Hey,
You can run that check without a callback:

from maya import OpenMaya as om

if not om.MFileIO.isReadingFile():
        change some stuff...

That would avoid callback spaghetti :)
Best,
Ian

> On 30 Mar 2017, at 12:20, Szabolcs <[email protected]> wrote:
> 
> Hi,
> 
> I'd like to change the default attribute values of a certain node type, but 
> because of an existing asset library I can't simply change the defaults in 
> the plugin, because that would break existing Maya scenes. I tried using 
> OpenMaya.MDGMessage.addNodeAddedCallback() to setup a callback to change the 
> attributes after node creation and it works ok, but the problem is that the 
> callback executes not only when a new node is created by hand (or script) but 
> also when a scene file is loaded / imported / referenced. I could disable the 
> callback for scene load using another callback (yuck!) but it sounds like its 
> leading into a mess of callbacks fighting with each other. I'm also not super 
> happy about having a callback that examines the node type of every created 
> node either, I'm afraid that it would slow down some scripts.
> 
> So the question is: is there a bulletproof solution for doing something like 
> this? Or are there any tricks to check the reason of the addNodeAddedCallback 
> being called? Or should I simply hijack createNode and shadingNode commands 
> and wrap them into custom code (for both mel and python)? Any suggestion is 
> much appreciated!
> 
> Cheers,
> Szabolcs
> 
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