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About This File

Please READ entire OP before downloading

 

this file (containing 3 ESM and 6 ESP files) was uploaded for people who do not have (or cannot use for some reason) the CK

 

the files contain a single renamed iron dagger (just a renamed form in CK, which will not show up in game) that changes NO stats.

 

as most who play modded games know removing a mod midgame is bad for 3 reasons (possibly more that I don't know offhand):

 

1 - the (generally) self clearing error of missing ESM/ESP notice.
2 - left over information that can be baked in the save game (you can sometimes clean it out by "cleaning" the save game).
3 - the fact that it changes the load order of all mods after its position in your load order (which can possibly break mods).

 

and adding a mod midgame has the problem of number 3 above as well.

 

the only sure SOLUTION to these problems is start a new game.

 

this mod's ESM/ESP files provides a WORKAROUND for the problem listed as #3 above.
you WILL still have problems #1 and #2 to deal with regardless of using this mod or not.

 

by placing the ESM (or more likely ESP) file in the same position as a removed mod it will prevent mods after it in load order from having their load order position changed.

 

by proper placement (when starting a new game) it can do the same for a mod that is to be added later that for some reason cannot be added at a new game start.
(an example would be the Helgen mod that specifically tells you not to activate the mod until you reach a certain point in your game.)

 

if you are starting a new game and know ahead of time you will be adding a mod later you can place one of the ESM/ESP files in the correct spot to later
swap with the mod that will take that spot in your load order and thereby keep other mods coming later in the load order from having their load order position
changed.

 

example - you are starting a new game and know you will be adding a mod later at load order position 47 (normally this would mean all mods after that position
would have their load order positions changed when the mod is added) , you can use one of the included ESM/ESP files (placed manually) in that
position (number 47 in example), then when the time is right to add the preferred mod to your game you can switch the placeholder.esm/esp file with
the correct mods esm/esp file, preventing all the following mods from having their load order position changed. you will still get a missing esp/esm
error (which should be cleared by simply making a new save game at this point). the advantage is not changing all following mods load order positions.

 

using one of these esm/esp files in this manner can be used as a workaround to prevent load order position changes for mods after a mod is removed midgame.
on a new game it can "reserve" a load order position for a mod that will be added later in a game, providing you know beforehand that you will be adding a mod
and exactly what position it will be in.

 

the included esm/esp files make NO changes to actual stuff in the game at all {with the exception of adding a single renamed (form name only) iron dagger,
which will not show up in the game at all (unless you use console commands or something like the Add Item Menu mod)}, and should leave no trace when
removed mid game (in testing I have yet to find a trace left behind, but it is possible under certain circumstances, I think).

 

under most circumstances this mod (the 3 ESM and 6 ESP versions included) are NOT worth using, but for the 2 specific circumstance stated above they can
provide a workaround for 1 of the 3 main problems with adding or removing a mod midgame.

 

anyone who can use the CK can make their own version to do the same thing in under a minute (after the CK loads).

 

the only reason I uploaded my personal version is for those who cannot use the CK for some reason.

 

hopefully this will help someone somewhere at some time or another.

 

permissions - do whatever you want with the files included at all (just give credit if you use it somewhere else please).

 

SSE compatible - I have no clue (I don't have SSE to check)

 

if any Moderator feels this mod should not be here (for any reason at all) just delete it.


What's New in Version 2.0

Released

  • 1.0 initial upload
  • 2.0 complete recreation


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