Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That said, if there are no conflicts and load order is minded, then adding mods to game is relatively safe. You do not need to start a new game for that, unless it is a big overhaul and/or mod author tells you to do so in the description page.
Well, yes and no. As I said, I recommend testing stuff in a separate profile first, before adding them. I haven't used Apocalypse, but Indivisibility eye glitch fix is perfectly safe.
The matter how saves can be broken is due to Skyrim baking script data to save files. There is no way to make them 100% clean - if with tools -, so basically only way to clear scripted mod out of your game is to back to save prior of installing the mod after uninstalling it - or to start completely a new game.
Adding mods does not remove any scripts from save files, so it can not be compared to process of removing mods. The compatibility is the key here. If mods are compatible and managed correctly, then there is no problem, if player knows that he/she wants to play with the mod.
Nazenn has a list of mods that you should avoid installing any way. Note that it goes deeper than the first post.
Masterlist : Dangerous, Outdated and Superseded Mods by Nazenn
http://steamcommunity.com/app/72850/discussions/0/523890681422555089/
I know this
Now others know as well. That's the point here, isn't it? :)
The research is the most important part. Mods that are put together well will include compatibility lists for obviously questionable mods and incompatibility lists as well. These are extremely import to read. Also, if a mod needs to be enabled at a certain point (from start, after point X), you should adhere to these requirements.
The second most important part is not taking shortcuts. Don't download and run (unless you really know what you're doing). Following the otherwise necessary procedures when adding any mod to any profile. LOOT, Wrye Bash, LOOT, ReProc, LOOT. Depending on you ReProc(s) recommendations, you may need to move those steps around, but you NEED to do them BEFORE testing.
Following these processes, the only thing that can "break your game" is you. I suppose these processes are a bit easier for coders (by vocation or avocation) to adhere to, as they should be very similar to steps taken (separate incremental backups, test environment, etc.) in any quality code work.