ripple Posted January 4, 2014 Share Posted January 4, 2014 (edited) Courtesy of Papyrus scripting, there is no such thing as a clean save any more. So whenever an experienced modder mentions 'clean save', the word 'clean' is usually put in quotations to indicate that the save is not really 'clean', but a colloquial reference to the act of uninstalling a mod and making a new save. Basically, with exceptions of some mods like texture or mesh replacers, almost every mod will leave some sort of orphan junk in your save game. But the junk left behind will not always cause permanent damage to the save games. There are too many instances to cover, but the most notable exceptions are those that use 'registerforupdate' functions, which are what users are typically referring to when they say 'mods with continually updating scripts.' If those scripts are not properly halted prior to the uninstallation of mod, it will cause problems like save game bloating and spammy Papyrus logs, leading to incurable CTDs and corrupt save (this type of orphan 'script-related data' is what the SKSE 'clearinvalidregistration' aims to remove). I didn't see any of those in your Papyrus logs though, FYI. There is no 'catch all' method of safely uninstalling mods because some mods, once uninstalled, will inevitably lead to this problem. Experienced script modder will know how to navigate around this problem, either by using alternative script functions (like registerforsingleupdate), or attach the running script to a quest alias (so it can be halted, via console commands, or by extension, MCM). The safest measure is to start a new game after uninstalling mods. This ensures you will not have to deal with any orphan junk left in save games caused by uninstalled mods. However, this is clearly not 'ideal' if a user has a tendency to frequently install and uninstall mods. But precisely because of this, I advise users to not frequently install/uninstall mods, but establish a selection of stable mods they will 'stick with.' Installing mods is not the issue, yanking them out is. So before you decide to keep a mod in your load order and make save games with it, you should absolutely make sure you really want to keep the mod and/or know you can uninstall it in a existing playthrough without serious repercussions. So in answer to your question, what procedure you should adopt when updating a mod depends on what sort of mod it is. Some mods will be 'plug n' play', and you can just uninstall the old version then install the new version without any extra steps. Some mod updating might require 'clean save', where the modder has indicated that users actually need to uninstall the old version of the mod, make a save, before installing the new version (this is rare). Other mods might require more elaborate procedures, so always check the mod readme. If the readme is vague, then the quality of the mod and the modder's level of expertise may be in question. Most experienced modders take pride in their work and will type out lengthy readme's even when they feel many users will not bother to read them. If you click on 'Inconsequential NPCs' in my signature, then click on the 'articles' button on that mod page, it will take you to a quick article I typed up to help new users update that mod. The steps I laid out in the article is a fairly 'general procedure' that covers not just that mod, but how to safely update majority of mods that aren't 'script heavy.' Edited January 4, 2014 by ripple Link to comment Share on other sites More sharing options...
seth1983 Posted January 5, 2014 Author Share Posted January 5, 2014 Wow, thank you! That was the single most comprehensive and understandable breakdown I've ever read on the subject.Thanks! I've been able to update all but 4 mods presently. I'll do the research to try and solve those issues myself for the time being, but just wanted to say I really sincerely appreciate your help and advice. Link to comment Share on other sites More sharing options...
ripple Posted January 5, 2014 Share Posted January 5, 2014 No problem. Good luck. Link to comment Share on other sites More sharing options...
seth1983 Posted January 5, 2014 Author Share Posted January 5, 2014 Okay, two more updates to go and all will be current. But in the meantime I wanted to share something I discovered. Do you remember that error I was experiencing with the Sneak mod that I mentioned earlier in this thread? Wyre Bash popped an error message every time I tried to rebuild the bashed patch. The error looked like this... Sneak Tools.esp: Unexpected subrecord: 'COBJ.CIS2'Error loading 'COBJ' record and/or subrecord: 020AA6C5 eid = u'SneakToolsRecipeWaterArrows10' subrecord = 'CIS2' subrecord size = 14 file pos = 31480Error in Sneak Tools.esp Well, I think it's related to the mod Hunterborn. When I uninstalled Hunterborn as part of the upgrade process, and ran Wyre Bash without it being active, there were no errors! But then When I reinstalled Hunterborn (with the mod's installers add-ons for Dawnguard and Frostfall, just like I did before), the error was once again popping in Wyre Bash.So I think this sheds light on that error. Maybe it has something to do with the way they both add an additional window when certain creatures are activated in the game (since Hunterborn has the option to bring up a prompt menu when you've activated an animal and Sneak Tools brings up a prompt menu when you activate an NPC)? Anyway, just thought I'd share that little finding. Link to comment Share on other sites More sharing options...
seth1983 Posted January 8, 2014 Author Share Posted January 8, 2014 Okay, finally an update. I only recently got to start playing again. The first few days after my last reply we actually experienced one of the worst snow storms on record for this city. The electricity was knocked out for literally days! I managed to get about 5 hours of power a day from last Friday up to yesterday. I spent yesterday updating the remaining few mods, and all but one mod owner responded to me with best practices to update where none were listed elsewhere. For that mod I just spent awhile reading through posts until I felt confident (or is the better phrasing I no longer cared? lol) to go about it the usual way. Sadly, I'm facing the same issue. The first play test after the completed updates lasted about 30 minutes (and took place mainly in the wilderness). Subsequent play tests (5 in total) each lasted less than 5 minutes. I know it may not mean much, but the papyrus logs are still showing the same old mannequin (etc) errors as cited above. After the updates, my new BOSS load order looks like this... Skyrim.esm ActiveUpdate.esm ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Unofficial Skyrim Patch.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev, Stats}}Dawnguard.esm ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Unofficial Dawnguard Patch.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev, Stats}}HearthFires.esm ActiveUnofficial Hearthfire Patch.esp ActiveDragonborn.esm ActiveUnofficial Dragonborn Patch.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Stats}}Falskaar.esm ActiveApachiiHair.esm ActiveApachiiHairFemales.esm ActiveApachiiHairMales.esm Active3rdEraWeaponsMoS.esm ActiveAemersRefuge.esm ActiveAll Housecarls Are Hunks.esm ActiveAP Skyrim.esm ActiveClimatesOfTamriel.esm ActiveEagleEyePerk.esm ActiveNote: Use only one EagleEyePerk esm.JSwords.esm ActiveOmegared99-Compilation.esm ActiveSchlongs of Skyrim - Core.esm ActiveSkyMoMod.esm ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}SPIKE.esm ActiveWinterholdDestruction.esm ActiveBrawl Bugs CE.esp ActiveChesko_Frostfall.esp Activerandomthunder.esp Activemintylightningmod.esp ActiveMintyLightningMod_COT_Patch.esp ActiveSkyrim Shadow Striping Fix.esp Active83Willows_101BUGS_V4_LowRes.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}AMatterOfTime.esp ActiveArrowsmith.esp ActiveAuto Unequip Ammo.esp ActiveAV1Dragon_Lords.esp ActiveBellyachesNewDragonSpecies_TougherFactionlessDragons.esp ActiveBLESSINGS - Altar Descriptions.esp ActiveChesko_WearableLantern.esp ActiveGypsyEyesCaravan.esp ActiveHunterborn.esp ActiveHunterborn_Dawnguard-Patch.esp ActiveHunterborn_Frostfall-Patch.esp ActiveJAWS.esp ActiveLoadscreens Extended.esp ActiveSkyrim Immersive Creatures.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Skyrim Immersive Creatures - DLC2.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Skyrim Flora Overhaul.esp Activewetandcold.esp Activewetandcold - ashes.esp ActiveDragon Soul Relinquishment.esp ActiveFootprints.esp ActiveJSwords_Load_Screens.esp ActiveSkyUI.esp ActiveiHUD.esp ActiveA Perfect Assasin.esp ActiveADHopesfire.esp ActiveADTrueflame.esp ActiveArcher's.esp ActiveArmor of Justice.esp ActiveArmorOfIntrigue.esp ActiveAvatar of Baltazar.esp ActiveBaratheonArmor.esp ActiveBlack Overlord Armor Set.esp ActiveBloodWitchArmor.esp ActiveBosmerArmorMATY743.esp ActiveBash Tag suggestion(s): {{BASH: Relev}}Bucklers-Complete.esp ActiveCleric Armours - Credo.esp Active1nivWICCloaks.esp ActiveBash Tag suggestion(s): {{BASH: Relev}}Contractor Armor.esp ActiveDaedric Lord Armor.esp ActiveDaggerCraft.esp ActiveDPArmor.esp ActiveDragonBoneEbonsteel.esp ActiveDreamBurrowsRegalHuntsmanArmor.esp ActiveDrow Armor Set.esp ActiveDwarvenMech.esp ActiveEliteKnightArmor.esp ActiveEternalShineArmorAndWeapons.esp ActiveEvil MasterMind Armor.esp ActiveExiledBladesArmor.esp ActiveFS_UltimateAssortment.esp Activegeralt_ravenarmor_v02b.esp ActiveGladiatorArmor.esp ActiveGlass Variants.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Hell Sword.esp Activehothtrooper44_ArmorCompilation.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}HunterArcherCuirass.esp ActiveImmersive Weapons.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Inquisitor Set.esp ActiveInsanity's Shields.esp ActiveInsanity's Sorrow.esp Activeiorvethlightarmor_v_1_3.esp ActiveisilNarsil.esp ActiveJSwordsDistributionBalancePlugin.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Knight Of Thorns Armor.esp ActiveLC_ArcherEliteArmor.esp Activelilithssickle.esp Activelordamor.esp ActiveLore Weapon Expansion.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Lore Weapon Expansion - Goldbrand.esp ActiveMasters of Death - Sicarius Armor (Standalone).esp ActiveMedusa and Drakul Armors.esp ActiveMorrowindArmor.esp ActiveNordic Adventurer's Armor.esp Activenordicrangerarmor.esp ActiveOmegared99-WeaponSets.esp ActivePerdition.esp ActivePlate Armours - Credo.esp ActivePrometheusCapes.esp ActiveRipper Sword.esp ActiveRobedSteelPlateArmor.esp ActiveBash Tag suggestion(s): {{BASH: Delev}}ScoutArmor.esp ActiveSimplechainarmor.esp ActiveSinister Nightingale.esp ActiveskyforgedShields.esp ActiveSkyrim Knights.esp ActiveSnowyNightingale.esp ActiveSong General Armor&weapon.esp ActiveTribunal Maskes by Zairaam.esp ActiveTribunal Robes by Zairaam.esp Activeunique uniques.esp ActiveWanderer Armor.esp ActiveWarchiefsMight.esp Activewarmagearmor.esp Active3rdEraWeapMoS-lvlList.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Wulfharth's Dragonbone Weapons.esp ActiveWWW.esp ActiveYngolsArmour.esp ActiveDr_Bandolier.esp ActiveLock Overhaul.esp ActiveDeadlyDragons.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}DeadlyMonsters.esp ActiveAdalMatar.esp ActiveNote: V1.1+: This file contains 3 deleted NavMesh records that TES5Edit cannot repair automatically, and which are reported by the mod author to be harmless artifacts from Creation Kit export.AgentOfRighteousMight.esp ActiveAncient Knowledge Armour.esp Activebhabhilon.esp ActiveCastle Stonespire1_5.esp ActiveDA_Skyship.esp ActiveDA_Skyship_Dragonborn.esp Activedragon falls manor.esp ActiveDragonsmount.esp ActiveHebrock_Der Schatten von Meresis - EV.esp ActiveHelgraDraugrCompanion.esp Activehg.esp ActiveInconsequential NPCs.esp ActiveInconsequential NPCs - Enhancement.esp ActiveJNL - Lots More Followers.esp ActiveOBIS.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}OBISDB.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}RiversideLodge.esp ActiveRun For Your Lives.esp Activesjel blad castle.esp Activethe asteria - dwemer airship.esp ActiveThe Fifth Gate.esp ActiveTheFrontier.esp ActiveThe Paarthurnax Dilemma.esp ActiveUndeath.esp ActiveVath.esp ActiveWyrmstooth.esp ActiveAcquisitive Soul Gems.esp ActiveAchieveThat.esp ActiveBarenziahQuestMarkers_Droppable.esp ActiveDifferently Ebony.esp ActiveDistant DetailHF.esp Activedynamic fires.esp Activeguard dialogue overhaul.esp ActiveNote: Do not clean. "Dirty" edits are intentional and required for the mod to function.Realistic werewolf speed.esp ActiveSchlongs of Skyrim.esp ActiveSOS - Chainmail Underwear.esp ActiveSOS - VectorPlexus Muscular Addon.esp ActiveSOS - VectorPlexus Regular Addon.esp ActiveSOS - Dawnguard Armors.esp ActiveSOS - Dragonborn Armors.esp Activeconvenient horses ultimate.esp ActiveUnreadBooksGlow.esp ActiveExpandedWinterholdRuins.esp ActiveClimatesOfTamriel-Dawnguard-Patch.esp ActiveClimatesOfTamriel-Dragonborn-Patch.esp ActiveClimatesOfTamriel-Dungeons-Hazardous.esp ActiveIncompatible with: Realistic Lighting OverhaulClimatesOfTamriel-Interiors-Warm.esp ActiveIncompatible with: Realistic Lighting OverhaulClimatesOfTamriel-Nights-Level-2.esp ActiveSupreme Storms - Cot Version.esp ActiveCoT-WeatherPatch.esp ActiveCoT-WeatherPatch_DB.esp ActiveCoT-WeatherPatch_Snow-40.esp ActiveCoT-WeatherPatch_SupStorms.esp ActiveDerrax_Male_Werewolf_ANIMALpenis.espDerrax_Male_Werewolf_HUMANpenis.espPredator Vision.esp ActiveToL_Core_by_Brevi.esp ActiveWerewolfMastery.esp Active_tck_SpellCrafting.esp ActiveApocalypse - The Spell Package.esp ActiveBalanced_Magic.esp ActiveBalanced_Magic_Dawnguard.esp ActiveMidasSkyrim.esp ActivePhenderix's Magic Evolved.esp ActiveBFSEffects.esp ActiveForgottenMagic.esp ActiveThe Dance of Death - Ultimate Edition.esp ActiveBatTravel.esp ActiveSneak Tools.esp ActiveSneak Tools Vanilla Hoods.esp ActiveSneak Tools Vanilla Masks.esp ActiveTheEyesOfBeauty.esp ActiveJulienTheWild.esp Active3DNPC.esp ActiveHothFollower.esp ActiveInigo.esp ActiveShandarStandaloneFollower.esp ActiveHothFollower UFO Patch.esp ActiveAlerik.esp ActiveAll Housecarls Are Hunks.esp ActiveAuleric_Nord_Mage_Follower.esp ActiveBlaze Of Eventide.esp ActiveBrothers.esp ActiveCasteo.esp ActiveChadeaux.esp ActiveComp-NozDorMu.esp ActiveCompanionKhalDrogo.esp ActiveIsaac(L).esp ActiveGalen_werewolf.esp ActiveHedi.esp ActiveImmersive Followers.esp ActiveLethanShadowleaf.esp ActiveMarque.esp ActiveMorwen.esp ActiveOnmund.esp ActiveNote: Obsolete. Update to latest version, here.Proserpine_companion.esp ActiveThaiden.esp ActivemoveitLWT.espAmazingFollowerTweaks.esp ActiveAlternate Start - Live Another Life.esp ActiveWATER.esp ActiveWATER DG.esp ActiveWATER DB Waves.esp ActiveWATER Falskaar.esp ActiveDragonPriestMaskQuestMarkers.esp ActiveBashed Patch, 0.esp Active I'm not sure how much is even left to try, but I'm still feeling pretty desperate to rescue my saved game so... here I am. If you're still out there, and willing to help, you may be as crazy as I am but I appreciate it. :smile: Link to comment Share on other sites More sharing options...
ripple Posted January 8, 2014 Share Posted January 8, 2014 (edited) At this point, salvaging your existing savegames may be futile, as it may be the savegames themselves that have been baked with orphan junk that is contributing to your game instability. The cleanest solution is this: - trim the mod list considerably and uninstall mods that you do not deem necessary.- start a brand new game (so you do not need to deal with orphan junk baked into the savegames). The only problem with this solution is that in one of your previous testing with a new game, you noted that your Papyrus log still showed the error message regarding the mannequin script, indicating that one of the mods in your load order edits the default game mannequin script in some way. Since you have no mods that explicitly modifies the mannequins, I will wager this is almost certainly caused by one of the custom home/house mods you are using. Aside from mods that attempt to fix moving mannequins, only house/home mods would ever bother editing anything related to mannequins (to add some to the custom home, for example). As I am using the latest version of USKP, and do not have those repeating messages in the Papyrus log, we can establish that the USKP is not the culprit. I noted at least a few in your current load order that appear to be 'house mods': Castle Stonespire1_5.esp Activedragon falls manor.esp Active There may be more house mods in your load order, but since I don't use any custom home/house mods, I only recognize those two as house mods because their naming scheme clearly indicates thus. I can't say for certain that the mannequin script error is what is causing your game instability, but if it is, SKSE's 'clearinvalidregistration' function will not help as that repeating message in the Papyrus log is not caused by a broken onupdate event. If you want to test which mod is causing that script error, one of two ways is to uninstall some mods you suspect of containing edits that affect the mannequin script, start a new game, and collect a Papyrus script from a continuous play session of no less than 10 - 15 minutes, and see if the script error is finally gone. To ease this testing, you can download a mod like 'Quick Start' which will allow you to skip the intro tutorial. Keep repeating this until that script error no long shows up in the Papyrus log of any new game. The second method is to download a BSA browser and look through all the mod added BSAs in your game data folder, and see which one of them contain a modified version of the mannequin script. Both methods are potentially time consuming. The last thing is to start keeping some sort of records for CTDs: when/where/what you were doing or what was going on. If you maintain some short records of this, it may be easier to note a pattern after a number of CTDs, which is really the best way to track down the cause(s) of seemingly random CTDs. I also noted something else: HothFollower UFO Patch.esp Active Since you are now using AFT, and not UFO, should you be using the UFO patch for this mod? I recommend heavy trimming and starting a new journey in Skyrim. It can be aggravating to start over but it's the safest method to accomplish long term stability of the game (once you get rid of whatever is causing the repeating mannequin script error message, that is). Also, one last thing...this is more of a 'personal opinion' than 'fact' and you should take it with a grain of salt. However.... WinterholdDestruction.esm ...I am not a fan of 'city overhaul' mods in Skyrim. Most are poorly done, prone to 'dirty edits' and 'wild edits' (the latter cannot be auto-cleaned via TES5Edit). I hesitate to paint a brushstroke about the quality of 'city overhaul' mods in general but the majority of the ones I 'checked under the hood' early in Skyrim's modding cycle indicated the mod authors tend to be inexperienced. They often contain deletions of default game references (which is why they need to be cleaned), as the mod authors need to clear areas in order to make space for their custom placements and edits, sometimes involving moving quest markers around (or deleting them outright....thus breaking quests....), navmesh work that isn't done well....in short, they can get quite messy. If you have experienced any CTDs in cities or interior cells of buildings linked to cities, you might consider uninstalling any 'city overhaul' mods. In fact, I am suggesting that you should consider doing that regardless, unless you really feel you need those type of mods. Texture replacers to 'beautify' cities and buildings are much easier to deal with, since they don't make cell edits. There may be better quality 'city overhaul' mods out there now, but if you want to use them, you should be certain the authors are sufficiently experienced that they are attentive to these sorts of issues. Edited January 8, 2014 by ripple Link to comment Share on other sites More sharing options...
seth1983 Posted January 8, 2014 Author Share Posted January 8, 2014 (edited) Thanks for this. And never feel like you're doing me any disservice at all by advising to remove mods.I'm far less attached to mods than I am to my game stability. :smile: I'll begin acting on your advice now, beginning with removing the Winterhold Destruction overhaul. Easily done, I haven't even seen that in my current game yet. Just haven't been up that way, so it won't be missed. Same goes for Hoth, I'll check to see if there's a non-UFO version and take it from there. I'll check look for any other city overhauls I've used, and begin trying out new games with fewer mods in effort to narrow down cause. I also thought of something else today. Thus far I've been focusing on what Nexus has been showing me, but in a moment of genius I remembered I subscribed to several mods on the Steam workshop. I am still subscribed to some, but unsubscribed from others. My current subscriptions are... Moonpath to Elsweyr: http://steamcommunity.com/sharedfiles/filedetails/?id=10738Dragonfalls Manor: http://steamcommunity.com/sharedfiles/filedetails/?id=13433The Asteria: Dwemer airship: http://steamcommunity.com/sharedfiles/filedetails/?id=18628Unique Uniques: http://steamcommunity.com/sharedfiles/filedetails/?id=142016600Guard Dialogue Overhaul: http://steamcommunity.com/sharedfiles/filedetails/?id=88500052 Might this be tied to my problems? What are your thoughts on modding from Steam vs Nexus? Perhaps I should switch entirely over to Nexus only modding?regarding this, I've been meaning to do so but I recently found out that unsubscribing doesn't actually remove the mod, just disables it and leaves the files in your folders. What is the best way to determine what should be removed after an unsubscribe (ideally so I can switch to using whatever I want to keep through Nexus)? Lastly, I found a BSA Browser on Nexus, http://www.nexusmods.com/skyrim/mods/1395/?But it has no help me guide and I'm not sure what's safe to do. Could you point me toward a trustworthy guide? Edited January 8, 2014 by seth1983 Link to comment Share on other sites More sharing options...
seth1983 Posted January 9, 2014 Author Share Posted January 9, 2014 (edited) As an update... I followed the uninstall and remove directions for those mods as was provided by their respective references on the Steam Workshop. They're now all being handled by Nexus. Also, the version I have of Hoth is the most recent. The description for the file says... "Hoth is now fully compatible with all other follower mods in v3, thanks to Vamyan!". When downlaoded it bears UFO in it's plugin name, but there are no other versions. Might just be a bad naming convention? Finally, I wanted to pass on that I have been in contact with the creator of Riverside Lodge with Sauna. This is the home I've actually been using this entire time, and though it wasn't outdated I missed a little something half-way down the page.IT INCLUDED A VANILLA MANNEQUIN FIX! This one to be exact...http://www.nexusmods.com/skyrim/mods/10652/? And so, I reached out to the mod maker to ask how to switch to his version that doesn't include the edited mannequin scripts.I'm really hopeful that this may be it, as funny enough it is near both Riverwood AND Whiterun, the two places that cause most of my crashes! Cross your fingers for me (us? lol)!!! This will be a pain though, cause I literally have 5 followers calling that place home, as well as HUNDREDS of items in the chests and other storages there! I'll have to do some MAJOR transporting. It'll be almost as painful as a real move. Haha. Edited January 9, 2014 by seth1983 Link to comment Share on other sites More sharing options...
seth1983 Posted January 9, 2014 Author Share Posted January 9, 2014 ANOTHER update. I've also sent out (counts on fingers) 22 messages to mod creators asking if their mod affects mannequin scripts (at least to their knowledge). I'll update with what I manage to get back. Link to comment Share on other sites More sharing options...
ripple Posted January 9, 2014 Share Posted January 9, 2014 (edited) 1) I'd advise not allowing the Workshop to install mods. Instead, I suggest unsubscribing them, deleting the esp and bsa for those mods manually from your game data folder (since unsubscribing from Workshop mods do not automatically uninstall them), and downloading/installing the Nexus version of those mods instead. If a mod is 'Workshop exclusive', you can repackage the mod into a compressed archive after downloading it from the Workshop (using WinRar, 7zip, WinZip, etc.), unsubscribe and delete, then drop the archive into the folder used by the NMM to store all the downloaded archives, which would allow you to un/install the mod via the NMM, ensuring you have full control over the un/installation of the mod. All Workshop mods come in esp and bsa format, as they do not allow loose files or esm's, so it should be easy to spot based on the naming scheme of the mod. 2) The 'Hoth...UFO' plugin is a compatibility plugin for users of UFO. If you don't have UFO then you shouldn't need that plugin. All you would need is the main plugin 'HothFollower.esp.' Hoth archive is not FOMOD enabled so when you install from the archive using NMM, it will dump both plugins and all resource files into your game data folder. You can manually delete the UFO compatibility plugin or delete it from the archive prior to installing. In fact, some mods are not FOMOD ready and the archives might be packaged with optional plugins that gets automatically installed with the main plugins without your consent, and you cannot decline the installation of options via a menu that pops-up when you try to install the mod. You might consider looking through all of the archives to seem if any archives that come with multiple plugins are missing a FOMOD folder. 3) 'Moonpath to Elsweyr' should be uninstalled when you are finished with the quest. That's what many MtE users have advised. 4) BSA browser just allows you to see the contents of a BSA and extract files from it. In this context, the purpose of the BSA browser would be to let you see which mod contains the mannequin script (the name of which is repeating in your Papyrus log), so you can uninstall the mod. Basically, you just run the BSA browser, select the BSA you want to scrutinize, and look for the mannequin pex file. But since you now know which mod contains the mannequin script fix, you can just uninstall that mod, start a new game to test, and be able to verify in your Papyrus log whether you still receive that message or not. That mannequin fix script is outdated, so the house mods that have packaged that script are also outdated, and I would not wait until the author get's back to you, but would just uninstall it. After all, if they did not know the script fix packaged in their mod was outdated or has been away from Skyrim so long that they have not been able to update their mod since the last patch, they would be too 'out of the modding scene' to offer much useful advice on this matter. 5) Pack-rat: ok, so you are a pack-rat and tend to store a lot of items in game :smile: You should be aware that the more items you keep around indefinitely, the large your save game size will be (obviously). Factors of save game size depend on what type of mods you use, how many quests you've completed, how many hours you've played, and how much items you are storing in your houses indefinitely. Let's face it, the stability of heavily modded Skyrim is always hanging by a thread at best. If you were playing with no mods, just the DLCs and the unofficial patches, the situation might be different. But with a heavily modded Skyrim, your save game size after a lengthy period of play will tend to be larger than save games from an unmodded setup. Basically, what I am trying to say is that heavily modded Skyrim is not the sort of game where it is a good idea to fully decorate your estates with all sorts of looted stuff. On rare occasions, this sort of 'habit' has caused serious save game bloating and been implicated in corrupt saves. Personally, I keep everything 'functional.' I tend to keep my houses clear of clutter by picking up all the useless stuff like baskets and clothing iron, then sell them to vendors or dump them into a respawning container (so they get deleted when the containers respawn). I keep decorations to a bare minimum (basically just books on some shelves), and also do not fully deck out the weapon racks or mannequins (in fact, I rarely use them). This reduces the loading time when I transition into those interior cells, and keeps my save game size reasonable even after 80+ hours of accumulation. Just something to keep in mind. Edited January 9, 2014 by ripple Link to comment Share on other sites More sharing options...
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