Conglomerate - How I Learned to Stop Worrying and Love the "Clean Save"
Conglomerate - How I Learned to Stop Worrying and Love the "Clean Save"
How I clean my saves after exchanging or updating mods or rebuilding merges.
I use static LOs, means plugin keep their place in LO from start to end for a given game. I call it LO consistency.
Needed tools:
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Quote: "the included esm/esp files make NO changes to actual stuff in the game at all"
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read the mod page for more useful information
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alternative would be any mod that does something similar (custom equipment mods for example)
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also useful to reserve plugin slots to add mods later, especially for esm
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in my experience adding an additional esm to a running game can cause glitches and crashes
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only useful way to clean and check your savegames, especially in combination with Crash Fixes
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also shows the Load Order of a specific savegame
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Utility capable of deleting data from SKSE co-save files. Useful to clean the SKSE co-save.
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Optional Wrye Bash
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helpful for checking savegame LOs and compare them with the actual LO
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useful to check where the upgraded/exchanged plugin needs to be to keep LO consistency.
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Things to keep in mind:
- Manipulating LO can force you to rebuild bashed patches, smashed patches or tes5edit patches
- FNIS needs to be rerun if animations got added/removed/updated
- modifying merges that include your custom equipment will remove them from your inventory
- adding/exchanging mods that added something to level lists might need some time to respawn all added NPC ingame (at least 10 days).
- the success of removing mods on a running game and cleaning the save highly depends on the removed mods. There is not a 100% guarantee that there will be leftovers that might cause glitches or worse.
The cleaning processes I use for max success:
- Removal of a mod or multiple mods:
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ingame make a save (or two separate saves)
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the reason for two saves is go prevent saving actively working scripts
- you can choose the save that is best suitable for being cleaned after manipulating the LO
- best to save via console to manually give them a specific name
- recommended to do the save in a small cell without any NPC close by
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the reason for two saves is go prevent saving actively working scripts
- leave the game and start your mod manager
- remove the mod and install a Placeholder
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move the Placeholder in LO to the same spot your removed mod Plugin was located
- with a Placeholder you prevent a changed LO sequence after removal of a Plugin
- deactivate any Bashed (only if removed mods where merged in the Bashed Patch) or Smashed Patches (only if you Smashed the whole LO)
- run FNIS generator
- start the game and load the save
- wait 1 hour and save the game via console and give it a specific name and leave the game
- start FallrimTools and clean the save from script leftovers (FallrimTools shows what the leftovers are)
- rebuild smash patch and bashed patch as needed and activate them again
- run FNIS generator
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start the game and load the new cleaned save
- for good measure wait one hour and save/reload the modified game
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done!
- the placeholders can be exchanged anytime with new mods you want to try with your existing game
Edited by donttouchmethere
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