Mods that use other mods
The game ignores .uplugin plugin dependencies for mods. Set the dependency on your mod.io page so mod.io installs it, and name it in your description.
- Reference the other mod's content only by its GameplayTags or appearance keys (for example
Tool.XYZ.Flashlightin your Give Tools modifier), never by asset path. - The tags are declared by the mod that provides them. If the dependency is missing, those entries are skipped.
- To pick another mod's tag in the editor, declare the same tag in your own tags ini (see Custom GameplayTags), or keep the other mod's source in
QZSim\Mods. - Use your own prefix for every tag and asset name.
- Test dependent mods together, installed the way mod.io installs them.