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That being said, I personally neither add nor remove mods unless I'm planning to start a new game.
It all depends on the MOD we suggest u read the description carefully.
You'll only really get conflicts if the mod explicitly states to start a new game, or if you have two mods that compete for the same space - like if both mods put their entrance at and/or modifies the Morrowind border beyond Riften at the same time.
If you hasn't it's likely safe.
If the land mod is only a simple cosmetic mod, uninstall is probably safe too. Use xEdit to check that, don't remove mods if unsure.
Check out Crystalwind Estate mod. It's awesome and stable, and perfect if you have tons of followers. There's also a useful teleport mod for it.
Land mod modders (especially newbies trying their hand at building new landscapes and repurposing building assets) can make dirty edits to Skyrim world, and that can cause issues.
So basic rule of thumb to try any land mod, should be to first check if it has done dirty edits (especially navmesh edits on the vanilla game world), and if so, then avoid those mods. Broken navmeshes are especially a bad idea as they can bug out NPCs and quests.
If it’s one that also adds NPCs, locations, quests, enemies, items/gear, etc to the main Skyrim map…you may be better off waiting to install it on a new game. It may not break your in-progress game necessarily but it still could cause issues.
An example of one that can be added in-progress is Beyond Reach. BR only adds two things to the main map IIRC:
The Priestess of Mara and her bodyguard who spawn inside a city when you’re at or above a certain level who then give you the initial quest (not existing in the world before or after this encounter).
The carriage placed outside of Markarth that serves as the fast travel point to and from the new map.
All other BR content is restricted to the BR map/world.
You can install BR relatively safely on an in-progress game. The only possible issues you could have are the priestess and bodyguard not spawning as normal to give you the quest, and the added-carriage conflicting with something like GGUNIT or JK’s Markarth Outskirts mods - which you’d need to download and install the appropriate patch for.
OP, just do a web search for "Skyrim portable abode home mods", and you'll get a ton of lovely little mods that can be safely added to your game and enjoyed.
Try the quirky Staff of Shalidor - Maze Reward[www.nexusmods.com] mod that adds a cool staff weapon (as a nice reward for completing Shalidor's Maze) that also doubles up as a quirky/weird little portable abode/home (where you can walk on the inside of the roof, and upside down again!).
Home in a Hat, Snow Globe House, Alchemist's Globe are a few cool little portable mods.
But talking of portable homes, how about a flying ship home that you can fly anywhere?
Try the Airship Dev Aveza Tissendel's Interior SE[www.nexusmods.com] mod (requires Airship Dev Aveza[www.nexusmods.com] mod). You'll love it!
Then you can remove the mod and Delete all saves made after that named save.
Reload game to where you saved BEFORE you added that mod.
(Probably also restart computer to make sure no lingering data is hidden in temp files)
Making named saves in Console ~
save AddingNewModName enter
or ... save "Adding New Mod Name" enter
close console and check out your saves to make sure it's there.