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scarhunter92

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Saves shouldn't corrupt when you turn of a mod. You'll get an error ("Some content that this save requires is no longer present, continue running executable") , just click yes.

It really depends alot on what the mod is doing. Typically, mods that just add a few items, or use self-contained scripts can be removed without too many problems. Mods that add alot of items, add to areas, change areas, affect scripts, add spells, or change major aspects of the game cannot be removed without problems. Even a simple house mod can occasionally screw over a save if the game was saved too near the house, or the character has too many things specific to that house.

 

As a rule, you should really just make it standard practice to have a few good saves to go back to before trying out any new mods. I've even gone as far as creating a handful of saves at various points along the main quest to act as backups since I often have to add/remove mods which can create issues. This way if you have a mod you don't like, you can just remove it and revert to an earlier save.

 

The alternative is using something like wyrebash to clean the save, but that can often make things worse.

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As a rule, you should really just make it standard practice to have a few good saves to go back to before trying out any new mods. I've even gone as far as creating a handful of saves at various points along the main quest to act as backups since I often have to add/remove mods which can create issues. This way if you have a mod you don't like, you can just remove it and revert to an earlier save.

 

The alternative is using something like wyrebash to clean the save, but that can often make things worse.

That´s what I actually do. Works well, but it´s annoying :dry:.

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