Can u test a mod on an existing save, without a new game?

Post » Sun Jun 19, 2016 9:00 pm

I know that it is possible to do this with some mods that add new items to the game, but I'm currently working on a quest mod with aliases, scenes, blocking dialogue etc.



It seems that the more i work on this mod and save and load and save and load, things just stop working properly.. scenes don't fire, blocking text doesn't show up. initially disabled actor aliases don't appear when enabled.



The only way I've seen this mod work properly is when I start a completely new game, even with the same mods installed.




Since this mod is better tested on a current save game (for reasons like difficulty), is there a proper way I can test the mod on an existing save without having things go wonky?



I've tried making a clean save, but things still go nuts. I tried saving and loading an existing save and the same thing happens. I tried making new SEQ files, but that doesnt seem to matter. one seems to be enough.

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Cayal
 
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Post » Sun Jun 19, 2016 8:53 pm


When using an existing save to test your mod,while your mod is active do not save. If you do then you have to revert to a save that has never seen your mod before especially if you make changes to said mod. Whenever I test a mod that I am working on, I use several different saves with players at different levels. I just make sure I have all the auto save features turned off in settings, like save on wait, save on fast travel and I never use auto save.



It can be a hassle when testing a quest having to completely do the quest again, but that is the only way to make sure all is working as designed.

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Jynx Anthropic
 
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Post » Sun Jun 19, 2016 12:56 pm


Guess I had to find this out some time... sux because I wanted to use this mod on my current playthrough as well... Though I'm really wondering if someones figure out a way to delete mod data from a save or something. people have done amazing things already.

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sarah taylor
 
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Post » Sun Jun 19, 2016 1:18 pm

Problem is only with mods which have scripts. Scripted mods.... well, you just can't "uninstall" them - because the way this game engine works, the scripts are baked into saves. So unless you have a pristine save somewhere, you're going to (maybe) have issues. Maybe.



I've had it happen both ways. Problems, and no problems. This game engine.... it's.... wonky.... that way.

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Claudz
 
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