Hello @fss,
Thank you for reaching out to us. I understand your general question, but some aspects are unclear to me.
What plugin interfaces/hooks are involved (CommandData, ObjectData, ...)?
Your posting somewhat implies that you want to rely inside PluginStart (which is not technically part of a plugin interface) on another plugin being loaded, is that true?
If you are in PluginStart(), at which boot message (the ones emmited to PluginStart) are you trying to determine if some plugin X has been registered?
But i logged those out and it always seemed to be called before the commandline arguments are processed.
I am not quite sure what is meant with 'logged those out' here?
The quick answer is to call c4d.plugins.FindPlugin to determine if a plugin is accessible, but depending on what you are trying to do, this might not the right way.
Cheers,
Ferdinand