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Can I remove a follower from the game mid playthrough?


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I've pretty much had it with Neko-chan; nice follower, but she has too many issues. The top two are that she regularly turns invisible and fills whatever area (cell) she is in with graphical artifacts. Admittedly, the artifacts are probably due to HDT not working right (HDT hair also doesn't work and despite using UUNP special everything, hands clip with breasts, but those are separate issues to fix later).

 

I'd like to just remove her, but I'm always wary of removing anything from an in progress game.

 

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As well you should be. Removing the follower, per se, would likely not affect your game. If, for instance, it was the last mod in your load order you could remove it, clean your save and all should be well. However, when you change the orders the mods are in by removing a mod in the middle that can, and probably will, affect your game. It is for that reason that many of the more seasoned modders have empty mods floating in their load order. If I was in your position, for instance, I would delete the follower, activate (tick on) a "mod" in my load order entitled "myclothes" (which is currently empty), put it in the spot in the load order that the mod I am removing was is, clean the save and go. While that works much better, it is not guaranteed to work 100% of the time. I still feel that VirginMarie's golden rules is best adhered to: do not change your load order during a playthrough. If you change your load order you really should start over.

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all that psalam said and:

 

if you want a place holder and your not sure how to make one:

or just replace the removed mod with some other armor/follower/weapon mod

important is to keep the load order consistent

 

removing quest/scripted mod on the other hand will make your game unstable, because already triggered quests/scripts are backed in your save game

sometimes its possibe to clean a save but there is no guarantee depending on the mods you removed

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  • 3 years later...
On 12/13/2018 at 3:33 PM, Psalam said:

As well you should be. Removing the follower, per se, would likely not affect your game. If, for instance, it was the last mod in your load order you could remove it, clean your save and all should be well. However, when you change the orders the mods are in by removing a mod in the middle that can, and probably will, affect your game. It is for that reason that many of the more seasoned modders have empty mods floating in their load order. If I was in your position, for instance, I would delete the follower, activate (tick on) a "mod" in my load order entitled "myclothes" (which is currently empty), put it in the spot in the load order that the mod I am removing was is, clean the save and go. While that works much better, it is not guaranteed to work 100% of the time. I still feel that VirginMarie's golden rules is best adhered to: do not change your load order during a playthrough. If you change your load order you really should start over.

 

So just to makes thing clear,

 

Adding mods in the middle of the load order is fine? But deleting them is asking for trouble? (obvivously)

Because when i install new mods and run Loot, it will place mods somewhere in the middle where it thinks it belong. 

I kinda want to know a clear cut answer to this, because i feel after installing mods like followers or new locations mods, i always get this idea that it works better after starting a new game. Sure almost all mods seems to work just fine installing them mid game, but still. I get this idea that it all work better because of all my sexlab mods, magic mods ect. 

 

If my previous mods are still in the same order after removing a mod and then fall back to a save file before i installed the removed mod, should that not be ok aswell? 

 

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7 hours ago, Back2friday said:

 

So just to makes thing clear,

 

Adding mods in the middle of the load order is fine? But deleting them is asking for trouble? (obvivously)

Because when i install new mods and run Loot, it will place mods somewhere in the middle where it thinks it belong. 

I kinda want to know a clear cut answer to this, because i feel after installing mods like followers or new locations mods, i always get this idea that it works better after starting a new game. Sure almost all mods seems to work just fine installing them mid game, but still. I get this idea that it all work better because of all my sexlab mods, magic mods ect. 

 

If my previous mods are still in the same order after removing a mod and then fall back to a save file before i installed the removed mod, should that not be ok aswell? 

 

I'll give you a clear answer although it is not simple and is one of the more controversial things about modded Skyrim.

 

It is safer to start a new game whenever you change your load order, period. That being said, there are things that can be altered that appear to be exceptions to the rule. The less a mod is involved with other mods, especially with scripting, the safer it is to add or delete it in mid-playthrough. The classic examples of "safe to add/remove" mods are standalone armors. If you see an armor that C5Kev just released and you just have to have it in your current game, it should be safe to simply add it at the end of your LO and go on. Similarly, it is generally safer to remove (or add) mods that are at, or near, the end of your load order.

 

Those things being said, there is no clear cut, "you can always do this or can't do that." The more you know about your mods and load order the better able you are to do the addition and removal without pain. So, if you want a cut and dried rule the best I can do is quote VirginMarie in her directions. She calls this her "golden rule."

 

Do not change your load order (Add or delete - my addition) during a playthrough.

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8 hours ago, Back2friday said:

I kinda want to know a clear cut answer to this

First statement: LOOT is not magic and does not know everything - nor can it. It sorts your mods according to rules of dependency, relevanz, and rules that people set globally - or, as you often read, by metadata.
Backends are not taken into account - e.g. the so-called soft dependencies. Mod C offers additional features when Mod E is loaded - via script.

For example, a Mod E Global is accessed and depending on this, an additional feature is unlocked in Mod C.

However, if Mod E is loaded after Mod C (because the dependency or dependencies cause LOOT to do so), this global does not yet exist at Mod C's runtime - Error Access to None. LOOT cannot take this into account, but otherwise LOOT is a very useful tool.

For this reason (and others) it is less risky to add mods - unless: things in the save like Quests, NPC's, Cells etc. are changed - then the save wins - or gray heads, broken LOD etc.

 

Removing mods is riskier - for the same reasons - as mentioned in the script example above. This is especially true for mods that are prerequisites for other mods and mods that change quests, NPC's, cells, etc.

 

To give a straight answer, adding and removing mods is only 100% fine with a new game - if the load order is correct from the start.

Welcome to the world where BSA no longer matters and mod organizers are the new saviors. ;)

Edited by Andy14
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Thanks guys. I always had this rule of starting over after i downloaded and setup everything i need. But once you actually did more than 50 quests, you'll realize that you don't have all the mods you needed ? 

I've started new game many times because of this. 

 

Yesterday i downloaded followers tweak and relationships dialogue overhaul, because it was needed for a followers mod. 

Should i start over again or should i continue.. That's basically what im wondering about. 

For now I'll just continue the game and see what happens because everything seems to work fine, for now. 

 

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46 minutes ago, Back2friday said:

For now I'll just continue the game and see what happens because everything seems to work fine, for now. 

That's exactly what you should do. There is no panacea - everything must be verified through testing.

I wish you the best of luck with this. :)

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