FOSE Detect - Mod Resource

⭐ ⭐ (307 endorsements) 📥 6,158 downloads 📌 v1.0b2 📅 6/14/2009
⚪ Last updated 2009

By HugePinball · Miscellaneous

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 6/17/2009 📅 Created: 6/14/2009
⚠️ Potentially Incompatible — Recent Game Update

This mod may not work until the author updates it. Check for an update, or see the rollback guide.

🔍 Analysis

  • 👍 5.0% endorsement rate — high engagement, a strong quality signal
  • 🏆 #179 of 217 Miscellaneous mods in this game by downloads

📋 About This Mod

Easily allow your scripts to detect if FOSE is present or not. Makes the \"global\" variable FOSE.isPresent available to all scripts. Use this file as a master, or merge with your mod.

Discussion Thread - http://www.fookunity.com/forum/showthread.php?t=623 Tutorial - http://www.fookunity.com/forum/showthread.php?t=622 ==================== FOSE Detect -------------------- http://www.fallout3nexus.com/downloads/file.php?id=7063 ==================== FOSE Detection Mod Resource Version: 1. 0b2 Date: 06-17-2009 Author: HugePinball E-mail: huge.pinball@gmail.com ================== == Changes == v1. 0b2 - First beta implementation was flawed. Minor change corrects this - see link above for details. Minor changes to readme. (A) Description (B) Requirements (C) Installation (D) Usage (E) Conflicts/Known Issues (F) Credits (G) Permissions/Modding Usage ==================== (A) Description ==================== This is a simple resource which will allow all scripts to easily detect if FOSE is present or not. Use it in your scripts to run one block of code if FOSE is present and another block if it is not. You can add extended FOSE features to your scripts, but they will still run properly for users without FOSE installed. Or you can simply show a message to the player that FOSE is required for your mod. I didn\'t see anything like this out there, or even a clear tutorial on this method, so I thought it could be useful to the modding community. You may either use this as a master, or merge with your own mod. I tried to choose quest/variable names so that this might make sense as a modding standard, if it is useful enough to become one. If this master is loaded, or merged with an existing mod, scripters can simply use the new variable as if it was built-in. Briefly, the variable \"FOSE.isPresent\" is made available to all scripts. As implied by its name, FOSE.isPresent can be used as a boolean in conditional statements to determine if FOSE is available at runtime. It is actually of type short, with a value = 0 if FOSE is not running, and the FOSE version if it is. A full tutorial is here: http://www.fookunity.com/forum/showthread.php?t=622 ==================== (B) Requirements ==================== - Fallout 3 - (Recommended) Fallout Mod Manager (FOMM) - http://www.fallout3nexus.com/downloads/file.php?id=640 - (Recommended) FO3Edit - http://www.fallout3nexus.com/downloads/file.php?id=637 ==================== (C) Installation ==================== 1) Place the file \"FOSE Detect.esm\" in your \"Fallout 3\\Data\" folder. 2) Using FOMM, activate the plugin in your load order before any files which will make use of FOSE.isPresent. :: Uninstall 1) Deactive and remove the ESM. == OR == 1) Follow steps 1 & 2 above, and close FOMM. 2) Open FO3Edit. 3) Fully expand \"FOSE Detect.esm\" 4) For both the Quest and Script, Right-click and \'Copy as new record into...\' your mod file. DO NOT change the EditorID\'s! 5) In the File Header of your mod file, Right-click the cell ABOVE \"FOSE Detect.esm\" and select \'Remove\'. 6) Close FO3Edit and save your mod

📊 Mod Details

Game
Fallout3 Mods
Author
HugePinball
Version
1.0b2
Downloads
6,158
Endorsements
307
Category
Miscellaneous
Created
6/14/2009
Updated
6/17/2009

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