Detecting core mod conflict with ErrorTrap
- aede_ofThuul
- Reactions:
- Posts: 50
- Joined: April 26th, 2020, 5:37 am
Detecting core mod conflict with ErrorTrap
Possibly a dumb question but: how do I tell whether two core mods are conflicting or not? I made a pretty minor core mod to the Conversation class just to see if I could do it, and I think it's not conflicting with ErrorTrap (the only other core mod I use) since I still get "Error Trap recorded: x" notifications on world load and the changes made by my core mod also appear to be working fine. But I'm not really sure?
- Chain_Reaction
- Site Admin
- Reactions:
- Posts: 7618
- Joined: December 30th, 2011, 6:00 pm
- Contact:
Detecting core mod conflict with ErrorTrap
If you're not overriding the same DLL as ET then it's not conflicting (scriptcore).
- aede_ofThuul
- Reactions:
- Posts: 50
- Joined: April 26th, 2020, 5:37 am
Detecting core mod conflict with ErrorTrap
Cool! I'm only overriding Sims3GameplaySystems, so should be fine - thank you!