So I am looking for help as to a good procedure to use when adding a mod to see if it may cause problems. The only problem with having a procedure is that some mods do not kick in until higher levels, or need some quests to be complete. The other problem is that I am starting a new game with a new character.
What I have figured so far to test when I add mods is this:
1. from utside sewers coc testinghall
check all rooms to see if everything looks OK
***Question: does testing hall only have Vanilla items or does it add everything from ALL active mods?
2. Visit (fast travel) each town and run around
3. Visit a cave
4. Visit a fort
5. Visit a ruin
6. Try something from what the mod does (i.e. start the quest, try the item, etc)
This is difficult for mods that do not start until higher levels
*Question: what is the thought on NOT installing such mod until you are at a level to acutally play it?
Now I am looking for feedback based on your experience as to the most likely places a game might crash which should be checked (i.e. must visit Chorrol Mages Guild, must run from Skingrad to Anvil, etc).
It is understood that the entire FCOM installation should be activated at once and tested, same as Better Cities, UL, etc.
I hope to have each test be under 1 hour.
Thanks in advance.