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SexLab Framework SE API Support for Mods


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Posted (edited)

I have what I feel is a stupid question, so here goes:

 

My old SE mod works perfectly fine in Skyrim LE, loads up in the CK32 perfectly fine, and all of my scripts compile just fine.

Of course, way back then, I just put all the mods dumped directly into the Data directory in the Steam folder, and only used a mod manager for load order.  So all of the scripts could see each other when loaded up in the CK32.

 

Now fast forward 12 years to today, and using MO2 to install all of the mods to their folders outside of Steam, even when I load up CK64 through MO2, while it sees all of the 'installed' mods, the script compiler defaults to the Steam folder when I try to compile any of my scripts that reference the Framework (Or SkyUI for that matter), because they aren't in the Steam folder, but instead the MO2 mod folders.

 

So, the stupid question to the modders:  What is the best practice for making SE mods?  How do you reference the Framework APIs with your mod's scripts?

 

Is it just a matter of dumping all of the Framework's scripts and such into the Steam directory like when I was working in LE?

Edited by dkatryl
Posted

Pretty much. Whenever I write scripts, I first dump all the relevant references into my /Scripts/Source folder. Edit within that space. Compile. Then cut/paste the file into a mod folder. I do prefer to edit scripts in a seperate program, not the CK. If only for the speed of startup and shutdown.  

  • 2 weeks later...
Posted
On 5/1/2026 at 6:20 AM, Papersword said:

Pretty much. Whenever I write scripts, I first dump all the relevant references into my /Scripts/Source folder. Edit within that space. Compile. Then cut/paste the file into a mod folder. I do prefer to edit scripts in a seperate program, not the CK. If only for the speed of startup and shutdown.  

I didn't fully appreciate what you were saying originally.

Now I understood, did just that, and yep, all the stupid errors went away.

 

And since all of my scripts start with "_SLSubmit", identifying mine versus the dependency ones is easy.

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