Setting Up ESE - NarcoMarshDev/Enforce-Script-Extensions Wiki
Getting ESE set up properly is an important first step to start working with the library, thankfully it is a simple process and here is a step by step guide on how.
Downloading and adding to your project
After downloading ESE from the workshop here(on release), simply include it as a dependency in your own project by opening your project and going to:
Workbench -> Options -> Game Project -> Unsorted -> Dependencies
And adding a new dependency by pressing the
+ icon and copying ESE's project GUID into the new dependency. If you're creating a new project, you can easily include ESE as a dependency by selecting it as one when creating the project.
Making your ESE config
Once added as a dependency, all the basic functionality of the library is available as is, if however you want to enable/disable different features you can create a config to do just that.
Start by navigating to
EnforceScriptExtensions/scripts/Game/ESE_Config.c and right click -> Duplicate to 'Your Project'
Name your duplicate
!ESE_Config_YourModName.c to ensure it always compiles before anything else, and open it.
In this file are all the
#define statements for enabling different functionality, and all are explained in the file, but here is a quick reference of the most important ones:
|ESE_VERBOSE||Enables verbose error logging on ESE methods.|
|ESE_ENABLE_WIP||Enables work in progress methods, these may be broken or otherwise not work as excepted, so check the source code before using.|
|ESE_EXPERIMENTAL||Enables experimental custom data types and modded classes, these will most likely break a lot of things or crash the workbench when restarting. If this happens, open your config outside the workbench and manually comment off
|ESE_OBSOLETE||Enables older, now obsolete methods. These methods are all named
|ESE_ALIASES_ALL||Enables ESE resource aliases, see this wiki page for more info. (There are specific alias defines all explained there)|
Adding your own aliases
Check out the wiki page Adding Custom Aliases In Your Mod