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Adding Custom Aliases In Your Mod

Skye edited this page Sep 23, 2022 · 16 revisions

ESE Contains a class of aliases for easy references to resource names, constants, etc. You can add your own aliases to ESE in your own mod using the following steps.

Checking ESE Is Installed

To make sure your mod will work with or without ESE being installed and doesn't cause any errors, it's important to put everything to do with it in an '#ifdef' statement like the following:

#ifdef ESE_INSTALLED
// Your ESE additions here...
#endif

With this, you can ensure that none of your ESE code will get compiled if it isn't installed, and no errors should occur. (Except one potential scenario, see the known issues here.

Adding The Aliases

To add your own aliases straight into ESE, you need to modify the ESE_Aliases class and ensure the alias is added under the right category. The different categories are:

  • ESE_ALIASES_MATERIALS
  • ESE_ALIASES_WEAPONS
  • ESE_ALIASES_ATTACHMENTS
  • ESE_ALIASES_MAGAZINES
  • ESE_ALIASES_VEHICLES
  • ESE_ALIASES_MATH
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