DoctorKaizeld Posted January 26, 2021 Share Posted January 26, 2021 I mean you can just leave that, a lot of mods need it anyways and it can be updated safely. Link to comment Share on other sites More sharing options...
AryaFedor Posted January 26, 2021 Author Share Posted January 26, 2021 Many thanks Link to comment Share on other sites More sharing options...
fraquar Posted January 31, 2021 Share Posted January 31, 2021 Do this:1) Create a new game - with no mods installed. Save at the elevator in Vault 111. (keep this save and label it TEST).2) Use that save to test any mods you want to test - just don't overwrite it.3) Any mods you are testing that affect scripts or add/change physical locations - wait 20 days in Sanctuary Root Cellar - then test. That is your foundation. It will allow your to take a new mod, run it through it's paces without affecting your current playthrough. I do this all the time when testing not only new mods, but mods I've further modified with FO4Edit to make sure I didn't break something. To often you will see people comment that "this mod broke my game", when in reality they never tested it. They just slapped it into their current game - it broke - and they didn't have a save to revert to. It wasn't the mod's problem, it was them throwing it into an existing save (with a ton of other mods) that made the whole game choke. Link to comment Share on other sites More sharing options...
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