Detecting core mod conflict with ErrorTrap

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aede_ofThuul
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Detecting core mod conflict with ErrorTrap

Post by aede_ofThuul » June 13th, 2021, 6:01 pm

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?

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Chain_Reaction
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Detecting core mod conflict with ErrorTrap

Post by Chain_Reaction » June 14th, 2021, 2:47 am

If you're not overriding the same DLL as ET then it's not conflicting (scriptcore).

aede_ofThuul
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Detecting core mod conflict with ErrorTrap

Post by aede_ofThuul » June 14th, 2021, 8:11 am

Cool! I'm only overriding Sims3GameplaySystems, so should be fine - thank you!

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