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Items in mods: a question

Posted: Tue Feb 15, 2005 2:38 pm
by fable
If you have a mod-derived item in your character's possession, save the game and exit, then uncheck the mod and reload, will the item remain in your possession?

Posted: Tue Feb 15, 2005 3:39 pm
by Alien_Newborn
I would bet my money that either:

a.) The item wouldn't be there, since it did after all come from an outside source which no longer present.
or...
b.) The game would get all fubar because you removed the code required to have the item.

I probably should check sometime though....

Posted: Tue Feb 15, 2005 9:16 pm
by fable
The game will not experience tremendous problems if you remove mods; I've done that before. (There are special methods to saving.) I'm looking for responses from people who have done as I mentioned above, and can actually speak from experience, not guesses.

Posted: Tue Feb 15, 2005 9:58 pm
by The Great Hairy
I've done this - Zar was carrying around a flyer from the White Wolf mod, as well as a spear bought through the House of Spears mod. I removed both (trying to track down some load & incompatibility problems) and Zar lost the flyer and the spear. When I reloaded the mods, she got the flyer back, but not the spear.

So the answer is "no".

What are these "special methods" to saving?

Cheers,
TGHO

Posted: Tue Feb 15, 2005 10:05 pm
by fable
Damn. Thanks, TGH. Though I wish the answer could have been more upbeat. I guess I'll have to learn how to edit in CES so I can combine mods. I've already reached my mod limit (250 or so) before the game balks.

The method of doing a clean save after adding/removing mods is as follows:

1) Check/uncheck the mod.
2) Load the game. Load your last save.
3) Move your character to another cell. It must be one not referenced by the ESP you've added or removed. For example, if you've added an outdoor trader mod to Balmora, go inside a storefront.
4) Save your game.
5) Load that last save you just made.

That's it. You've just loaded a "clean save" of your game, that should prevent doubling, etc.

Posted: Tue Feb 15, 2005 10:16 pm
by The Great Hairy
Ah! Thanks for that, I'll try it next time I'm mod-swapping.

250 mods?? How do you avoid incompatibilities? I've had problems with some mods putting houses/places in the same spot, and have had to remove mods (or hunt down modified versions, which is what I did with the House of Spears).

Cheers,
TGHO

Posted: Tue Feb 15, 2005 10:37 pm
by fable
I use TESPCD (the Elder Scrolls Plug-in Conflict Detector) to catch geographical conflicts, and TEStool to insure compatibility with the main game. I've experienced only two or three conflicts, which I've been able to pinpoint fairly rapidly. Most of my mods aren't quest mods, though. They deal with alchemy, trade, added creatures, houses, utilities--in short, a lot of stuff that doesn't change the physical environment. So conflicts, if they occur, are minimal.

Posted: Tue Feb 15, 2005 11:52 pm
by Wrath-Of-Egg
As for that item thing... if that ''quest item'' is allready in the game(like full suit of daedric) then you can turn off the plugin and still keep the stuff..

Posted: Wed Feb 16, 2005 9:02 am
by fable
Yes, that explains why Goldbrand remained: it's both part of the regular quest series in the game, and also a reward for one of the Haldenshore quests. Looks like I'm going to have to do some combining of mods in the future, though, or build mods containing mod items I want to keep before removing the mods. I'm currently sitting at 205 mods, after having done some extensive overhauling.