darkfender666 Posted December 9, 2015 Posted December 9, 2015 I noticed that finally some mods i am interested in hav been released (weather overhaul, and piper and other NPC changes). But i saw they use an esp. Is it safe to install them or they risk breaking fallout4.esp and i should i wait for CK ? ty
nutluck Posted December 9, 2015 Posted December 9, 2015 There is always a risk when modding but normally worst case is you just lose a save. With that said yes mods being made now do run a greater risk but what I have seen most of them seem to be ok. I would suggest reading any forum thread attached to a mod completely to see if anyone is reporting problems before installing them.
Ernest Lemmingway Posted December 9, 2015 Posted December 9, 2015 If you use a mod manager (currently only Nexus Mod Manager is available) it's an easy fix to remove anything that causes CTDs or other issues. Every mod I've fiddled with works fine so far. That said, keep a backup save free of any mods just in case.
Akzyra Posted December 9, 2015 Posted December 9, 2015 There are two kinds of mods: - Made with xSnip: They can be gamebraking. Can produce corrupt/wrong ESP's. . Made with xEdit (fo4Edit): Very low chance of bugs, unless the author really messed up something. And as always, read description and posts. IF there are problems, user will tell. If no posts, just delay installing. Same if you don't want an alpha/beta/ v1.0 mod.
RustyXXL Posted December 9, 2015 Posted December 9, 2015 The biggest issue I have personally encountered with a (fot this point in time) relative mod-heavy setup were Power Armors resetting to random Power Armors. This came from one of the many "clean Sanctuary up"-Type of mods, and is a known issue with mods modifying certain cell records. This was a Playthrough, where I finished the main questline with lvl 75+, so I did a large amount of exploring, I had most of the settlements, etc. I personally experienced no broken Quests, no CTDs, no major problems at all. That said, this might just being lucky, or the type of mods I used/didn't use. There is always a risk in using mods, no matter how matured the software they are made of are, but especially this early in the FO4-Lifespan. So my advise: Only use esp mods that are known to be made with FO4Edit, but still be prepared to revert back to an unmodded save in case of problems.
darkfender666 Posted December 9, 2015 Author Posted December 9, 2015 I am using really few light mods like follower aesthetic changes.. And only thing i wonder is if i find better mods for the same followers (piper expecially) if i can just uninstall the old one and reinstall the new one considering they are only aesthetic changes even if they have an esp attached. Or if they change the save so i am stuck with that mod .... I use NMM.
Guest Posted December 9, 2015 Posted December 9, 2015 I am using really few light mods like follower aesthetic changes.. And only thing i wonder is if i find better mods for the same followers (piper expecially) if i can just uninstall the old one and reinstall the new one considering they are only aesthetic changes even if they have an esp attached. Or if they change the save so i am stuck with that mod .... I use NMM. In this particular case you will not have problems. Just a warning message the first time you load a save game. These mods are altering some parameter of the specific NPC (in some cases at Race level.), so removing them will just revert the values to the normal ones. Right now, mods with scripting inside are rare (and should be avoided), these will be a serious pain to remove. At least until a "save cleaner tool" will be available. Another point, a few mods are changing existing cell contents in a hard way. This breaks some quests, and once a quest is broke, they it can be hard to reset (console commands do exist, but it is a pain right now to fully master the quest dependencies without seeing them in clear.)
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