> For the complete documentation index, see [llms.txt](https://reekcoder.gitbook.io/mon-bazou-sse-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://reekcoder.gitbook.io/mon-bazou-sse-docs/methods.md).

# Methods

### `SaveTools.BlockFromMainSave`

#### Function Purpose

To prevent loading errors when creating a custom object or vehicle, include this function. While not critical, omitting it can be annoying for the end user of your mod.

#### Declarations

<mark style="color:purple;">`BlockFromMainSave`</mark>`(`<mark style="color:orange;">`InteractableItems`</mark>` ``interactable)`

<mark style="color:purple;">`BlockFromMainSave`</mark>`(`<mark style="color:orange;">`NWH.Vehicle`</mark>` ``vehicle)`

***

### `ModSaveData.AddDataToSave`

Adds data to <mark style="color:orange;">`ModSaveData`</mark> class, if the data already exists the function will return the loaded value instead of the default value it was given.&#x20;

This function can only be called in "Master" scene.

This function doesn't support using null values as default data.

#### Declarations

<mark style="color:purple;">`AddDataToSave`</mark>`(`<mark style="color:orange;">`object`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

<mark style="color:purple;">`AddDataToSave`</mark>`(`<mark style="color:orange;">`Quaternion`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

<mark style="color:purple;">`AddDataToSave`</mark>`(`<mark style="color:orange;">`Color`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

<mark style="color:purple;">`AddDataToSave`</mark>`(`<mark style="color:orange;">`Vector3`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

<mark style="color:purple;">`AddDataToSave`</mark>`(`<mark style="color:orange;">`Vector2`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

<mark style="color:purple;">`AddDataToSave`</mark>`(`<mark style="color:orange;">`float`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

<mark style="color:purple;">`AddDataToSave`</mark>`(`<mark style="color:orange;">`int`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

<mark style="color:purple;">`AddDataToSave`</mark>`(`<mark style="color:orange;">`double`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

<mark style="color:purple;">`AddDataToSave`</mark>`(`<mark style="color:orange;">`string`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

<mark style="color:purple;">`AddDataToSave`</mark>`(`<mark style="color:orange;">`char`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

<mark style="color:purple;">`AddDataToSave`</mark>`(`<mark style="color:orange;">`bool`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

***

### `ModSaveData.WriteDataToSave`

Writes given data of <mark style="color:orange;">`ModSaveData`</mark> class, if the data doesn't exist it returns.&#x20;

This function can only be called in "Master" scene.

This function doesn't support using null values.

#### Declaration

<mark style="color:purple;">`WriteDataToSave`</mark>`(`<mark style="color:orange;">`object`</mark>` ``data,`` `<mark style="color:orange;">`string`</mark>` ``dataName)`

***

### `ModSaveData.RemoveDataFromSave`

Remove specified data from the <mark style="color:orange;">`ModSaveData`</mark> class. If the data doesn't exist, the function will return.&#x20;

This function is only callable in the "Master" scene.

#### Declaration

<mark style="color:purple;">`RemoveDataFromSave`</mark>`(`<mark style="color:orange;">`string`</mark>` ``dataName)`
