Ameisenfutter Posted May 24, 2016 Share Posted May 24, 2016 Hey guys. So I had an idea for a mod I'd love to see in Fallout 4 and now the GECK is out I thought about starting to use it. I did play around with the Skyrim Creation Kit already, but never really made anything with that. However, I thought it might be useful to have a separate instance of Fallout 4 installed for trying out stuff I make in the GECK and prevent my main game from getting destroyed and all that.Do you think that's necessary? And if you do, what's the easiest way to do that?How do you modders handle all that? Link to comment Share on other sites More sharing options...
KataPUMB Posted May 24, 2016 Share Posted May 24, 2016 I usually break my game xDAlso i usually have another mods installed with the sole purpose to see how my own mod conflicts with other mods, but i'm constanty using the new "profile system" of the NMM, but in many cases it's a mess so... yea... when i have a savegame with a lot of mods and i start moding i usually say goodbye to that savegame. At the end it's not a big deal to reinstall/repair the game & all the mods if you have a good computer and a good internet connetion Link to comment Share on other sites More sharing options...
Ameisenfutter Posted May 24, 2016 Author Share Posted May 24, 2016 Mhm. Would setting up a new Windows User do the trick? One with GECK and Vanilla Fallout4 installed and nothing more. Or would I risk breaking the game on the other user profile anyway? Link to comment Share on other sites More sharing options...
MadRabbitX Posted May 24, 2016 Share Posted May 24, 2016 I don't really care about that. I test all of my mods on my main save, and never ever happened to me (and i'm making only script mods). Simple trick that really helps is simply to not save your game, if you just testing stuff. You can save with your mod activated if you know that your mod is working fine, and it didn't cause any issues while you where testing in, or you just know that it would not break your game (and this is a thing that you can actually know). Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted May 24, 2016 Share Posted May 24, 2016 (edited) No need to create a different install, just make a separate test save, and make sure to deactivate your tests before playing on your main save.But in any case, the engine is extraordinarily resilient, I have installed and uninstalled wildly many mods without breaking my main save (much). Breaking your game isn't actually that easy, so don't worry too much about it. Edited May 24, 2016 by EmissaryOfWind Link to comment Share on other sites More sharing options...
Ameisenfutter Posted May 24, 2016 Author Share Posted May 24, 2016 Then I guess I'm good to go. Btw, KataPUMB, I'm really excited to see where the Vertibird Overhaul is going. :) One more thing: Whenever I start Vanilla Fallout4 through steam and not through NMM (and, thus, F4SE), none of my NMM mods should be active. Am I right? Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted May 24, 2016 Share Posted May 24, 2016 Nope, if you start it through steam without deactivating your mods, they will all still be active (except the ones that rely on f4se) Link to comment Share on other sites More sharing options...
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