Jump to content

How bad is it REALLY to install mods midgame?


RedHeadAngel

Recommended Posts

This is a fierce debate I've seen among not only the Skyrim modding community but the modding community overall. I've heard some people say it's fine to install certain mods midgame, but I've also heard that it's the ultimate taboo and that you should never do it, even if an author of a mod says it's OK to do it with theirs. Now, I'll admit that I've installed mods midgame, but they were small and didn't seem to have any consequences. However, I am wondering if this had something to do with my last modding setup breaking.

So, this brings me back to my original question: How bad is it to install mods midgame? I would really love to hear what people have to say about it.

Link to comment
Share on other sites

Always 'read the manual'.    Generally, mods that ADD stuff (NPCs, armors, weapons, animations, player homes, quests, etc etc) without touching the main game, should be safe.   Mods that update stuff visually are typically very safe.   Mods that alter vanilla content...    that is where you need to be extra careful.   For example, mods that overhaul vanilla player homes are fine before you purchased/visited said home.   But are an absolute taboo after that.    Mods that mess with vanilla quests should be installed before you get started with quests they mess with.   There are many quests which are start game enabled, and put things in motion which are hard to alter afterwards.   Mods that alter those have to be installed before a new game.    I.e. Skyrim Extended Cut - Saints and Seducers will refuse to initialize if you install it mid-game.  

IMHO, if the mod author claims it is safe to install their mod mid-game, I would believe them.    

  • Like 3
Link to comment
Share on other sites

Ditto to what @scorrp10said.
Big mods with Master Files are in many cases pretty bad to install to an ongoing playthrough.  Problems can range from assets/textures/entire places getting messed up, to game crashes and freezes.  Some Master File mods and ESP mods won't even work properly or not work at all when installed to an ongoing playthrough (ditto what scorpp10 said, again).
And mods with ESP regular plugins, it's generally not good to mess around with the load order to an ongoing playthrough like that.. 
ESLs are usually almost always safer to install almost any time, depending on what they are, probably ESPFEs too (someone please correct me on that if I'm incorrect).
Usually much worse to remove them midplay than to add them midplay (<--this also applies to all plugin types).
And of course things will either not work well or game won't even load if you're over the 254* regular mod limit, this should go without saying.

Sometimes it's not good to update big mods during an ongoing playthrough, sometimes it is okay it depends, should probably always check the mod's page before you update the mod, check the Description for info, and maybe some Marked comments by the Mod Author in the Posts.

Edited by SirCadsimar
Sometimes Mod Authors will mention in the download if it's safe to update midgame or not
  • Like 1
Link to comment
Share on other sites

It really has very little to do with the type of a mod plugin.     I.e. when Dawnguard came out in June 2012, and Dragonborn in Nov 2012, most folks installed them right in the middle of their current playthroughs.    But a tiny ESP-FE with  2-3 records  can completely wreck your main questline if installed too late in game.  Load order also should not be affected much by adding a new mod.   Sure, your mod manager would have to stick it somewhere, but relative order of your existing mods should not change because of that.

  • Like 2
Link to comment
Share on other sites

3 hours ago, SirCadsimar said:

Big mods with Master Files are in many cases pretty bad to install to an ongoing playthrough.

I agree with this. Big mods, like Babo Dialogue, Vigilaqnt, Death Consumes All and the like have a ton of scripts, quests, items, locations, spells and much more. While I don't disagree with scorrp10 that the plugin type isn't what makes them dangerous mid game, the fact that they're big (massively game changing) makes them dangerous.

  • Like 1
Link to comment
Share on other sites

1 hour ago, RedHeadAngel said:

@SirCadsimar @scorrp10 @Karna5
I’ve installed some outfit mods midgame without any issues. I imagine it was because they didn’t alter anything besides adding the outfits to the world.

Nearly all outfit mods are safe to install and uninstall mid game. Exceptions are those with scripts and the like.

However, there is a trick to safely uninstalling any outfit mod mid game.

1. Make sure you are not wearing one of the outfits.

2. Make sure none of the outfits are in your inventory. At the very least if any of the outfits exist in game, do one of the following before you uninstall the mod:

a) if you have NFF (a follower mod), have a follower sell off any outfits you have which you want to uninstall, or

b) put the soon-to-be-bad outfits into a chest or box.

If you mess up and uninstall the mod before you getting rid of the existing outfits, you can usually use the resaver fix program to get ridd of the orphan records. However, this won't help if the outfit had a spell or perk cast on you which you forgot to remove before uninstalling. You may actually find that a spell or perk or script will be stuck on you for the rest of the play through.

 Thus I try to be very careful before uninstalling any outfit mods mid-game, but I don't worry about installing them mid game. 

Even complex and script-heavy outfit mods like Devious Devices can be installed and uninstalled mid-game if you're careful (as in making damned sure you have no scripts running before uninstalling). A lot of the more complex mods have uninstall scripts in MCM. If a mod has that, be sure to use it before uninstalling. While the bigger mods are more dangerous mid-game, they often usually have mod authors who understand the risks and try to give you ways to uninstall or upgrade the mods mid game.

  • Like 1
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...