The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Is it ok to add new land mods to my game mid playthrough?
I assume it is not but there are a few that look really good.
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Showing 1-15 of 23 comments
-={LG}=- Jun 24, 2024 @ 10:33pm 
Generally speaking unless a mod expressly states you have to start a new game, adding one is fine. Removing mods however can't usually be done safely.

That being said, I personally neither add nor remove mods unless I'm planning to start a new game.
Dragon Fist Gaming Jun 24, 2024 @ 10:35pm 
Originally posted by -={LG}=-:
Generally speaking unless a mod expressly states you have to start a new game, adding one is fine. Removing mods however can't usually be done safely.

That being said, I personally neither add nor remove mods unless I'm planning to start a new game.
Hm I see. Thanks for the info.
Last edited by Dragon Fist Gaming; Jun 24, 2024 @ 10:35pm
Skumboni Jun 24, 2024 @ 11:03pm 
Try it and see. If it works great, if not then decide to dump it or restart.
Dragon Fist Gaming Jun 24, 2024 @ 11:37pm 
Originally posted by Skumboni:
Try it and see. If it works great, if not then decide to dump it or restart.
Sir I value my save file.
worm_master Jun 25, 2024 @ 6:40am 
It's NOT likely to, the trouble comes from "Scripts", many MODS add scripts to games, it's these additions, that can mess up the game, generally land MODS don't have any scripts, so nothing to mess up.

It all depends on the MOD we suggest u read the description carefully.
Last edited by worm_master; Jun 25, 2024 @ 6:42am
76561198880414723 Jun 25, 2024 @ 8:15am 
then backup your save, new world mods with new quests are no problem to add mid gameplay. but un-install it is different story
Sairek Ceareste Jun 25, 2024 @ 9:28am 
I've added plenty of new land mods with zero issues mid-playthrough.

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.
Last edited by Sairek Ceareste; Jun 25, 2024 @ 9:29am
Lunar Rover Jun 25, 2024 @ 1:01pm 
If you had already been there, there might be some issues like stuck objects.
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.
Vlad 254 Jun 25, 2024 @ 1:06pm 
Originally posted by Dragon Fist Gaming:
I assume it is not but there are a few that look really good.
Posting which mod it is would help in giving an answer.
vee-kay Jun 25, 2024 @ 1:50pm 
Originally posted by Dragon Fist Gaming:
I assume it is not but there are a few that look really good.

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.
vee-kay Jun 25, 2024 @ 1:55pm 
Originally posted by worm_master:
It's NOT likely to, the trouble comes from "Scripts", many MODS add scripts to games, it's these additions, that can mess up the game, generally land MODS don't have any scripts, so nothing to mess up.

It all depends on the MOD we suggest u read the description carefully.

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.
Fear2288 Jun 25, 2024 @ 2:31pm 
If it’s its own self-contained thing with few edits to the main Skyrim world (such as a point of entry) then you should be fine.

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.
IneedsBeer Jun 25, 2024 @ 2:52pm 
Be in an inside cell and you'll be ok, unless that alters that specific cell. Once it's installed though, you will prob not be able to uninstall without issues.
vee-kay Jun 25, 2024 @ 3:21pm 
This is why I love land mods that are portable land/abode mods, because they make almost no changes to Skyrim/Tamriel world cells except for adding a teleport spell or tome directly placed into player's inventory or added to a vanilla vendor or inside a new chest somewhere safe.

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!
Last edited by vee-kay; Jun 25, 2024 @ 3:25pm
Eternie Jun 25, 2024 @ 4:29pm 
I'd add that the best advice is to make a named save with the console BEFORE you add ANY mod so that IF or WHEN something goes wrong. Or you find you don't like that mod anymore.

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.
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Date Posted: Jun 24, 2024 @ 10:28pm
Posts: 23