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Disable mods in-game?


Twitche21

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  On 11/4/2013 at 7:58 PM, Arimikami said:

Unless a mod has a MCM menu that allows you to turn them off and on in game, I don't think there's any way to do it. Why would you have to start a new game just because one of your mods is being uninstalled?

 

Some mods use a lot of scripts that have a habit of imprinting themselves into your save game, thus not going away once uninstalled. This is why some mods come with the option to uninstall them through MCM first or sometimes through console commands.

 

For instance i used to use AttT but uninstalled it because it was making me crash with dual sheath redux (which was worth more imo so i kept that one instead) and now i find it is often the culprit of my CtD's with it's left over scripts that try to run and just break everything. Alas i dont want to lose my 140 hours of playtime until i finish everything so i'm just making do.

 

All that said, it's only script heavy mods that leave stuff behind as far as im aware. If you just uninstalled armours or something then it's fine.

Edited by Dominoes666
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  On 11/4/2013 at 8:24 PM, Dominoes666 said:

 

  On 11/4/2013 at 7:58 PM, Arimikami said:

Unless a mod has a MCM menu that allows you to turn them off and on in game, I don't think there's any way to do it. Why would you have to start a new game just because one of your mods is being uninstalled?

 

Some mods use a lot of scripts that have a habit of imprinting themselves into your save game, thus not going away once uninstalled. This is why some mods come with the option to uninstall them through MCM first or sometimes through console commands.

 

For instance i used to use AttT but uninstalled it because it was making me crash with dual sheath redux (which was worth more imo so i kept that one instead) and now i find it is often the culprit of my CtD's with it's left over scripts that try to run and just break everything. Alas i dont want to lose my 140 hours of playtime until i finish everything so i'm just making do.

 

All that said, it's only script heavy mods that leave stuff behind as far as im aware. If you just uninstalled armours or something then it's fine.

 

 

Wouldn't just adding a line to your SKSE ini telling it to get rid of scripts that aren't referenced take care of a problem like that?

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  On 11/4/2013 at 9:10 PM, Dominoes666 said:

When it is the only common feature between 4 different logs, it's a pretty good pointer.

The papyrus log is not a crash log. If it's stuck in your save it would be common for 1000 logs, 1000 of which would tell you nothing about your CTDs.

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Well, I've actually had CTD's and freezes from certain values in my papyrus log being set too high after following a tweaking guide.
90% of tweaking guides tell you to set certain values too high.
So I don't doubt that it would be the case of some people's CTD's and crashes.

*edit* I'm thinking the .ini, nevermind.

Edited by Twitche21
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