» Fri Dec 02, 2011 7:15 pm
De-isolation, and esmifying the other mod in order to load it as a master with your mod will work, but that makes the other mod a master for your mod, and that seems to not be what you want, as that would crash Oblivion if you try to start it with your mod loaded and without the other mod.
So you have two choices, either making two versions of your mod, one standalone and one with the other mod as a master, or - much better - turn to OBSE. OBSE has a number of great, easy-to-use cross-mod functions. The most important are:
IsModLoaded "" - returns true if is loaded.
set myRef to GetFormFromMod "" "" - sets your local ref variable to refer to an object defined in another mod. The ref variable can then be used just like any other.
RunScriptLine "<scriptline>" - runs one script line that don't need to be valid in the CS, just as if you opened the console ingame and wrote the text. For example:
RunScriptLine "set myQuest.myVar to questFromOtherMod.otherVar" will set your local "myVar" variable to the value of the quest variable in another mod.