Kuboxy Posted January 7, 2014 Posted January 7, 2014 (edited) I've recently started playing Skyrim with 2 different character (depending on my mood lol), but both of'em are using some different mods. I was wondering if it was bad to simply deactivate (Checking them off) mods that are not used rather than uninstalling them every time I switch character. I've tried Mod Organizer (for the profiles) for that, but after years of using the Nexus manager, I just can't seem to find the energy in leaning how to use MO. EDIT : From what I understand, un-checking them doesn't remove the mod, but rather makes it inactive? So would it be dangerous for my save files to do so or not? Edited January 7, 2014 by MrPrincePapa
Azakiel Posted January 7, 2014 Posted January 7, 2014 it very much depends on the mod.simple weapons and armour mods shouldn't cause you any real issues. However, if any of the disabled mods modified vanilla scripts, those modified script files will still be present in your data folder, and could cause unexpected issues. Personally, if you are going to do this kind of thing I would advise putting the time into learning how to use MO, as it will cause you fewer issues in the long run (hell, even if you decide not to use MO, I would still suggest dumping NMM in favour the more superior Wrye Bash).
Kuboxy Posted January 7, 2014 Author Posted January 7, 2014 Hmm, sadly, I figured as much. Oh well, guess I'll take a look in learning either of them. I'm just really in love with NMM's noob-friendly side :confused:
Azakiel Posted January 7, 2014 Posted January 7, 2014 (edited) sadly (in my opinion) its the (to use your term) "noob-friendliness" of NMM that limits its use and can cause people various issues (especially when using lots of mods). The main reason I hold Wrye Bash as superior to NMM (apart from the Bashed Patch) is that I can look at each individual mod that I download and find out what files are contained in the archive (not the BSA if any, but the .7z/.rar/.zip/whatever that you download from the nexus) and whether any of them conflict with files installed by any other mod I already have installed. on top of this it will also tell me if any of my mods are missing required master files (or if those master files are out of the expected load order), if any of my save files are missing mods that they require, and can give me a limited breakdown of what records are contained in the esps (although only for certain record types, and not in any more detail than the form id and editor id). To me the UI is pretty easy to get the hang of, and there is a very detailed guide to wrye bash available. If you need any help getting the hang of Wrye Bash (should you choose to use it) drop me a PM and I'll see if I can help Edited January 7, 2014 by Azakiel
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