changes, so mayby on_init could have the active mod list?

This could help me with Autofill setup e.g.

Re: active mod list on_init?

Posted: Fri Nov 20, 2015 4:03 pm
by Rseding91
I was thinking of just making the active mods and versions readable runtime through game.active_mods. I can see that being useful for inter mod compatibility and a lot more.

Re: active mod list on_init?

Posted: Fri Nov 20, 2015 4:42 pm
by rk84
Yea I guess that is better option. In case of one mod changed, I still might need to go through full list.