The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Charisborn Dec 1, 2017 @ 11:15am
Update Mods...Or Not?
I am currently running a very stable game of SkyrimSE, with about 40 or so mods (mostly small texture mods, but a few with scripts, etc.). I am now facing a dilemma that I always seem to face whenever I get back into Skyrim. Namely, as mod updates become available, should I update my mods or just leave well enough alone so as not to risk breaking anything on this playthrough? I guess I'm just curious what other people do when this situation arises.

Secondly, for those of you that DO update your mods during a current playthrough, what general steps do you follow? Uninstall the old mod before installing the new? Install the new OVER the old? I'm thinking specifically about the Unofficial Patch in this regard, if that bit of context helps. I know it doesn't make much difference with something like a simple texture mod, but what about something like the Unofficial Patch that does contain scripts, etc.?
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Showing 1-6 of 6 comments
CrackeR Dec 1, 2017 @ 11:24am 
I let NMM download it then i deactivate the old version, then r click it (old version) in the mods window and choose delete completely. Close NMM then re-open it and Activate the new version. Works perfectly for me every time!
smr1957 Dec 1, 2017 @ 12:26pm 
As long as the mod is safe to update on an ongoing game, there should be no problem. As to the Unofficial patch, that is safe to update. Whether or not a mod has scripts, should not effect the updating (most of the time) - provided the update doesn't remove or replace ongoing scripts, though in those cases, the mod author will usually tell you that it is not safe to update on a current game.
Last edited by smr1957; Dec 1, 2017 @ 12:27pm
Aleksi134 Dec 1, 2017 @ 1:03pm 
You can update mods just fine unless they tell you to not update the mod or you need to clean scripts they specify.
You can change any mod at any time, altough if you want to be

beta seaf dan Sory

you have to go somewhere that has no active world models loaded that you are going to change. This doesnt include retextures or the SMIM, but things like NPCs.
smr1957 Dec 1, 2017 @ 1:38pm 
Originally posted by Kleiner's final Form:
You can change any mod at any time, altough if you want to be

beta seaf dan Sory

you have to go somewhere that has no active world models loaded that you are going to change. This doesnt include retextures or the SMIM, but things like NPCs.
Actually no, you cannot change any mod at any time. See the first 3 posts. Also, if case you are wondering, most mods cannot be unistalled or disabled mid-playthrough. For a long winded explanation of this, see: http://steamcommunity.com/app/489830/discussions/0/1520386297681801135/
Originally posted by smr1957:
Originally posted by Kleiner's final Form:
You can change any mod at any time, altough if you want to be

beta seaf dan Sory

you have to go somewhere that has no active world models loaded that you are going to change. This doesnt include retextures or the SMIM, but things like NPCs.
Actually no, you cannot change any mod at any time. See the first 3 posts. Also, if case you are wondering, most mods cannot be unistalled or disabled mid-playthrough. For a long winded explanation of this, see: http://steamcommunity.com/app/489830/discussions/0/1520386297681801135/
Well, most mods can be uninstalled mid game without something noticably breaking. Altough i admit i didnt think of those larger script intensive mods and rather about the common ones.
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Date Posted: Dec 1, 2017 @ 11:15am
Posts: 6