So I tick the ones I wish to disable, but keep unchecked the ones I wish to use? Am I right? Thank you. P.S: What happens if I only own the four free CC contents?
Since I'm not super savvy about all this, let me ask. Let's say I don't want to use Saints & Seducers and Zombies. But I use RAE Quest Requirements that requires all CC content. Will your mod work to trick RAE? Also USSEP?
sometimes it is the only relevant object in crash log, meaning the game almost definitely crashed to it. Shadowrend is just always working in the background for some reason, it's one cc mod that should not have got added
Having these empty plug-ins is SUPER helpful to fully remove the masters from mods.
If someone does not know, load in your mods into XEdit, then use "remove masters" on something like USSEP. It will delete the CC modded content from the mod and no more worries about checks, failed plug-ins, etc. ever again.
Short answer 'yes' with an 'if', long answer 'no' with a 'but'. It depends on why the dependency exists; if it forwards changes then yes if you remove the altered records in xEdit first. If it uses actual assets from USSEP, not without a lot more work than it's really worth.
Thanks . You've been very helpful. There are several Mods/Patches requiring fishing and survival . The authors of these Mods/Patches get very annoyed when users don't install all CC content. But ... ( Fishing sucks and survival is not interested ) . When users asked them about the need for CC master plugins , they received insults. In short , in these Mods/Patches are just a few changes to a few things from CC. Everything seems to be working . (Google translator)
i wil warn you that some mods use a mods name for compatibility patches to enable. this means that a empty plugin WILL break those mods or your game. there are alot of mods for example have scripted comparability with survival mode. if they use your empty plugin this can break those mods fully.
That is true. However, most use GetFormFromFile to do that instead of GetModByName. GetFormFromFile will fail if it can't find the form. And from those that do use GetModByName TYPICALLY null check.
Also, I don't know of anything that would completely break, even among CC related patches.
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P.S: What happens if I only own the four free CC contents?
Let's say I don't want to use Saints & Seducers and Zombies. But I use RAE Quest Requirements that requires all CC content. Will your mod work to trick RAE? Also USSEP?
(link to something like pastebin)
If someone does not know, load in your mods into XEdit, then use "remove masters" on something like USSEP. It will delete the CC modded content from the mod and no more worries about checks, failed plug-ins, etc. ever again.
Could that be used to remove a mod's dependency on USSEP?
Short answer 'yes' with an 'if', long answer 'no' with a 'but'. It depends on why the dependency exists; if it forwards changes then yes if you remove the altered records in xEdit first. If it uses actual assets from USSEP, not without a lot more work than it's really worth.
(Google translator)
Also, I don't know of anything that would completely break, even among CC related patches.