Adding script-based mods to an existing save

Post » Mon Jan 06, 2014 3:30 am

I hear a lot of the time it's not a good idea to add script based mods to a current playthrough... is this really an issue? I can understand more so removing a script based mod or trying to update a script based mod could cause problems by leaving residual papyrus errors... But if I were to go into an empty interior space, install a script based mod and reset the cells of the world wouldn't this be fine?

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Lily Something
 
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