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Concerned about having different playthroughs(NEW PROBLEM)


NextTurnIsRight

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8 hours ago, sattyre said:

If you use Mod Organizer, I have multiple portable installs, each one can be completely different.  When Fallout London shows up, I plan on making a build dedicated just to that.  Just to be clear, I do install MO2 multiple times.  You are stuck with the same enb as well as other Root level mods, but even the enb can be gotten around with an enb swapper.  I don't remember what it's called off hand.

Hmm... got it. Ill try to get something worked out.

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14 hours ago, NextTurnLeft said:

Okay so an update on this, I decided to just say "screw the enclave playthrough" and deleted all saves of it. I was hoping to start a playthrough dedicated to rebuilding the commonwealth object by object with many settlement mods as inspired by a youtube series for f4, but im also looking VERY forward to fallout: london. Fallout London is a different case because it involves a complete rework of the game, even the main menu, but I want a different playthrough too just for those mods. 

I dont think it is possible to have both playthroughs at all without conflicts, but hopefully I can work something out.

There was no need to delete those saves.

1) You can always find your savegame and save them seperate form any gaming folder and bring them back at will (provided the mod lists are at least close otherwise the game might crash)

2) or two better yet simply run multiple profiles. I run 8 profiles right now on this computer. You can always keep your previous playthroughs save games and the mods on your old Profile and go back at will. I do this all the time. My previous computer had  a dozen profiles in Vortext, some of which are always to try out addtipnal  mods with my old savegame files so there is no chance to break a long playthrough savegame file.

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As with all bethesda games, you really shouldn't delete mods on an existing playthrough.  It does have the nasty effect of eventually trashing the save.  What's misleading to most people, is that the problems can take awhile to start showing up.  That mod you deleted at level 10 without issue, comes back to bite you at level 30 or more and often prior to that.

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4 hours ago, sattyre said:

As with all bethesda games, you really shouldn't delete mods on an existing playthrough.  It does have the nasty effect of eventually trashing the save.  What's misleading to most people, is that the problems can take awhile to start showing up.  That mod you deleted at level 10 without issue, comes back to bite you at level 30 or more and often prior to that.

is it possible to have different vortex profiles and not have this problem?

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3 hours ago, NextTurnLeft said:

is it possible to have different vortex profiles and not have this problem?

absolutely.  Do all your testing in a throwaway profile with as high a level character as you can get without deleted mods. You should download a high level vanilla character from the nexus, that way you're testing "your" build and the tests aren't polluted with deleted mods.  The higher the level of the pc, the greater the stress on the engine, and the better your test results will be.

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Level of the character isn't going to affect the vast majority of problems people have with mods and compatibility though.

If you are crashing minutes after leaving Vault 111 - being a Level 100 character isn't going to matter.   You'd crash at Level 1.

Animation issues will crash your game at level 1.

 

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Yup that's all true, but those are the easy things.  (Easy  is a relative term)  Other issues don't show up till higher level when the engine starts to stress more.  I find as you level issues can crop up.   Minor annoyances at level one can become more at higher levels.  It's just an observation I've consistently had over the years.  There are conflicts between mods that don't always show up in xedit.  What we see in Xedit is the top layer of programming.  What lies beneath isn't so apparent.

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