Skyrim on PC, what to expect?

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Manmangler

Well-Known Member
Not entirely correct. You CAN remove or change mods during a playthrough. However, should you? Not necessarily, and if you don't know what you're doing to a huge degree, you shouldn't. Just find some mods you want to use, and stick with them.
It's also worth noting that even some mods cannot/shouldn't be added during a playthrough, such as Civil War Overhaul.

It depends on mods. Any mods that use active scripts running, leaves those scripts running in save game. In Fallout3/Oblivion/FNV, usually removing mods disable those scripts from save games. Easy way to break saves is activate new mods and disable then afterwards.

Even some items may leave game after mod is removed.
 

ShenziSixaxis

Article Writer
Even simple ESP mods can leave things leftover since Skyrim "bakes" things into its save files. But, that's very unlikely to cause any huge issues, if it's something minor such as a weapon damage output change or so forth.
Many modders who create script based mods tend to also include a way to stop those scripts in-game for relatively safe removal. Some even have an MCMenu option to uninstall the mod.

IMO it's really best to just read the mod page and learn how the mod does what it does and what the author has to say for uninstalling.

It's also good to have the following SKSE ini file setting, as it is supposed to help clean out those orphaned scripts:
[General]
ClearInvalidRegistrations=1
 

Manmangler

Well-Known Member
As far I understand, ClearInvalidRegistrations touch on "OnUpdate()" scripts.

And all mod makers wont be so good willed that tell us advices. You can find on Steam workshop pretty famous mod, whose maker has deleted NavMesh. Just remeber that player or NPC wont be that area when removing mod. TESS edit find that problem, many even told that in comments.

One save, my cities are full with bees, even I removed mod and did that Clear invalid....
 

ShenziSixaxis

Article Writer
Well, deleted NavMesh has nothing to do with scripts... ;)

That sort of thing can be fixed in TES5Edit through "cleaning". However, one should always ask the mod author if something such as a "dirty edit" is intentional or not, and whether the mod can or should be cleaned. Some mods have intentional dirty edits and such, and need them in order to work (Guard Dialogue Overhaul comes to mind).
 

jarif

Well-Known Member
Remember, BIG TIP!!! CODE RED! Read the description of the mod and carefully!!! If it has scripts than seriously create a new save and it test it out so decide if you really want it because majority (not all) have scripts and those scripts will save permanently unless theirs a mcm menu to stop the scripts so you can uninstall them. Remember to look in the description of how to install. Do your research of the mod like a review of it.
 

jarif

Well-Known Member
Remember the mod limit is 3.1gb but you can use mods to go over it or have less strain on your game ect. Like ENBoost
 

ShenziSixaxis

Article Writer
Remember, BIG TIP!!! CODE RED! Read the description of the mod and carefully!!! If it has scripts than seriously create a new save and it test it out so decide if you really want it because majority (not all) have scripts and those scripts will save permanently unless theirs a mcm menu to stop the scripts so you can uninstall them. Remember to look in the description of how to install. Do your research of the mod like a review of it.


That's not feasible for all scripted mods, but it's a good idea. Also, you could load up a save in the middle of a playthrough and test through that. Just don't save over it, and if you decide you don't want the mod, just uninstall it and then reload your game from before you installed it and go from there.

Also, many scripted mods also have a console command you can use to stop the scripts to allow for safe uninstalling, though most mods have been updated to use the MCMenu now. It's just something I recall mods like Convenient Horses doing before the MCMenu.
 

JoeReese

Well-Known Member
Ok, lots to think about, but I'm really looking forward to having that much more control over my game.

If I understand this correctly, I create a hard save and then test a mod, and if I don't like it and pull it, go back to the hard save without problems. But, if I use it for a while then take it out, I may have errors leftover from the mod's scripts? Sounds like I'll need to be uber cautious, but then I also tend to get bored and start over pretty frequently, so there's a little freedom in that.

Thanks everybody.
 

ShenziSixaxis

Article Writer
... hard save?

As I said:
If you test a mod and decide you don't like it, quit the game, uninstall it, and then load up a save from before installing it and play from there. You can't have a mod cause issues in a save unless you created the save while the mod was installed. (Or if you don't remove all the files... So use the Nexus Mod Manager.)
 

Manmangler

Well-Known Member
Well, deleted NavMesh has nothing to do with scripts... ;)

That sort of thing can be fixed in TES5Edit through "cleaning". However, one should always ask the mod author if something such as a "dirty edit" is intentional or not, and whether the mod can or should be cleaned. Some mods have intentional dirty edits and such, and need them in order to work (Guard Dialogue Overhaul comes to mind).
I know but that tells how good descritpions can written in mod. No mention in descritions, no reaction when user (Including myself), put that in comments.

Tess Edit and Boss are good but boss need even one mod not to DROP all UNKNOW mods to bottom of lists.

I have learn not to trust descripion ad use TESS edit always.

Some descriptions are very good made, tells everything
- how uninstall
- how stop scripts
- can it added middle of playthrought or do I need start new game
- can it be updated middle of playthrought and even how

Mainly best way avoid corruption is not update or disable/remove mod in playthrought. Even there is still many mods with no descritpion how uninstall/stop scripts/ or MCM menu option.

Read mostly comments/posts too, some description wont say anything negative.

If you read posts of Warzones mod, You know that is not good anymore.

Nexus Mod Manager is not good to Mods, Wrye Bash or Mod Oraganizer(Skyrim inis must edit via program, not folders)
 

jarif

Well-Known Member
Remember on Nexus, be cautious because you've might of said something ''bad'' and they will band you.
 

Manmangler

Well-Known Member
Remember on Nexus, be cautious because you've might of said something ''bad'' and they will band you.
Well nexus mod manager maybe good for beginners, but its just too limited for running many mods. Mod Organizer is just better with profiles and copying files OWN directory, not game data.
 

ShenziSixaxis

Article Writer
You know how you go about on the Nexus? You act politely and like a productive and helpful member of society like you should instead of a douchebag and expect that to get you places.
 

JoeReese

Well-Known Member
Well, I may not get that far. LOL. I got the pc today. Installed steam, tried to install skyrim from the disk, but steam insists on downloading it instead...:/
 

ShenziSixaxis

Article Writer
Well, I may not get that far. LOL. I got the pc today. Installed steam, tried to install skyrim from the disk, but steam insists on downloading it instead...:/


Because updates.
 

KattSand

Premium Member
It's like a new game when you go from console to PC, even bleak falls barrow was awesome, and that was the part of the game I hated the most on xbox just because I had gone through that dungeon every damn time I started a new character. And the loading screens...it was like day and night, I hated fast traveling or entering different zones on xbox because the loading screens took forever, so I was amazed over how fast it was on PC.

And of course, the mods! I spent more time on nexus for the first weeks than actually playing when I got my PC :D

Unfortunately on PC you can get randoms crashes to desktop without any error reports, it just happens, sometimes is because of conflicting mods but it can happen even without any mods, no one has come up with a fix for that as far as I know since the crashes are random, sometimes I can play for hours with no problems, but sometimes it CTD's every now and then so I'd say, make sure you save often! The quicksave is good on PC, just pressing F5 instead of saving via the menu all the time is nice.

There are mods like safety load that helps to deal with some crashes, but like I said, there's no fix that works for 100% of the crashes since they seem to happen for no apparent reason.
 

Manmangler

Well-Known Member
Remember the mod limit is 3.1gb but you can use mods to go over it or have less strain on your game ect. Like ENBoost
One graphic packet is over 7 GB in my Skyrim. Still no CTDs. That just depends on your computer and VRAM.
 

jarif

Well-Known Member
Remember to cap your frames at 60 because for some reason, you will get physics glitches when over 60fps.
 

ShenziSixaxis

Article Writer
Nah, not at 60. It differs for me depending on location and all the items near me, but it generally takes at least and usually 90+ for the poltergeist stuff to happen.

I use some textures that are AT LEAST 2k in resolution, and most of those textures are located indoors or near the entrance of a dungeon/cave. For cave textures specifically, I use Hectrol's 4K retexture. http://www.nexusmods.com/skyrim/mods/29145/?

That generally keeps my FPS from going /too/ crazy in interiors. I have a pretty high end GPU though, so that might not be necessary for everyone.

I also recommend an FPS limiter as opposed to V-Sync, if someone's having issues related to high FPS.
 

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