Can you Remove/Reenter a Mod?

Post » Mon May 02, 2011 4:33 am

An exempel, you find a Mod whit a bow and a arrow , take the bow in you inventory, but not the arrow.

Next day ,you cant find the arrow, so you remove the mod, reenter it again ,and then?, is the bow still in your inventory?
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naomi
 
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Post » Mon May 02, 2011 9:38 am

If the mod simply adds one of the bows that can normally be found in the game, it will stay.

If the bow is exclusive to the mod, then the bow will disappear and you will have to find it again.
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Ross Zombie
 
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Post » Mon May 02, 2011 9:07 am

Deleting my entry. Seems I misread your question. Sorry.

-Decrepit-
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Alisia Lisha
 
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Post » Mon May 02, 2011 4:32 am

If the mod simply adds one of the bows that can normally be found in the game, it will stay.

If the bow is exclusive to the mod, then the bow will disappear and you will have to find it again.


You may also have to deal with a very small added amount of savegame bloat, which will carry forward. To put it basically, that's because you accessed an inventory item that then was removed, while the ID for it still exists in Oblivion. If it happens once or even a few dozen times, it's no big deal, but if it happens a lot, it can add to game instability. Some of us have been known to add plenty of mods and really enjoy collecting items (cough), so that can become an issue if one isn't careful, and works around it.

That's why it's probably a good idea to buy an in-game garbage can or item with similar functionality. The idea is that when you plan on removing a mod, you feed all the items you've picked up from that mod into the can. It not only deletes them, but all references to them from within the game. No bloat.
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koumba
 
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Post » Mon May 02, 2011 5:46 am

...it's probably a good idea to buy an in-game garbage can or item with similar functionality. The idea is that when you plan on removing a mod, you feed all the items you've picked up from that mod into the can. It not only deletes them, but all references to them from within the game. No bloat.

Thanks ever so much for mentioning this. I've never seen reference to it before. I take it this is something more than simply placing items is a respawnable container? I recall having seen "trash-cans" sold at various merchants but always assumed them to be purely decorative along the same lines as silver pitcher or pewter mug.
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kitten maciver
 
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Post » Mon May 02, 2011 2:24 pm

Thanks for answer, i have all my weapon and armor from a mod , but i miss one thing from the mod, so when i remove the mod , i will be naked a long time.

All my gear laid down ,where i get that from the Mod, and i need heavy gear for going back, i must acceptere, i miss some from the mod.
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Isabel Ruiz
 
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Post » Mon May 02, 2011 6:58 am

Thanks ever so much for mentioning this. I've never seen reference to it before. I take it this is something more than simply placing items is a respawnable container? I recall having seen "trash-cans" sold at various merchants but always assumed them to be purely decorative along the same lines as silver pitcher or pewter mug.


Exactly. Those trash cans serve a purpose, in fully removing an item, and all its references, from the game. If you've had it in your inventory, and want to remove its mod, drop it in a trash can, save, and exit. Then you remove the mod usually without fear of bloat from that source.
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suzan
 
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Post » Mon May 02, 2011 6:23 pm

Exactly. Those trash cans serve a purpose, in fully removing an item, and all its references, from the game. If you've had it in your inventory, and want to remove its mod, drop it in a trash can, save, and exit. Then you remove the mod usually without fear of bloat from that source.

Interesting stuff. Any other way to delete these references: Possibly Using Wrye Bash "remove bloat feature"? or kuertee's cleanup mod? or a purge cell buffer mod? Or are those for different things?
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Marquis T
 
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Post » Mon May 02, 2011 8:33 am

Interesting stuff. Any other way to delete these references: Possibly Using Wrye Bash "remove bloat feature"? or kuertee's cleanup mod? or a purge cell buffer mod? Or are those for different things?


DIfferent things. Kuertee's Cleanup will remove corpses that the engine sometimes forgets to remove, adding unnecessary clutter to the number of objects in the world. Wrye Bash's remove bloat will remove bloat after it's been created, but the feature itself doesn't prevent bloat from being created, and it's not 100% safe, as the authors point out. You can use other features of Wrye Bash to get rid of mod-specific unnecessary clutter (it's the right-click on mod, Remove World Orphans option), for instance.
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Nina Mccormick
 
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Post » Mon May 02, 2011 12:21 pm

I don't recall it ever having been mentioned before, by anyone, that picking up items from mods and later removing those mods will result in bloat due to items references in your inventory. Are you positive this is the problem it sounds like it could become? Is there an easy way to verify this?
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[Bounty][Ben]
 
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