perfectblue Posted July 12, 2009 Share Posted July 12, 2009 As the topic states If I were to remove or update a mod such as Elsweyr the Deserts of Anequina would that render current saves obsolete and incapable of loading? Thanks Link to comment Share on other sites More sharing options...
JCP768 Posted July 12, 2009 Share Posted July 12, 2009 No, but some people claim that adding/removing mods a lot throughout a save can cause problems faster. Hasn't happened to me though on my 270 hours save where I've added and removed a lot. Your gamew ill not load if you remove a mod that is depended on for other mods. For instance: Integration: The Stranded Light needs LAME and RBP, so if you removed either of those without removing Integration then Oblivion would crash straightaway. Link to comment Share on other sites More sharing options...
bben46 Posted July 12, 2009 Share Posted July 12, 2009 It's going to vary depending on what the mod changes. For something like your new lands type mod, yes. if you were to try and load a save with your character in the new land one of two things could happen. either your character will appear in the Tiber Septum Hotel, or the game will crash immediately. Most likely the crash. However, for a simple mod, such as a new weapon, the weapon will just no longer be in the game. If you are going to remove a new land type mod, be sure yo are not in that land when you make the save you will use. If you make a save outside of the new land, and well away from the entrance, it will probably be Okay. Saving inside of a safe building (one with no mod changes) is best. Start the new save, then make another new save immediately to clear any references to the old stuff. Exit the game again and restart with the second new save. Link to comment Share on other sites More sharing options...
Zumbs Posted July 14, 2009 Share Posted July 14, 2009 I would also recommend checking the uninstall information in the readme to investigate if there are anything, you need to do. Some (very few) mods require that you run a script (inside the game) to probably uninstall the mod. Link to comment Share on other sites More sharing options...
LHammonds Posted July 14, 2009 Share Posted July 14, 2009 As bben said, it completely depends on the mod. Some mods such as Harvest mods need to go through a "spindown" deactivation period of several in-game days to remove the affects of the mod before disabling it completely and causing permanent issues in your savegame. Some mods (particularly the early ones) caused savegame bloat and just using them overtime will eventually cause your savegame to become corrupted. Other mods can cause issues if you upgrade incorrectly. I lost 200+ hours due to this problem when I upgraded several mods at once and did not know which one caused the issue AND I did not have the old versions anymore to get the game back to where the savegames could load. If you are using a custom race, your savegame will be dependent upon that mod remaining active. If you have a house mod and keep all your wares in the house and its containers and then disable the plugin that added the house, all your items including the house will disappear. You could recover from this if you do not re-save your game with the plugin deactivated and simply re-activate your plugin and move your goods inside the game before deactivated again. If you have a custom weapon/armor equipped when you disable it, a ghost version will remain, even if you drop the invisible items on the ground. It would be best to sell the items to a vendor before deactivating the mod. I could go on and on but it really depends on what the mod added as well as how it was added, where your character and items are located. As mentioned, check the mods readme and comment log to check for other peoples uninstall woes. ;) Link to comment Share on other sites More sharing options...
Recommended Posts