ChillestDev Posted June 2 Share Posted June 2 ScriptHookVDotNet has a built in functions to reload all mods. As well as having an option to abort and relaunch individual mods but is not a very efficient way of doing it when a mod is constantly receiving new changes. So my question is, can you reload a mod within a mod? I've tried using Script Manager but it is outdated and crashes upon opening it in the pause menu. (Even after trying multiple fixes.) Link to comment Share on other sites More sharing options...
LeeC22 Posted June 2 Share Posted June 2 9 hours ago, ChillestDev said: ScriptHookVDotNet has a built in functions to reload all mods. As well as having an option to abort and relaunch individual mods but is not a very efficient way of doing it when a mod is constantly receiving new changes. So my question is, can you reload a mod within a mod? I've tried using Script Manager but it is outdated and crashes upon opening it in the pause menu. (Even after trying multiple fixes.) Grab the SHVDN source and check ScriptDomain.cs. If you can add using SHVDN; to your mod, then you might be able to call the methods inside that file. I don't use SHVDN v3 though so I can't confirm if that's true or not. Link to comment Share on other sites More sharing options...
Tanjitsu Posted June 2 Share Posted June 2 (edited) I would suggest the best method to do something like you are asking would be to use the SHVDN v3 and script instances. You create a main script which will act as a manager. Using the manager you can then create instances of scripts with NoDefaultInstance. See Example for details of creation of instances. If you have a reference to the Instance then you can "pause / resume / abort" and re-create as per your needs. Edited June 2 by Tanjitsu Link to comment Share on other sites More sharing options...
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