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Quick mod testing


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I wasn't aware of the below trick until today, so I though I will share it! When you are testing new mods and want to create a new character for this purpose, you would probably install Alternate Start and create one from there, as it's a quick start. 

 

Instead, you can just open console in Skyrim Main Menu and use coc command straight away (i.e. coc riverwood). This will create a default character, that will have no saved data or scripts that could affect it. 

 

So simple!

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Be careful with qasmoke, I heard that going there and back to the main worldspace causes CTD's (you may think they're related to the mod but they're not). No confirmation on this but just dont go there, spawn whatever you need with the console :p

 

See a couple posts ahead

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Good to know, the lighting in there is horrible anyways ;)

I'd try coc riverwood01 through 06 then, instead of just riverwood for example, might make a difference.

You can also search for exact names with the console by typing help whiterun or whatever, though it can bring up a lot of results you can page up and down the list with page up and down keys.

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Be careful with qasmoke, I heard that going there and back to the main worldspace causes CTD's (you may think they're related to the mod but they're not). No confirmation on this but just dont go there, spawn whatever you need with the console :p

 

What's the source of your information? This sounds critical when it comes to mod testing.

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Sorry for double post.

 

Good to know, the lighting in there is horrible anyways ;)

I'd try coc riverwood01 through 06 then, instead of just riverwood for example, might make a difference.

You can also search for exact names with the console by typing help whiterun or whatever, though it can bring up a lot of results you can page up and down the list with page up and down keys.

 

This is exhaustive source of pretty much ANYTHING that is available in game: https://www.skyrimsearch.com/about.php

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Be careful with qasmoke' date=' I heard that going there and back to the main worldspace causes CTD's (you may think they're related to the mod but they're not). No confirmation on this but just dont go there' date=' spawn whatever you need with the console :p[/quote'']

 

What's the source of your information? This sounds critical when it comes to mod testing.

It seems it's not a complete crash but just a freeze from the long loading time of all the items in the enchanted items chest. Probably reported as a crash by people with slower pcs (probably, not sure).

 

I always this rule but apparently it's safe. Sorry for misleading :/

 

here: https://forums.steampowered.com/forums/showthread.php?t=2243140

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FYI

 

While this technique is likely adequate for testing certain aspects of a mod within the context of the raw game world, this may not be an accurate testing platform for many GMST-altering or script-based mods.

 

Remember that char creation and movement through the first quest (i.e., NOT using Alternate Start either) sets up the true game context.

 

Therefore, it is best to create a test save using vanilla 1) at the time just before character creation (i.e., prisoner save), 2) just after char creation (e.g., to test various aspects of race/char-related issues) and 3) just after the finish of the very first quest after the avalanche and when you first step out into Skyrim world.

 

I created some of these testing save games. Fruitcake102 created another set of testing save games.

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I gave it a try yesterday and I'm not so sure about this in the end. I loaded up my game (full set up - over 400 mods) and coc qasmoke from main menu. I noticed that a few mods from MCM menu were missing - Realistic Needs and Diseases being once of them. I couldn't tell whether the mod was active or not.

 

I would rather refrain from using this method after all, apart for maybe some simple texture/meshes mod testing. I think that all ESP-less mods are ok to be quick-tested using this method, but any mods with ESP should be tested using correct testing procedure.

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