pochoclo666 Posted May 22, 2020 Share Posted May 22, 2020 Hi everybody, i have a doubt. Will there be any problems intalling mods than adding player settlements mid game ? settlements where you can build. Thanks ! Link to comment Share on other sites More sharing options...
jjb54 Posted May 22, 2020 Share Posted May 22, 2020 Simply put - it is NOT good to add any mods mid-game, even non scripted ones. But if you want to check it out - BACKUP YOUR CURRENT SAVED GAME and give it a shot. * Understand a bug or such * IF * it happens may not happen right away ... some actually " build " before they hit. Link to comment Share on other sites More sharing options...
SKKmods Posted May 22, 2020 Share Posted May 22, 2020 Yes it is totally fine to add mods mid game if the author knows what the f*** they are doing and publishes clear guidance on the matter, like "this has been tested to install at any time in any save game with over one hundred thousand unique problem free users". Otherwise, best not. Link to comment Share on other sites More sharing options...
Zorkaz Posted May 23, 2020 Share Posted May 23, 2020 Adding a working settlement is fine. The issue is more that problems occur when removing the mod.Btw. I suggest you try out making your own settlements, there are good tutorials out there. Good tutorials! Not the one made by "markymint" which is still up on youtube As rule of thumb I'd say the bigger the mod is in what it does and promises the more invasive it becomes. Tales from the Commonwealth is one of these examples. Link to comment Share on other sites More sharing options...
pochoclo666 Posted May 23, 2020 Author Share Posted May 23, 2020 Yes it is totally fine to add mods mid game if the author knows what the f*** they are doing and publishes clear guidance on the matter, like "this has been tested to install at any time in any save game with over one hundred thousand unique problem free users". Otherwise, best not.The most invasive one i have is "we are minutemen", afterwards they are usually mods that add things to build or options to able to play survival games with autosavers or things like that. Thanks for answering ! Link to comment Share on other sites More sharing options...
pochoclo666 Posted May 23, 2020 Author Share Posted May 23, 2020 Simply put - it is NOT good to add any mods mid-game, even non scripted ones. But if you want to check it out - BACKUP YOUR CURRENT SAVED GAME and give it a shot. * Understand a bug or such * IF * it happens may not happen right away ... some actually " build " before they hit.im going to do the buckup of the saved ones. Thanks for answering ! Link to comment Share on other sites More sharing options...
Zorkaz Posted May 23, 2020 Share Posted May 23, 2020 Btw. what's the issue with adding a mod mid-game. If the settlement mod is broken, it won't help if you by starting a new game. Link to comment Share on other sites More sharing options...
fraquar Posted May 24, 2020 Share Posted May 24, 2020 As a rule of thumb, once I start a play through the mod list is locked and non-negotiable. Nothing gets added, nothing gets removed. In fact, I don't even upgrade existing mods during that play through. SKSE plugins are the exception, they aren't mods in the traditional sense as they usually don't do anything to your save game - they work in memory space. Link to comment Share on other sites More sharing options...
Deleted76101213User Posted May 24, 2020 Share Posted May 24, 2020 It all boils down to what the mod does. There are some complex mods designed to work out of the box or maintained long enough to fix their issues. There are mods that work but have bugs that can't be fixed even by the most gifted magicians. Think Pip-PAD a great mod, the author(s) inform you of what problems you can expect and even tell you why it occures. Btw, there's really nothing that should stop you from updating the mod or adding in mid-game. It is worth mentioning that TRUE guides will tell you to start using mods after leaving V111. (With the exception of bigger gameplay overhauls which require a new save game, but such mods have their own rules, reqs ond other things stated by mod authors or teams) The only advice I could give is:Always backup your save, try new things, experiment with your load order and also stay away from people that will tell you to "not trust any mod" Bear in mind that all mod authors are actually people, we all make mistakes. Link to comment Share on other sites More sharing options...
pochoclo666 Posted May 25, 2020 Author Share Posted May 25, 2020 It all boils down to what the mod does. There are some complex mods designed to work out of the box or maintained long enough to fix their issues. There are mods that work but have bugs that can't be fixed even by the most gifted magicians. Think Pip-PAD a great mod, the author(s) inform you of what problems you can expect and even tell you why it occures. Btw, there's really nothing that should stop you from updating the mod or adding in mid-game. It is worth mentioning that TRUE guides will tell you to start using mods after leaving V111. (With the exception of bigger gameplay overhauls which require a new save game, but such mods have their own rules, reqs ond other things stated by mod authors or teams) The only advice I could give is:Always backup your save, try new things, experiment with your load order and also stay away from people that will tell you to "not trust any mod" Bear in mind that all mod authors are actually people, we all make mistakes.I'm going to make a backup when I set the survival difficulty and going into action the auto-save, fast travel, npc respawn mods. Also when I add settlements and if everything goes OK, I leave them. For now in which I have do not notice anything strange. Thanks for answering Link to comment Share on other sites More sharing options...
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