Bill Bisco Posted April 28, 2016 Share Posted April 28, 2016 I want to write code in my TP2 file to check if there is an Erevain.CRE already in the override or bifed. If that CRE exists there, then I want to input some code. Else, if it does not exist I want to input a different Code. Any help would be appreciated. Link to comment
Mike1072 Posted April 28, 2016 Share Posted April 28, 2016 ACTION_IF (FILE_EXISTS_IN_GAME ~erevain.cre~) BEGIN // erevain exists END ELSE BEGIN // erevain doesn't exist END Link to comment
Roxanne Posted April 28, 2016 Share Posted April 28, 2016 ACTION_IF (FILE_EXISTS_IN_GAME ~erevain.cre~) BEGIN // erevain exists END ELSE BEGIN // erevain doesn't exist END Here is an example of the above code from my tp2 ACTION_IF FILE_EXISTS_IN_GAME ~CMNikitr.cre~ THEN BEGIN COMPILE ~SandrahNPC/Mods/NikitaSanBG2.d~ EXTEND_TOP ~cmnikita.bcs~ ~SandrahNPC/Mods/NikitaSanBG2.baf~ EXTEND_TOP ~cmmadel.bcs~ ~SandrahNPC/Mods/NikitaMadel.baf~ PRINT ~ Nikita NPC detected - Sandrah Relationship and extended Section plot added~ END ELSE BEGIN EXTEND_TOP ~ar1000.bcs~ ~SandrahNPC/Areas/ar1000NoNiki.baf~ PRINT ~Nikita not detected - extended Section plot without Nikita added~ END If my mod finds the existing cre, the new stuff is incorporated in it- ELSE - I create a new event to trigger from there. (This is just an excerpt but it illustrates what to do) Link to comment
Bill Bisco Posted May 6, 2016 Author Share Posted May 6, 2016 Thank you both for your replies. I have incorporated this code into my mod and will test shortly. I like your example Roxanne because you're altering your mod content based on whether or not another mod is installed. Very cool. Link to comment
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