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The new profile will let you edit and change your mods without destroying the working build you currently have, and let you test it properly.
Just to be clear, the MA did note all of what people have complained about in the description:
But ofcourse, they warn about using too many mods, and big mods together, but how many of those reporting those bugs kept their LO's small and manageable, and within the ability of the engine?
My advice?
Try it, but if you do make sure you only use a couple of select mods with it, and use nothing that uses major scripting. a few texture overhauls will probably be just fine, but anything else will be risky.
You could possibly get away with 1 or 2 other "scripted" mods but i wouldn't be inserting this into a build with 100+ mods.
Good idea. I will try that. And yea. Thats another reason why I am worried about the mod. Many of the bugs described in the mod is pretty serious stuff, but it also has been abandoned.
Yea. I read many people getting similar issues and as hella fun as the mod is now, I am not sure its worth risking save corruptions. Especially since I am playing on survival. I am going to try those ones out you described as well.
Another question also. Does reinstalling the mod prevent the CTDs or at least reduce them or is the entire save file basically stuck that way after a while.
In my case I needed to restart. The save was completely broken.
Then in that case I am not going to use it. Sounds just way too risky. Or if I do use it then only gonna use it in just for a few small fights here and there and reload. A damm shame since the mod seems pretty fun and works with Far Harbor.
Another question. How difficult would it be to just make a mod myself that adds more enemy spawns that roam the commonwealth? This way maybe I might have the knowledge to fix possible bugs as I go.
So each time before you save you disable the mod or the spawns? Cause I would love to use the mod, but I have heard so many stories about saves getting ruined cause of it.