Question about house mods

Post » Wed Jul 18, 2012 10:14 am

I think this thread might be in the wrong area. It if is please move it, but please do not delete it, I would like an answer of somekind.

How many house mods can/should I have? I don't want to get 3-5 and have my laptop crash. Or get 5, put stuff in them and have them disappear later. There are some pretty awesome house mods. Some big, some small, most are wonderful.
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Wed Jul 18, 2012 6:13 pm

I don't think there's any reason any number of house mods would crash the game, necessarily, unless somehow two of them were in the same spot. Maybe that could do it?

There's another thread running about more than one quest mod or "content mod" causing conflicts, but they also said that something small like a house mod didn't seem to conflict.
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Wed Jul 18, 2012 8:10 pm

There are a couple of ways you could lose your stuff:

1. You disable the mod without grabbing your belongings.
2. The cell or its containers are set to respawn.
3. The wrath of god is upon you.

Number 2 is why I was very clear about creating new non-respawning containers for Cerebral Den. That way, if some [censored] modder decided to make non-respawning containers into ones that actually respawn, my mod at least would be in the clear.

Anyone else's mod? Well, it depends. Did they make new containers, or use vanilla ones?
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm


Return to V - Skyrim