TheOriginalEvilD Posted December 1, 2015 Share Posted December 1, 2015 Just curious as I'm not sure if those mods will need to be updated or redone after the GECK/Creation Kit arrives. Link to comment Share on other sites More sharing options...
mindumindumindu Posted December 1, 2015 Share Posted December 1, 2015 When the Fallout 4 GECK comes, tons more people will finally play Fallout 4. The full goodness of a Bethesda game only comes years after its release, when a whole bunch of mods are available for the specific game. Link to comment Share on other sites More sharing options...
Deleted2948850User Posted December 1, 2015 Share Posted December 1, 2015 Some mods might be updated, some might be redone, some might even stay as are.But one thing's for sure, there'll be loads more mods made after the CK release =] Link to comment Share on other sites More sharing options...
ShinraStrife Posted December 2, 2015 Share Posted December 2, 2015 Just curious as I'm not sure if those mods will need to be updated or redone after the GECK/Creation Kit arrives. The tools people are using now were made mainly for making edits that the CK was incapable of doing, or didn't do efficiently enough, as well as checking plugins for errors and removing possible corrupt records. I can't say for sure why people use xSnip (due to a lot of hassle it caused in the days of Skyrim) but that's what xEdit was pretty much used for. People are relying on it now for FO4 because the CK isn't released but once it is, if they filled out their records properly they shouldn't have to update when GECK comes out. Although GECK is much faster at adding new features to mods than xSnip/xEdit so it's hard to say. Link to comment Share on other sites More sharing options...
jet4571 Posted December 2, 2015 Share Posted December 2, 2015 The only reason people were using snip is because xEdit wasn't going to be released until after the CK but the download was leaked. Link to comment Share on other sites More sharing options...
ShinraStrife Posted December 2, 2015 Share Posted December 2, 2015 The only reason people were using snip is because xEdit wasn't going to be released until after the CK but the download was leaked. I'm glad they decided to make the compiled download public though. Any mod that we can get made with xEdit is another mod that can't corrupt saves later on down the road by xSnip. Link to comment Share on other sites More sharing options...
Lisnpuppy Posted December 2, 2015 Share Posted December 2, 2015 Even the authors of Edit say the mod is still experimental as there are many things that are incomplete in Edit and won't be done until the GECK is released. It is however very stable. Snip was broken with Skyrim and the program was not changed thus it is still broken. Eventually it will have bad things happen. If you use a mod made with Snip, ok it is prob going to work. You will need to abandon those saves though as they are pretty much a ticking time bomb. Many of the more popular mod authors are remaking the mods with Edit so that is a good thing. I however will be purging my data folder and beginning a new game and I am ok with that. After the GECK (and many mods with patches) is released then mods may need to update depending. Texture/mesh replacers won't. The current esp mods may need to do so. As to if you will need to start a new game due to your mods and saves...well you might so I would get that in your head as a possibility. When you make and use mods BEFORE the official tools are released sometimes your impatience bites you on the behind. I am not saying most of these mod authors have not done their level best to make a good mod, it is just how it is. And it is the nature of using mods that sometimes you gotta put on your patience hat. Link to comment Share on other sites More sharing options...
jet4571 Posted December 2, 2015 Share Posted December 2, 2015 All mods can corrupt saves ShinraStrife even ones made with the official tools. The only mods that could really be considered safe are textures and sounds. Nif files although wont corrupt a save that I have ever heard of but they can cause instability and random CTD's that are often blamed on a corrupt save. Relying on quick saves can corrupt your save(it adds only new data baking in bad and is saving while you are making changes which will cause noticeable errors overtime). Changing the load order every time you add a mod will corrupt your save and is especially bad with scripts and formlists. How to prevent corrupt saves to the best of your ability? Not hard to do really.1. Make a save via "Escape" then "Save" and last "Create new" when you are done playing and exiting the game. Quick and auto saves should be for emergencies like oops I accidently shot the wrong NPC and now a faction hates me or the infamous CTD..2. Once you set your load order when you start a new save do not change it. Add new mods to the bottom of the list, Skyrim(now) and FO4 do not require .esm mods to be at the top of the load order and you can have a master below the esp that requires it and it will work correctly but that's all academic since if you add a new master and esp that requires it you can put them in the correct order at the bottom of the load order if it makes you feel better.(This has been tested, the old mantra of master then esp is no longer valid for Skyrim and FO4, it is still important for FO3/FNV and especially Oblivion.)3. Read the mods comments atleast 2 pages back, look for allot of bugs being reported. If there's 5 per page then do not use it until the bugs are worked out. And always read the description, there is no such thing as TL/DR when it comes to descriptions, some of the bugs could be because users forget how to read when it comes to descriptions.4. After you install a mod give it a good hour+ test before committing to keeping it. Test the mod itself as well as normal gameplay and if it causes a problem discard the save when you discard the mod.5. With Skyrim sometimes if you exit to main menu and load the last save when the game has a major glitch it can bring that glitch over to the loaded save or atleast part of it. If something major breaks completely exit the game so it doesn't pick up what's still in your RAM. This doesn't happen often but always best to be safe than sorry. That's five things off the top of my head that has kept my saves from corruption and a fully stable game with over 250 mods in Skyrim of just weapons and armor not including everything else. They are also documented and advised by many others as helpful advice. Theres allot more you can do to keep your game as stable as possible without save bloat or corruption making you have to start over. Link to comment Share on other sites More sharing options...
jcdenton2012 Posted December 2, 2015 Share Posted December 2, 2015 For me personally, development starts on several projects. The biggest ones being (Miami Florida, Maybe Chicago, and definitely 'Return to Raven Rock.') Link to comment Share on other sites More sharing options...
zilav Posted December 2, 2015 Share Posted December 2, 2015 When the GECK/CK is out, authors should open plugins in it, check that everything is alright, hit save, update file on nexus. That's all.Users can do that too if mod authors won't be around by that time. Link to comment Share on other sites More sharing options...
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