Ghoulz Posted June 10, 2011 Share Posted June 10, 2011 I'd like to make changes here and there but im worried about screwing up saved games and such. Stuff like make changes to gear and companions. Perhaps even make creatures from a mod leveled so they never become petty like mud crabs. What can you do and not do while mods are active in a saved game? Link to comment Share on other sites More sharing options...
Daledge Posted June 10, 2011 Share Posted June 10, 2011 I don't exactly understand the question.. Are you asking what you can do while making mods? Link to comment Share on other sites More sharing options...
wetblanket Posted June 10, 2011 Share Posted June 10, 2011 I think you are safe enough editing items and creatures. Deleting, on the other hand, has potential for crashes (if that particular thing gets referenced by an NPC etc later) and leave quests alone unless you really know what you are doing. Things flagged as 'persistent' can cause issues as well, eg. they will stubbornly stay in their original position if you move them although I think there is some complicated process advanced modders can do to fix this (not being one, I'm pretty vague on this ;) ). Link to comment Share on other sites More sharing options...
MichikoUnknownFox Posted June 10, 2011 Share Posted June 10, 2011 I wouldn't test an active mod on an active save. Just like you thought, it really can and will cause corruption or anomalies in your game. If you're updating or otherwise editing an existing mod, what you should do is deactivate it and make a clean save. Then make an edited version (don't overwrite the old mod), and activate that new version instead, then test it out. Save again as a test file (not required but recommended) and fully play test your mod just to be sure. Link to comment Share on other sites More sharing options...
Ghoulz Posted June 10, 2011 Author Share Posted June 10, 2011 Well I altered stats on equipment with no issue. But I should remove a companion mod from the save before making changes? That won't damage the save if I keep removing existing mods and saving? Well I know some things you shouldn't remove period, but im only talking about equipment and minor stuff. Also, if creatures are already placed on the map(actually I have no idea how that works), I only have to edit their stats, I don't have to replace them? Link to comment Share on other sites More sharing options...
MichikoUnknownFox Posted June 10, 2011 Share Posted June 10, 2011 This may give you some idea of how it works. I'm no expert on the matter but I did create a lot of NPCs for companion use before, and as I kept tweaking their stats and equipment I noticed some things. Sometimes the creatures that are already in the save file won't reflect some changes you make to them in the CS until they respawn. So if you're in a map with a guard from vanilla, and you edit the guard so he's weaker or stronger, or change his equipment, he'll usually have whatever he had on before you made your edits, and have the same stats, until you force him to respawn. In the case of companions (who don't respawn), the changes you make to their equipment don't seem to reflect immediately unless you force them to respawn (target them with the console open and type "resurrect"), or activate the mod again after a clean save. The reason is that what you edit in the CS is your companion's base (base ID), which the game will spawn a copy of when you play. If you make changes to the spawned companion, such as change their equipment, give them buffs or whatnot, it doesn't edit the base, and those changes only stay with that particular copy. So, if you use createfullactorcopy on that companion (not recommended but you can do it for testing purposes), you can give different items to each of them and they can have different inventories. However, stats and appearance seems to reflect immediately for the most part. Because the stats and appearance are read straight from the base ID. Any stats they gain from leveling up (which is typically just a reflection of your own level anyway) will be calculated as they are created. For respawning creatures, such as wildlife or monsters, editing the stats works the same in that it'll automatically affect all copies of that same monster in the game world. For the most part anyway, these guys are only created (actually, copied from the base) when you enter the cell. Their random equipment and loot is based on a leveled list, which generates a random set of items for them to use. The leveled list will only be applied to them when the actor copy is made as well. Link to comment Share on other sites More sharing options...
bben46 Posted June 10, 2011 Share Posted June 10, 2011 If you are really worried about making changes that you cannot undo, I recommend getting and Using mtest4 manager. It allows you to have multiple copies of the game. Make a base copy - Mine is at the exit to the sewers with NO mods, but with the latest patch installed. Then I have a game where I have added mods and it is stable - it works and this is the one I usually play. Then a copy of my Play game that I use to test new mods. When it becomes stable, it then becomes my play game and I make a new copy of that one for testing. Then, I have a copy of the base game Without Shivering isles that I use for making mods. I make a new version of this one for each new mod I start. I doubt if you will be needing the 20 or so games I currently have, but two or three will be easy to maintain. It works with FO3, New Vegas & Nehrim also. :thumbsup: Get it here: Mtes4 Manager http://tesnexus.com/downloads/file.php?id=35263 Link to comment Share on other sites More sharing options...
Ghoulz Posted June 10, 2011 Author Share Posted June 10, 2011 Game didn't seem to want to work when editing hair on a companion that was in the save. Because they had new equipment in the saved game? Link to comment Share on other sites More sharing options...
Ghoulz Posted July 6, 2011 Author Share Posted July 6, 2011 Sorry for the bump, hasn't been a month quite yet, but it's better than making a thousand similar threads. I want to remove some content to free up a little space. Example, I want to remove a few races from Xenius' Cpack. Should I just remove the textures, or can I remove the unwanted races from the esp somehow without causing problems? I know removing textures won't cause issues unless you have a companion of it or your using it yourself which im not. Link to comment Share on other sites More sharing options...
Naktis Posted July 6, 2011 Share Posted July 6, 2011 I've edited all race mods I use and they work fine. :smile: If you want to delete race for Xenius Race Compilation just delete the ones you don't want in Construction Set it won't cause any problems as long as your character or like you said companion aren't using the deleted race. Link to comment Share on other sites More sharing options...
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