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Question about keeping armor mods


balthazar9086

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Hi guys,

 

So as a lot of you know, most, if not all, armor mods out there need to be deactivated during character creation (CC), otherwise they won't show up in your inventory. My question is regarding the deactivation of these armor mods for a new character when you already have an existing character on a separate playthrough. For example, I am currently playing as a 2H warrior, and I deactivated my armor mods during CC, and then reactivated them once I got to the party camp. However, let's say mid-way through my warrior's quest, I decide to try out a mage character, and thus deactivated all my armor mods, would my existing warrior still have those armor mods when I got back to him?

 

I'm asking this because I have noticed during a recent bout of mod troubleshooting that uninstalling armor mods and then reinstalling them later might not necessarily mean getting them back in your inventory. I recently reinstalled a glass weapon mod for my warrior, only to find out that none of the weapons spawned into my inventory. I recall that prior to uninstalling said mod, I had a few pieces equipped on my character, and another few stored in Quartermaster Tolby's inventory. However, I had thought that reinstalling the mod would get me my weapons back - not so.

 

I'm thus worried that if I were to deactivate my armor/weapon mods during CC, I would essentially lose them on my other characters since they would not reappear after reactivation.

 

Thoughts?

 

Thanks!

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Hiyas Bal-

Ok, here's two big differences between uninstalling a mod, and deactivating it. Uninstalling removes the files completely from your system, where deactivating it only tells the game not to read them.

 

If the mods are still not read, or not thhere when you go to play your older character, the game is going to TELL YOU that such and such is missing, do you want to force load?

In THIS case, you'd chose "No". Then go back and REactivate the missing mods, and then load that character's savegame.

To avoid any problems with them not having the items.

 

Now... there's at least one exception that I know of to this. The Winter Forge mod. After trying to uninstall that one, and updating to a newer version, I've had results where all the items created on it, were lost.

I dont claim to even begin to know how that mod works, but I am GUESSING that it has a database for the items created using it. And my guess is that when it's uninstalled, that database is erased, and so there's no record left of the items that were made.

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In my experience, if you deactivate an armor mod and then go back and reactivate it when returning to a prior savegame, it should work fine. Of course, it my depend on the various mods you are running because sometimes they tend to conflict with one another, but generally speaking you should be okay.

 

Where you need to be careful with armor/weapon mods is when starting a NEW game. One example I can think of is the Forgotten Armor: great set, but if you start a new game with it activated it glitches out; you'll get the codex entry but not the gear. You have to wait until after you start, save the game, activate the mod, and then load your save game and it works fine.

 

Before I start a new playthrough I always go through my 'installed DLC' list and double check it to make sure anything I want to use in the right 'state' for starting a new game, and that anything I don't plan to use that playthrough is turned off. There are a couple of bigger mods (Dark Times) that I flat out uninstall when I'm not playing them because they cause a couple conflicts in the OC.

 

Have fun!

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