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redoing mods build in mid game


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#1 jbsheridan

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Posted 26 March 2017 - 03:29 PM

Hi there.

 

 

    

     I have been doing a lot of research about the question I have and kind of understand it a little but I could use some help getting a better grasp on it.

 

 

     My Skyrim game is a year old now and it has been great fun trying out lots of mods with Mod Organizer. I currently run around 175, and things are mostly stable. I would like to uninstall some mods that are problematic and install some more advanced and complex mods.

 

     My impression is that by deactivating and uninstalling even with Mod Organizer, I run a good chance of breaking my game. (I have had a few close escapes where I had to go far back in the save game list to recover.) I think I even understand some of the reasons why. But I seem to remember something said about Mod Oranizer, that one of the main virtues of MO is that one can safely uninstall mods. So I am a bit confused at the moment and I was wondering...

 

     1. Is there a way to have a "Safe and working Save" of some sort at my point in the game right now so that I can continue with my game and that the deactivated mods will not break my game, and that I can install some of the more complex mods I am interested in.?

 

     2. If so, how do I do this?

 

Thank you.


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#2 GrantSP

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Posted 26 March 2017 - 05:23 PM

It depends on the type of mods that you are wanting to remove.

 

If they are just mesh/texture/sound replacers then there will be no issue, removing those will simply mean the next mod in the order will provide those files.

Mods that provide new game elements are a different matter. If they simply add those items manually you should be fine to remove that mod, if they are added by levelled lists or by scripts then you will probably have issues.

Then there are mods that apply/edit quest scripts, or otherwise use scripts to accomplish tasks. Removing one of these mods will definitely break your game.

 

The claim made about MO be easier to add/remove mods is more related to the fact nothing is overwritten when you install, hence no need to re-install base files if you remove a mod.



#3 jbsheridan

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Posted 26 March 2017 - 05:42 PM

Thank you GrantSP,

 

 

     That really clarifies my general thinking.

 

     I believe that the mods I want to remove are mostly texture mods. There are several though that I am not sure about. Beautiful Whiterun, Better Jorvaskar. Caribou Gone, Detailed Terrain and Tree LOD, Enhanced Lights and FX, Much Ado Snow Elves.

 

     I want to try some scripted mods and some ENB next.

 

 

     If there have been script additions / changes via mods, then it seems like the safest course for the current game is to just  install new mods  checking for load order and conflicts in advance, and letting the new mods overwrite what they will???


Edited by jbsheridan, 26 March 2017 - 05:47 PM.

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#4 GrantSP

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Posted 26 March 2017 - 08:06 PM

Safest option is to create a new game and use that with your new mods. More than likely your current saves will be broken if they rely on existing scripted mods. Take for example the most common installed mod on the Nexus: USLEEP. @Arthmoor et al are constantly advising users to never use it on existing saves and ALWAYS start a new game with it, sound advice.



#5 jbsheridan

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Posted 27 March 2017 - 06:22 PM

Hi GrantSP,

 

 

     Thank you for the great advice. In researching I found a post that said exactly what you have described and gave more explanations.

 

     I have thought about it for a few days now and I can see why it is almost impossible to predict a safe transition or a broken game. And If you have a broken game...well, there you are.

 

     The only really safe course is to begin a new game.

 

     Understanding why helps soften the pain of doing it from scratch again. Also, I have been thinking how starting a new game gives one the opportunity to play the game creatively different.


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