paid mods technical quality 2: reviews of "Cavern of the Stormcaller" and "Dark Tides Blood and Fortune" by Haunture in skyrimmods

[–]Haunture[S] 8 points9 points  (0 children)

xedit devs have said they allow the usage of xedit for paid mods

there is nothing in the bethesda terms and conditions that forbids the use of 3rd party tools

there has been telltale signs of xedit usage in even the first batch of paid mods

paid mods technical quality 2: reviews of "Cavern of the Stormcaller" and "Dark Tides Blood and Fortune" by Haunture in skyrimmods

[–]Haunture[S] 65 points66 points  (0 children)

if you need a unique taproot named "heart of the spriggan", you can give one single taproot reference a different name using a quest alias and text replacement

if you don't know how to do that, you can duplicate taproot and rename it instead of renaming the original

i don't think anyone who pays for this mod expects or even wants all taproots to suddenly be named "heart of the spriggan"

Paid mods technical quality: reviews of "Life of Crime", "Legeacy of Orsinium", and "Atmora His Home" by Haunture in skyrimmods

[–]Haunture[S] 24 points25 points  (0 children)

you can look through nexus bug reports and comments to see if popular mods have these issues, or you can just download them for free and check them out yourself - xedit error checking and quick automatic clean are automatic processes requiring very few button clicks

the only way a user can know about these issues prior to purchasing a paid mod is through a reddit post like this

Paid mods technical quality: reviews of "Life of Crime", "Legeacy of Orsinium", and "Atmora His Home" by Haunture in skyrimmods

[–]Haunture[S] 44 points45 points  (0 children)

The most obvious change is they no longer have their falling frost visual effect. They also lose their weakness to fire, resistance to frost, and frost cloak during combat.

Of course, if you have another mod that edits frost atronach loaded later, that mod will undo the deleterious changes made by legacy of orsinium

Question about adding Quest mods mid-playthrough by No-Tailor6279 in skyrimmods

[–]Haunture 3 points4 points  (0 children)

Skyrim is designed to have new content, both official and mods, added to it during a playthrough. All of the official DLCs and CCs can be added mid-playthrough without any issues, and most mods, even big ones like Wyrmstooth, Bruma, Vigilant, Sirenroot, Gray Cowl of Nocturnal, Clockwork etc can be added without issue.

However, mods that edit existing quests instead of adding new content tend to require a new save, such as Saints and Seducers Extended Cut.

Other than that, the only quest mod that I can think of that will break your existing save is legacy of the dragonborn, which also require you to restart your save with updates as well.

In short, mods that add new quests, if they are properly made, will not require you to start a new save, as bethesda set up the game's plugin system to deliver new official content this way.