This mod makes use of a number of injected records that other mods can reference in order to make compatibility between the mods automatic. If you use SSEEdit to copy those records as overrides into your mod, you can reference them without making a specific patch between the mods. See the notes below for how different types of mods can be made compatible.
Clothing Mods
Relevant injected records:
- [KYWD:016CE000] MCE_CraftingLoom
- [MISC:016CE001] MCE_Thread
- [GLOB:016CE010] MCE_CraftingLoomEnabled
To make your clothing craftable at a loom, create a crafting recipe using the loom keyword. You can use the thread item for your recipe as well. If you have another recipe that you want to disable, you can also make use of the injected global variable. The global is initially set to 0 and will be set to 1 when the mod is active.
House/City/Settlement Mods
Relevant injected records:
- [KYWD:016CE000] MCE_CraftingLoom
- [GLOB:016CE010] MCE_CraftingLoomEnabled
- [CELL:016CE020] MCETestCell
- [REFR:016CE021] MCE_LoomEnableMarker
If you want to place a loom in your mod, you can create a furniture with the same crafting keyword that this mod uses. The loom asset in this mod is free to use, or you can create your own asset with the same keyword. To ensure that your loom only shows up when More Craftable Equipment is installed, set its enable parent to the injected enable marker, or check the value of the injected global variable via script when enabling the furniture. The global is initially set to 0 and will be set to 1 when the mod is active.
Smithing/Perk Mods
Relevant injected records:
- [KYWD:016CE100] MCE_ArmorMaterialThievesGuildAlt
- [KYWD:016CE101] MCE_ArmorMaterialThievesGuildKarliah
- [KYWD:016CE102] MCE_ArmorMaterialExecutioner
- [KYWD:016CE103] MCE_ArmorMaterialTsun
- [KYWD:016CE104] MCE_ArmorMaterialGiant
If you want to give smithing bonuses to the new sets added by this mod, you can make use of these injected keywords in your perks.