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Of course, the more items and the larger the number of things, the greater the amount of items that the game has to process and remember, so I try to keep things to a minimum. Sometimes difficult to do given the number of mods that effect what items are listed or with the number of items that you may have stored.
And, of course it also depends upon your machine's specs, as well.
and thats why i try tell you this, was not a problem with no mods playthrogh, but to suspect something is not proof, i can only try later get another MCM menu enabler and then try remove skyui. but there is a long way to end game now. ( unless you want a copy of the game and see if you got same issue , but thats more a confirm yeap, not sure i have seen comunity doing faulty finding that way. ( i have to look into MCM menu as odrim once had , and see if i can skip skyui. and bypass testing not other mod issue. ) thats the prize we pay with mods.
But, as always, the more information we have, the better the chances of understanding things.
I found that just spending a little time to learn about the mods I'm downloading, as well as looking at gamer reviews of the mod, and finally paying close attention to the instructions provided by the creator of the mod regarding load order, compatibility with other mods, etc.
It's worth taking the time to get a good set of mods to work together so that you can play a game you can rely on not to crash, etc.
I've also found in my experience that 20-30 is indeed about the right amount to use at any one time (at least with my skill level in troubleshooting and research). I think it's better to have a smaller amount of quality mods rather than try to saturate the game with a hundred mods. Not saying that can't work, but I find it be overwhelming to try to manage more than 20-30.
The way I think of it is, you're kind of building a personalized world to roam around in, and once you've committed to a set of mods you are committing to that "version" of the world if that makes sense.
I've also found that the game runs much better if you don't try to add mods in the middle of a playthrough. I know there are varying opinions about that, but I've found that sometimes adding mods can cause issues. Not always but enough to make it notable.
Thanks again everybody, this is great info!
But, don't think that because you read this and now know the info it contains that this post is no longer of use! No, because if you ever find you can't sleep, you can read this again and there is a good chance it will put you to sleep - LOL!
Anyway, in all seriousness, people should be not only reading this, they should be reading or at the very least, referring to, the pinned topics - they are pinned for a reason, not just to take up space at the top of the forum.
Also, since it is sale time and a lot of new people are about, they should at least take a look at this guide before starting to mod their game:
https://steamcommunity.com/sharedfiles/filedetails/?id=1986067552
Please take this to heart - I hate to see people breaking their saves and maybe having to completely restart the game because they did not see and read this most basic of all information.
You're modding, there WILL be bugs and instabilities. You WILL have to google your problems, use the console, make changes to files and inis, use programs like xEdit and MatorSmash and so on. Just be responsible, only get heavy mods you know you won't uninstall, look for alternatives that are lighter etc.
A little extra advice, some mods just let you disable it in their MCM so you may not have to uninstall them. Also cleaning your save game is still meaningful even if it doesn't guarantee a clean game.
For example, I learned about Classic Lichdom, an extension for the classic mod Undeath, but I'm not getting it right now. Because I already have Undeath - The Ascension (another extension) which is an old mod that is made for an even older mod, and it's not being currently updated. These mean it's very likely that stuff will break if I uninstall it to replace with another.
Not every script causes immediate problem. Some may remain dormant in save file through the whole game play.
But if Papyrus find any condition to check the script, then the script is not there. That will cause Papryus to create errors and has good change to break it down.
Few clarifications to this.
Game doesn't know what is official file and what is a mod file. It only knows main file. Everything, including DLCs, are basically mods for it. So are all the plugins you toss in. It treats all files as they were actually in the main game, meaning that any script lost from removed mod equals as if it was shot away from the main file.
Game deals scripts within frame. If it can not complete the script within time limit, then that script is pushed in to next frame. If that script errors, then it is not cleared. Multiply errors will take the time within frame from other functions and potentially pile up. Game doesn't drop these scripts. It attempts to run them within session, until it succeeds or runs out of memory and crashes to desktop. If any script is called by the save file, then Papyrus VM will attempt to persistently complete it.