Heya Jajjo. Scripted anything, you cannot just "turn off" by deactivating the mod. In fact, that's even worse. Scripts get saved into your save game information. That means that once the script is saved into your game, it's going to try to keep running. Or try to run, whenever it is timed to run. If the rest of the mod isn't there, when the script runs, that's when you have problems. For what you're talking about, vanilla level listing is the best, because the mod itself has the level list (LL) contained within it. So... deactivate/delete said mod, and you delete/deactivate said LL. So the short answer to your question is "no". It's worst case scenario for what you're talking about. Hope this helps :smile: Cool, yeah I came to the conclusion that script injected LLs are good for compatibility between mods, but create more of a mess when trying to remove said mod. Ended up just modifying the LLs directly in CK and if there's any conflicts with future mods I install, I'll just create a merged esp or something.