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As for the lua knowledge, same😂
I just looked how the other mods or the game itself do it.
The ISCraftAction class used to perform the crafting here is not present in the official modding reference, I've found it by searching in files in ProjectZomboid\media\lua for RecipeManager.PerformMakeItem to see how to handle it properly since it didn't work by itself.
To do this, add getActivatedMods():contains("BB_CommonSense") check before calling CommonSense.AddPryingTool.
Full Commonsensecomp.lua code:
While it works perfectly for base mod or other submod if properly edited if single mod is enabled, i can't figure out how to make it so if all 3 submods are enabled and make it work with each other.
It's hardcoded to use the base mod recipe, but you should be able to repeat the same code for the other crowbars, just change the ids.
I don't use those mods myself, but I can add compatibility if you want.
That's very nice. I'm glad it opens new possibilities for you.
Btw my real nickname is Mercencium. (Please use it for references)
I'm almost ready to release two mods, each adding a cool little trait that can change the way you play the game! For the first one I need to rework an old system and for the other I'm waiting for the perk icon from an artist.
Also if you missed
The context: I didn't activate Common Sense when I was working on hotkey implementation and it always gave me an error at the start of a save.
If you still want to keep it as hard dependency, please add require=BB_CommonSense to the mod.info so that it's displayed in the game and Mod Manager could enable it automatically.