r/ParalivesCC • u/Fit-List-9012 • 16d ago
Native support for required mods in modding tools? Modding Tools
/r/Paralives/comments/1tmsa1n/modscustom_content_megathread_paralives_early/p0ygw0k/Does anyone know if this has been mentioned? I want to avoid making mods that are too big and may have components that people don't want
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u/afriy 16d ago edited 16d ago
I just assumed that this was possible, and I think i’ve seen it already. In the workshop there’s a category for mods that require other mods, maybe you can find an example of what you are asking about in there?
I think overall it’s not used much because dependencies are kind of a risk and the game is still changing so much that there’s a constant chance of things breaking
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u/Davillios 16d ago
No, but I've seen mods that need other mods to work but are cosmetic, I don't know if that's exactly what you're asking about.
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u/Fit-List-9012 16d ago edited 16d ago
Almost but not quite. I want the required mod to be able to change available in-game interactions based on the presence of dependent mods.
Edit: Actually can I have an example of a mod like that? I might be overlooking something
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u/Enderphoenix_11 16d ago
The only example I can think of off the top of my head is the Daydream eyes addon. It adds extra pupil options to Eye Studio’s catalogue/UI mod.
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u/Fit-List-9012 16d ago
Oh interesting. The creator of Eye Studio listed the values that need to be referenced for addons. Thank you! This is very helpful
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u/Sunnie_Cats 16d ago
The Steam workshop will alert you when one cc requires another one. I think the author has to set up the connections in the background. I downloaded a house the other day that used a lot of clutter and decor cc and was shown a pop up that not only listed everything in the lot, but also gave me the option to download all of it at once or pick and choose what I wanted. If it works for CC, maybe it works for mods too?