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A. As long as you activate the new mod going in the first time then same the game they will always be active unless you deactivate them.
B. As long as the mod isn't a piece of equipment which is purchased and in your garage you can safely stop using it. If you did purchase it, either sell it or quit without saving the game then you can safely delete it/
As long as you follow those two rules of thumb you should have no save game problems.
If the mod that savegame has but you dont have active then anything related to it is gone. Lets say that you had a trailer full of grain connected to a tractor is removed then that trailer and grain in it is gone but savegame is fully usable. As long as the game is not saved or autosaved you can repair this by quiting and just activate the mod. Same goes for bad mods, just decativate and force game to "forget it", save and the mod is gone from savegame. Best to sell the item tghou and get money back but not always possible.
However i have a standard clean savegame loaded with money at felsbrunn to try out mod i want to use in a more serious savegame and inspect logfile after the test even if mods come from sites that test mods as they dont test the combination of mods i have.
I use a special tool that have control over one mods-folder for each map i use and has minimal mods needed any time.
You're very welcome...Enjoy!!!
It's a good habit to get into to check the log for the following: warning, error, and fail, whenever you exit the game. There is a random fail that is sometimes there, other then that, the log should be free from any errors. I currently have 137 mods in my folder and a clean log. Mind you, I fix errors in any mods I use, and if I can't... I don't use it.
It's also a good idea to keep a backup of your savegame. Just in case.
Note: Removing mods typically won't corrupt your save, and you can usually play just fine. The log (which re-writes itself whenever you load the game) will show some errors when you remove a mod.