RimWorld

RimWorld

Junebug Jan 11, 2020 @ 8:37pm
Can't remove mod without it completely breaking my save, help???
Star Wars Force is causing issues with other mods, when I try to remove it, it completely ♥♥♥♥♥ up my save, throwing out endless errors and freezing everything. How do I remove this without breaking my game? Please help, I have a ♥♥♥♥ ton of hours put into this save. :(((((
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Astasia Jan 11, 2020 @ 11:16pm 
Most mods aren't designed in a way where they can ever be removed from an active save without horrible corruption happening. If you are an expert in save editing and have many hours to spare you might be able to remove all the references in your save file to allow you to remove the mod safely. Otherwise it sounds like it's time for you to start a new game. If you want to play a save for a very long time try avoiding very heavy script mods, the more complex a mod is the more likely it is to eventually break or cause issues.
ToddEStan Jan 12, 2020 @ 8:43am 
I don't know anything about that mod, but if you want to remove it, you'll need to remove everything that mod has created in your save game. If it just creates items/buildings, get rid of any and all items from the mod from your map, and deconstruct all buildings from the mod, and you might be okay.

If it modifies your colonists (add traits, changes artwork, etc.) then it's more complicated. You'll pretty much have to edit your save game to remove all of those changes. Same thing if it does things like add new factions to the world, you'll have to edit those out of the save game.
Raymond Jan 12, 2020 @ 12:02pm 
You can try deleting all objects that came from the mods like weapons, clothing, faction and even pawns that using mechanics from the mods, before removing the mod. Do remember that some mods that change or add to the fundamental elements in this game can't be remove no matter what. In such case the only thing you can do is removing other mods that conflict with Star Wars Force.
M.K. (Banned) Jan 12, 2020 @ 10:20pm 
Originally posted by bEgAyDoCrImE:
... How do I remove this (mod) without breaking my game?...

The same way you would remove your own liver.
You *could* go through an absurd amount of pain, effort and expense.
But realistically, even if you do manage it, you will have a sick patient afterwards. Most likely a dead patient.
Just ripping it out, which is what you have tried sofar, is incredibly painful and almost certain to kill the patient.
Morkonan Jan 13, 2020 @ 12:46pm 
Originally posted by bEgAyDoCrImE:
Star Wars Force is causing issues with other mods, when I try to remove it, it completely ♥♥♥♥s up my save, throwing out endless errors and freezing everything. How do I remove this without breaking my game? Please help, I have a ♥♥♥♥ ton of hours put into this save. :(((((

If the mod adds/changes factions, events, body parts, Jobs, add specialized work orders, anything created on "world generation" that isn't just an object on the map, and such fundamental things, you can't really just remove it. (Hand editing excepted, but nobody is going to try to do that to a saved game file unless there's something... strange about that person. :))

Mods that you can likely safely remove are generally simple mods that add buildables, add/change crafting benches, change or override stats, add/change graphics (as long as those are not part of a non-vanilla body part), etc. The way to do that is fairly simple - Remove all such things in-game by deleting them. Reset all the Jobs and Work orders, draft all colonists, release them, be sure they don't start throwing errors looking for a work-order or job that is no longer present, make sure no crafting benches have a current non-vanilla order in que, etc... Then, uncheck the mod and restart without it. Not guarranteed, but it's the best way to go about at least trying to remove what a mod has added. (Using devmode to delete is possible, too, but it may be unnecessarily destructive. Use normal game functions, first, and use devmode to remove the sticky stuff if necessary.)

Mods that are really big and change a lot of things aren't generally meant to meet the qualifications of easy removal.

Since it appears that mod adds/changes factions and some deep mechanics in that respect, it's not likely you can just "remove it."

Note: The mod creator might issue a patch or there may be instructions and patches for other mods. Check the mod's page and check other mods to see if they have patches where known conflicts may exist. (I see you've at least posted there. Try their Discord. Also, if you can list the errors it's throwing (check your log) that may help narrow down where the conflict is. If you recognize a mod in those errors, check that mod's page too.)
Krausladen Jan 13, 2020 @ 6:06pm 
Create a unique save file, use that save file to eliminate all products of the mod from your map, if the mod adds a faction you'll need to go into the XML save file data and delete the faction from your game save.
Krausladen Jan 13, 2020 @ 6:08pm 
You can't remove mods if your save file contains any definitions of the mod in it. If any of your production tables contain a bill from the mod, itll break your production table too.
Krausladen Jan 13, 2020 @ 6:08pm 
You can delete those bills from the save file too, but it is a little tedious.
Krausladen Jan 13, 2020 @ 6:10pm 
And it is a lot more doable than Morkonan gives credit for, you just have to understand XML and understand what exactly the mod added to the save file.
Junebug Jan 13, 2020 @ 8:08pm 
I ended up just making a new save, thank you for all your suggestions though!
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Date Posted: Jan 11, 2020 @ 8:37pm
Posts: 10