Twitche21 Posted November 4, 2013 Share Posted November 4, 2013 Is there any way to disable mods in-game?? Like maybe a console command or something?? I'm hoping maybe I could do that so I could keep my save game without having to start over. Link to comment Share on other sites More sharing options...
Arimikami Posted November 4, 2013 Share Posted November 4, 2013 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? Link to comment Share on other sites More sharing options...
Dominoes666 Posted November 4, 2013 Share Posted November 4, 2013 (edited) 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 November 4, 2013 by Dominoes666 Link to comment Share on other sites More sharing options...
myztikrice Posted November 4, 2013 Share Posted November 4, 2013 Leftover scripts have little to do with ctds. The papyrus log is not a crash log. Just because you find a bunch of warnings about AttT does not mean it caused you to crash. Link to comment Share on other sites More sharing options...
Dominoes666 Posted November 4, 2013 Share Posted November 4, 2013 When it is the only common feature between 4 different logs, it's a pretty good pointer. Link to comment Share on other sites More sharing options...
Twitche21 Posted November 4, 2013 Author Share Posted November 4, 2013 Yeah, I'm trying to get rid of Distant Detail since it doesn't mesh well with uGrids being on 7, and that's the only way I can get rid of this annoying tree pop in.I guess I'll have to live with it until I start a new game. :/ Link to comment Share on other sites More sharing options...
Arimikami Posted November 4, 2013 Share Posted November 4, 2013 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? Link to comment Share on other sites More sharing options...
myztikrice Posted November 4, 2013 Share Posted November 4, 2013 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. Link to comment Share on other sites More sharing options...
fiewiel Posted November 5, 2013 Share Posted November 5, 2013 The papyrus log is in 90% useless for ctds and freezes.Make this 95%. Link to comment Share on other sites More sharing options...
Twitche21 Posted November 5, 2013 Author Share Posted November 5, 2013 (edited) 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 November 5, 2013 by Twitche21 Link to comment Share on other sites More sharing options...
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