Aeradom Posted September 11, 2016 Share Posted September 11, 2016 I was compiling my list of mods and going over it with a friend and we noticed that some of the mods on the list haven't been updated prior to the CK launch (April 29 I believe). I know when I was modding Skyrim, there was a note that basically advised not to use mods made prior to the CK being launched. I was wondering if that wisdom holds true here? I've heard (but can't find where I heard it) that the mods not updated are much slower to load than a similar mod that had been updated. Also, does it matter the type of mod that your using? Like would a texture replacer mod be alright since my understanding is that those were the only "safe" mods to use prior to the launch of CK? Link to comment Share on other sites More sharing options...
Slostenn Posted September 11, 2016 Share Posted September 11, 2016 The only pre-CK mod files that make a difference are plugins, i.e. esp and esm files. As far as those are concerned, anything made with FO4Edit is safe, but anything made with FalloutSnip can corrupt your save. One example of a mod that used the latter was SSEx, but only in the early versions. There might be others, but people realized pretty quickly that it wasn't safe to use. As for texture/sound/etc replacers ( "overrides," basically), those are completely independent from the CK and other such tools. Doesn't matter when those were made, it makes absolutely no difference. Pretty much all you need to worry about is FalloutSnip, and it should be enough of a relic at this point that nothing made with it is still floating around. Link to comment Share on other sites More sharing options...
Aeradom Posted September 11, 2016 Author Share Posted September 11, 2016 The only pre-CK mod files that make a difference are plugins, i.e. esp and esm files. As far as those are concerned, anything made with FO4Edit is safe, but anything made with FalloutSnip can corrupt your save. One example of a mod that used the latter was SSEx, but only in the early versions. There might be others, but people realized pretty quickly that it wasn't safe to use. As for texture/sound/etc replacers ( "overrides," basically), those are completely independent from the CK and other such tools. Doesn't matter when those were made, it makes absolutely no difference. Pretty much all you need to worry about is FalloutSnip, and it should be enough of a relic at this point that nothing made with it is still floating around.So there's no higher load times then with a mod made prior to CK as opposed to one made after then? Link to comment Share on other sites More sharing options...
Slostenn Posted September 11, 2016 Share Posted September 11, 2016 I've never heard of what tool was used to make a mod being a factor in load times. That implies the CK is just outright better than FO4Edit, but as someone that's used both, I wouldn't consider one better than the other - I consider them two separate tools that serve different purposes. It's like comparing a wrench to a hammer. Link to comment Share on other sites More sharing options...
TrickyVein Posted September 11, 2016 Share Posted September 11, 2016 Turns out that a lot of the bugs that people likened to put on using early versions of xEdit are still with us, and the CK is still a bug fest. Link to comment Share on other sites More sharing options...
tartarsauce2 Posted September 12, 2016 Share Posted September 12, 2016 (edited) try simply editing damage values with FO4edit in two different pluginsthen try doing it in the CKohhhh you will learn why people use FO4edit real fasthint: the time it takes Edited September 12, 2016 by tartarsauce2 Link to comment Share on other sites More sharing options...
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