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Addin new mods to existing save


EchelonR

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I was wondering if adding new mods to an existing save would be recommendable.

I want to add the unofficial patch to my mod list. Or do I need to start a new game?

I would really hate to start a new game since I'm quite far into the game.

 

I remember using Wrye Mash for morrowind. With that tool you could update the mod list for a specific save.

Does a similar tool exist for Fallout?

 

Thx,

 

E.

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Most mods don't require you to start a new game in order to use them. Pretty much the only exceptions are overhauls which change a great deal of levelled lists, but in those cases it's often possible to use them with an existing save by waiting for 72 game hours in an interior in order to trigger respawns.

 

If a mod requires a new game in order to work, it will say so in the readme. If it says nothing of the sort, then you shouldn't need to start a new game. You definitely don't need to start a new game to use the unofficial patch.

 

Cipscis

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UFP touches on just about everything. By all means it's just as hard to fix as FOOK1.6 or FOOK2. If you could load it last then sanitize it with FO3edit then yeah I'd be all for this kind of thing.

 

UFP probably has a .esm though, which means all the references for most of the vanilla content will get bumpped up one or more. So you're going to figure or assume that the system will assimilate the difference automaticly despite the warning you get when you choose to do so.

 

If you remove any of the vanilla content from the game, or add to many masters to a mod, or add to many masters to a override, you sometimes get a sort of landmine that goes off, spreading a mass of conflicts an errors thru the whole system. I kind of figure it's the same thing, hence the warning it gives you, but I guess if the warning doesn't show up then it's all good.

 

Then UFP also installs in a rather nice auto installer using the windows installer. So any of the player created data you have which is vanilla content in nature only it's been upgraded. UFP will blindly overwrite that with it's own which could be of a lower quality than the stuff from the other mods you already had or already hand picked because of high quality.

 

Then you have UFP's read me saying that it was never designed to work with any other mod. That's nice for a disclamer.

 

The folks you see doing this kind of thing don't just wait 72 hours, they get rid of all the loot they have an then go to a almost empty cell to make the switch. I'd look into it a whole lot before I did it.

 

For one thing, any future crashes you might have you would never know if it was something in the mods or something in your save game from messing with it mid game. Which is kind of why I don't do this until I'm ready to start over. If there's a risk I can avoid then I choose to do it that way.

 

Let us know how it's working though.

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