The result in this case is usually a crash. The other way round, deactivating a mod in a playthrough is a bad idea though because the story code from the save file might expect to find objects that disappear when the mod is disabled. It's usually no problem to activate a mod, it just will not work as intended most likely. That means that when you activate a mod in the mid of a playthrough, the mod's story code will have absolutely no effect since the game takes the story code stored in the savegame.īut story code is in most mods for a reason: it's required for some functionality. (Even the vanilla game is implemented as a mod, a mod with the name "Main".) Afterwards, the final code is taken from the savegame and no longer from the mod, which ever that may be. This is a time consuming process which is the reason why it's only done once, when a new playthrough is started. ![]() When a new game is started, the game engine takes this intermediate binary code and translates that into the final binary form (whatever that is). When a modder writes this code, she/he must compile it in the editor into some intermediate binary form that 'ships' with the mod. The reason why you have to start a new game is that mentioned story code. ![]() the bag functionality in the XC_Bags mod is implemented in story code and there would be no other way to do it.) ![]() Not all.Įvery mod that has it's own story code requires starting a new game.Ĭhanging story code is required for quite a lot of functionality. Playing with mods requires starting a new game for most mods. While it's technically possible for an Original Sin 1 mod to disable some achievements, I know of no author who has done it. Achievement disabling is a thing of Original Sin 2.
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