I'm not new to modding but haven't really paid much attention in the past to cleaning things up when uninstalled. I also haven't done much with quests. Generally, if a mod places custom objects in the world (either dynamically or by directly editing a cell), it seems that these objects will simply be removed if the mod is uninstalled. Is that right? Does this apply to quests? For example, if my mod adds MyQuest to the game and I save the game while the quest is active, when I uninstall the mod and reload the game, is the quest simply gone, along with any memory/resources devoting to tracking its stages, ReferenceAliases, etc.? If MyQuest has a script attached to it that is still running when I save the game, then I remove the mod and reload the game, will the script stop running, or will I constantly get logfile messages saying the game can't find the script's .pex file? If the MyQuest script periodically checks for things (using StartTimer() and Event OnTimer()), does ending the quest also stop the script? If MyQuest attaches scripts to some of its ReferenceAliases, do those scripts stop running automatically when the quest ends? If my mod spawns custom objects with scripts attached (like a light that turns on when actors are near it), do those scripts stop running when the mod is removed, since the objects they're attached to no longer exist? Basically, I'd like to figure out some "best practices" for mods that improve compatibility and clean up after themselves to avoid long-term problems.