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Mods and Save Games


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I've noticed in doing some analysis of the save games that they retain information about your mods, even long after you've removed all traces of those mods. This raises the disturbing problem of how to truly remove a mod. I don't think it's really possible. I now believe that you need to revert to a previous save if you want to remove a mod.
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It depends on what sort of a mod you are trying to remove. Some can easily be completely removed. Some can't really be removed at all. But as you imply, it is good to have a lot of old savegames of various ages for a character in case something goes wrong and you want to revert to an old savegame.
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I think it's safe to assume that anything that does scripting (like Live Another Life) is basically impossible to uninstall. Once you install that, your character is married to it forever. Or, at least, so my logs inform me.

 

[07/12/2012 - 09:01:58AM] Loading game...

[07/12/2012 - 09:01:58AM] Cannot open store for class "ARTH_LAL_ForswornTriggerScript", missing file?

[07/12/2012 - 09:01:58AM] warning: Unable to get type ARTH_LAL_ForswornTriggerScript referenced by the save game. Objects of this type will not be loaded.

[07/12/2012 - 09:01:58AM] Cannot open store for class "ARTH_LAL_MQ102DragonsReachScript", missing file?

[07/12/2012 - 09:01:58AM] warning: Unable to get type ARTH_LAL_MQ102DragonsReachScript referenced by the save game. Objects of this type will not be loaded.

 

etc.

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Images of the scripts are saved into the savegame. Even after you uninstall the mod/script, the savegame will try unsuccessfully to run the script image. Those errors can be ignored.
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