About quest mods

Post » Wed Dec 14, 2011 9:26 pm

Hello, I would appreciate if anyone shared a bit of experience on using many quest mods.

After finished, is any quest mod safe to uninstall without loss of items and such?

For example, If I installed a quest mod, played it, and got as reward fun and a sword, do I lose the sword If I uninstall the mod?

In case the answer is no, then that information (together with skill points, xp, I pressume) is stored in your save game?

Thaanks~
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Josh Sabatini
 
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Post » Wed Dec 14, 2011 4:58 pm

You should consider it safe to uninstall a quest mod, but there are some contingencies:

1) You will lose any items you have acquired that belong to the mod. For example, if you receive a custom sword as a quest reward, it will be gone when you uninstall the mod. However, if you receive a vanilla item, such as a silver longsword, you will still have that.

2) You will still keep earned gold and anything else you looted that belongs to the vanilla game while you had the mod installed, as well as any skill, stat, and level increases.

3) Some large mods have things you need to do in-game before you should uninstall them. For example, Kvatch Rebuilt has a console command you should use before uninstall, so that it can put Kvatch and its neighboring refugee camp back how it should be without the mod installed. If the mod you want to install has such a thing, it will be documented in the mod's readme.
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Cheville Thompson
 
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Post » Wed Dec 14, 2011 11:19 am

Rules of thumb:
If you have any item that is unique to the mod you installed, it will disappear when you uninstall the mod, just like any buildings, NPCs, etc. would also disappear.
If the item is available in regular ol' Oblivion, then you will most likely still have it.
If you have any item or special abilities that were available in regular ol' Oblivion that were tweaked by the mod you installed, they may or may not still have those properties when you uninstall the mod, but any new incarnations of those items will not be affected by the mod you uninstalled (which I guess is obvious, but couldn't resist saying).

So if you acquire something really cool and want to keep it, you will have to keep the quest mod installed and active.

Edit: Damn. Ninjad.
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Gemma Flanagan
 
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Post » Wed Dec 14, 2011 11:43 am

So if you acquire something really cool and want to keep it, you will have to keep the quest mod installed and active.

There is an odd and fun exception to this, but it only works if the cool item/s from your quest mod is a) not enchanted, or you have a mod that allows to reenchant items, and B) is something that can be enchanted, like clothing, weapons, armor...(and that's it really)

If you enchant that item yourself, the item created is a new form in your savegame, and will remain with your game after you uninstall the quest mod. If it uses models from the mod though, you'd better keep those in your game or you will have a big yellow square instead of an item when you wield it.

As for magic abilities coming from the mod (not spells, but passive abilities that appear in your 'active effects' menu), you should try to get rid of them before uninstalling the mod, because otherwise their effects can become stuck on your character. You can use a mod like RefScope to 'scan yourself' and get the formIDs of those abilities, removing them with 'Player.RemoveSpell' in the console if there is no easy way to remove them otherwise. Constant effect enchantments from gear should be okay, but still better to unequip any gear from the mod adding them before uninstalling to be on the safe side. Often (but not always) this is documented in the mod.
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KIng James
 
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Post » Wed Dec 14, 2011 8:55 pm

Well thanks guys, that clarifies it.
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OTTO
 
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