Life is Feudal: Forest Village

Life is Feudal: Forest Village

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Haruko Jan 1, 2018 @ 1:21am
How to remove mods installed from mod menu?
I just started modding this game and installed a bunch of mods through mods section in the main menu. I can disable a mod but how do I remove it completely? I even uninstalled the game, removed the whole game folder but when I installed it again the mods were still there.
Last edited by Haruko; Jan 1, 2018 @ 2:20am
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Showing 1-11 of 11 comments
Captain Future Jan 1, 2018 @ 3:55am 
you have to remove the mods in steam! if u dont know how to do that, ask again
Haruko Jan 1, 2018 @ 4:28am 
Originally posted by MacGreg:
you have to remove the mods in steam! if u dont know how to do that, ask again
Thanks for a quick response. No I don't know how to do that. Please explain.
dominuskevin Jan 1, 2018 @ 6:55am 
Main menu. Modifications. Browse workshop (bottom left). Drop down box at top - choose subscribed. This is the better method for removing the mod from your computor unless they've fixed it. Haven't tested it in months.
Jaunitta 🌸 Jan 1, 2018 @ 7:06am 
for me to unsubscribe correctly, first in the game untick to use them
Then go to workshop in Steam,and unsubscribe them.
They will never go fully away/ be removed from modifications, if you wish to remove all traces after they are unsubscribed from the only way I know of as it's all connected to Steam and Cloud storage, I had to uninstall Steam itself. I didnt lose any saves or anything else
But you would have to re-download games if you still play them or just leave alone.
I made a backup copy of all my games including screenshots and just pasted the game back into the folder of Steam Common Then clicked on install it checks for the files and done.
Place screenshots back into the 760 folder
Last edited by Jaunitta 🌸; Jan 1, 2018 @ 7:07am
mikeyx Jan 1, 2018 @ 7:06am 
just usubscribe from mods, thats it :)
use
web browser or steam
http://steamcommunity.com/app/496460/workshop/
browse -> subscribed items

and it is possible to open workshop while running the game by pressing shift+tab

I never deleted any mods manually from folders, etc and everything works perfectly
Last edited by mikeyx; Jan 1, 2018 @ 7:08am
dominuskevin Jan 1, 2018 @ 7:38am 
@Jaunitta - Swiss Halberdier and I performed an experiment on the removal of mods through the subscription process and discovered that doing it through the in-game UI removed them from the mod folder but still left an empty folder in a seperate Steam mod tracking folder. They are completely empty. My post is the way to do it unless Steam has fixed this and we all know they aren't worried about the right way.
Haruko Jan 1, 2018 @ 10:24am 
Originally posted by kaleos:
just usubscribe from mods, thats it :)
use
web browser or steam
http://steamcommunity.com/app/496460/workshop/
browse -> subscribed items

and it is possible to open workshop while running the game by pressing shift+tab

I never deleted any mods manually from folders, etc and everything works perfectly
This method worked and the mods I removed are also removed from the in-game mods section. Thanks a lot :)

One more thing can installing and removing mods again and again mess up my save game like it is in Skyrim? I believe the game uses some sort of scripts?
dominuskevin Jan 1, 2018 @ 10:42am 
Yeah, I played the heck out of Skyrim. Fo4 has the same problem though it's not as bad. LIF's save game method doesn't seem to posses that problem. Several of my mods alter the vanilla scripts and I haven't found a problem. The only thing you have to watch for is adding assets to the vanilla game.

For instance, using the mod that adds farm plants in the wild will crash the game if you turn the mod off then reload before waiting until winter when all wild plants are dead. Others adding buildings will do the same unless you destroy the building first. You can activate those mods, never actualy build the building and deactivate without problem.

Using the mod which adds sheep to the wild is problem because you can't run around killing all of the sheep before new one's are spawned. Using the forest mods will result in temporary deforestation if you activate or deactivate them mid game.

The mod for the caravan is scripted as well though you can turn it on and off without a problem. So, this game is actualy mod friendly. A little common sense and thought when considering the base game versus the mods and you should be able play without harm to a save as far as I've seen to date. Because they have us using LUA for moding I don't forsee a problem. Hope it stays that way.
Haruko Jan 1, 2018 @ 10:56am 
Originally posted by dominuskevin:
Yeah, I played the heck out of Skyrim. Fo4 has the same problem though it's not as bad. LIF's save game method doesn't seem to posses that problem. Several of my mods alter the vanilla scripts and I haven't found a problem. The only thing you have to watch for is adding assets to the vanilla game.

For instance, using the mod that adds farm plants in the wild will crash the game if you turn the mod off then reload before waiting until winter when all wild plants are dead. Others adding buildings will do the same unless you destroy the building first. You can activate those mods, never actualy build the building and deactivate without problem.

Using the mod which adds sheep to the wild is problem because you can't run around killing all of the sheep before new one's are spawned. Using the forest mods will result in temporary deforestation if you activate or deactivate them mid game.

The mod for the caravan is scripted as well though you can turn it on and off without a problem. So, this game is actualy mod friendly. A little common sense and thought when considering the base game versus the mods and you should be able play without harm to a save as far as I've seen to date. Because they have us using LUA for moding I don't forsee a problem. Hope it stays that way.
Wow thanks a lot for the explanation. This is great. Seems like the devs have done a good job :)

I have seen so many of your mods. Is there one which increases the rate at which mines produce? Not a lot just about 25-50% would be ideal I think.
dominuskevin Jan 1, 2018 @ 11:10am 
@Haruko - The only mod I have for mines stops them from dying. Thought I saw a mod that does speed up production. Haven't looked at it to see if it would conflict with Mine Insurance but I don't think it will as work time is found in the config file and not the script itself.
Haruko Jan 1, 2018 @ 1:08pm 
Originally posted by dominuskevin:
@Haruko - The only mod I have for mines stops them from dying. Thought I saw a mod that does speed up production. Haven't looked at it to see if it would conflict with Mine Insurance but I don't think it will as work time is found in the config file and not the script itself.
Ah..ok. Thanks.
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Date Posted: Jan 1, 2018 @ 1:21am
Posts: 11