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Does adding then removing new items from a mod crash the game on a current save?


snowjester1

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I'm working on a simple scrap everything mod called 'Scrap-it' for TTW. I recently added 3 vodka items that are crafted to help use up cigarettes, packs, and cartons. I was concerned that was a bad idea because before that add, I can enable and disable the esp on a current save with no problems since it just adds or removes it's recipes from the workbench. What I didn't want to do is say a user has one of these new vodka items in their inventory, or they drink it with effects still applied, or they dropped it on the floor, and save their game, then reload it with new version of mod not containing these items , then their game crashes. Will new items crash the game, for instance if they are removed in later versions? Or is that as safe as recipes? The recipes seem very safe.

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Generally the best way to remove/uninstall an item mod is that you have no item of that mod in your inventory, stand in a cell with no item of that type. Save. Then remove the item mod. Load that save and proceed.

Failure to follow that procedure has higher potential to crash the session.

But that is player's behavior. You are no god to dictate players' behaviour. You can only give instruction, and when the users come calling about bug you try to keep your cool. Thats it~

Your worry is purely uncalled for. You only worry about it when you have a bug report and a reproducible case. predict ahead of time of which will cause problem or not is simply unnecessary. Because each user has their own load order and certainly will be different from YOUR load order. A mod work perfectly on your rig wouldnt do so on others' rig.

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