Tinkerin with mods is safe?

Discuss modding questions and implementation details.
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Syl
Posts: 40
Joined: Fri Sep 02, 2022 8:41 am

Tinkerin with mods is safe?

Post by Syl »

Greets!

Just a lil question, that is, could we continuously add, and remove mods from our game, without havin too much to worry about their side effects, for not havin been started at the start of it? knowin that in the likes of morrowind and skyrim, it could quickly become problematic.

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Sluggy
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Joined: Tue Aug 23, 2022 9:28 pm

Re: Tinkerin with mods is safe?

Post by Sluggy »

Short answer - It entirely depends on the mod.

I'd say that any mod that affects the landscape, adds new items, spells, races, status, or anything that can cause items to persist through save/load should not be changed mid-play. Some of these can be removed as long as nothing relevant to them is present in your last save. I.E. Rid your inventory of all items, quests, statuses, effects, and spells, and find a location that will not have any NPCs, objects, landscapes, or objects present before saving. Even then, some things might cause issues.

Some other mods are more dynamic in nature. They initialize everything at startup and do not persist outside of a single play session. These would be safe to remove any time. The real problem is that you don't know for sure with most.

The only real way to find out is to a) ask the mod dev, b) check the source code (if available) or c) try it and hope that things work out and you didn't get a false positive that bites you later.

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Syl
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Re: Tinkerin with mods is safe?

Post by Syl »

Thxs, and what about questpacks?

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Alderwood
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Re: Tinkerin with mods is safe?

Post by Alderwood »

AFAIK you won't get any new associated quests if you uninstall a questpack, but any running quests will continue to be active and should work normally. If you want to end a specific quest you can use print_quests in the console (` key on the keyboard when in-game) to find the quest's ID, then do endquest <questID>.

It's also worth noting that some questpacks will need a kickstart through the console if you installed it mid-game. The mod's page should have the correct command to use if that's the case.

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Syl
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Joined: Fri Sep 02, 2022 8:41 am

Re: Tinkerin with mods is safe?

Post by Syl »

All good to know. Was a bit worried with removin 'whispers from the east' till i get more experience and be closer to the east.

Thxs a lot!

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