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Installing/uninstalling mods during playthrough?


tiggerdyret

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Hi,

 

How risky is it to install and remove mods midway through a playthrough in Oblivion?

 

I know it not a problem to install mods on a save in Skyrim with 99% of the mods. Is it the same with Oblivion or is more prone to save corruption?

 

Is it okay to remove mods in Oblivion? is it only a problem with mods that add scripts like in Skyrim?

 

How would you test stability on a large load order with mods like fcom, better cities and unique landscapes and more?

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It's usually no problem at all to install/uninstall mods. You probably want to be in a safe cell (coc Testinghall for instance) for 3 game days (or whatever time you have cell reset set at). Some more advanced OBSE mods can save things to the savegame which could cause problems when uninstalling, but they're rather rare. Also, some mods require a clean save when upgrading, usually because they've changed some script variables, etc. It would be useful if you mention what mods you're considering installing/uninstalling.

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I'm not sure yet. I'm gonna start a base game with your overhaul (maskar's overhaul), OOO, deadly reflex, midas magic, OCO v2, unique landscapes, unoffialial patches, better cities, basic needs, quarlstextures, Landscape lod generator, and then add a few mods at a time, when I've played a few hours and tested stability.

 

I've also considered FCOM 1.0 instead, but I'm leaning towards a simpler and more stable setup.

 

I can't say for sure what I will install, but it would mostly be graphic mods (Textures/meshes/all natural/immersive interiors), quest mods and mods that fixes smaller things or enhances immersion in minor ways, like crime fixes, a camping mod or cloaks. Anything from this list really: http://www.reddit.com/r/oblivion/wiki/index/mods

 

I am not gonna install giant mods like MMM or open cities mid playthorugh.

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For most mods no problem. For mods that make changes to the game world it can cause problems - especially in removing them. As the game now expects the features put into the game to be there it will very likely crash when you enter the cell where they no longer exist. Waiting a minimum of 3 game days can allow the game time to reset those cells and possibly prevent a crash.

 

One fun thing that can happen (if it doesn't crash) when removing mods is any creatures, NPCs or even the player that are affected by that mod can end up in the lobby of the Tiber Septum hotel. I once had a herd of 6 sheep, a bear, 2 deer and several Dremora along with my PC spawn there after removing a large mod and starting the game. The dremora and animals were not hostile and vanished as soon as they exited the hotel. This was caused by my PC being in one of the cells affected by that mod. To avoid this move your PC to a safe interior cell - one that has never been modded, If unsure, Do what Maskar suggested and coc into the testing hall and wait 3 days. :thumbsup:

 

The lobby of the Tiber Septum Hotel is the game default spawn location for any creature that cannot spawn where it was supposed to - this was done to cut down on crashes.

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