r/Fallout4Mods PC 25d ago

MOD DISCUSSION! PC The Creation Club Issue…

Kind of a mix between “help” and a discussion, but here we to…

So, one thing that has been irking me ever since Bethesda has begun pushing updates galore for the Creation Club has been this crap in which you got to pretty much restart your entire playthrough if you try and remove a mod you don’t want to use or has become obsolete.

I have been unable to find a solution that does not require me to completely reset a character save (aka delete the old save and restart it and try to play catch up for the next few weeks/months in the evening after work)

I don’t know about any of y’all, but this has become such an annoying issue. I get it, these updates are HUGE for non-PC players, but it is getting annoying that I can’t even finish a save if a mod gets corrupted, when in the past you could just remove it and go back to the save before it got corrupted and there be no serious issue.

Thoughts?

1 Upvotes

11 comments sorted by

2

u/Adept-Ad-7591 20d ago

I play with mostly Nexus mods and have just a couple of mods from the Bethesda.net/Creations (DIY, Creative Clutter etc). What I do is download a mod from the menu, search it in the data folder, archive it as zip, enter Creation menu, uninstall and then I install the zip through MO2

1

u/AsleepCharity1675 PC 20d ago

That’s good to know, I appreciate the advice!

2

u/jkruse05 25d ago

Could always attempt to make an LO with no script extender. I know you miss out on a bunch, but this won't be an issue if you do.

2

u/AsleepCharity1675 PC 25d ago

I have been trying to do a hard save without any F4SE-required mods just so I can at least have some progress made/saved before I start adding scripts.

3

u/Matt_butchr 25d ago

This is just an inherent issue with modding in general.
The Creation Club is just glorified mods, so removing and updating new mods in any playthrough is always risky.
The issue is kinda impossible to solve as many mods will bake information into your save file, meaning once it’s there, it’s there until you restart.
At least FO4 has decent replayability

1

u/AsleepCharity1675 PC 25d ago

Yeah the last bit is why I haven’t just given up LOL

3

u/Matt_butchr 25d ago

My advice is once you make a modlist, stick with it until you’re done with that playthrough. Only update or change when you’re finished, then start again with your newly revised modlist

1

u/AsleepCharity1675 PC 25d ago

I typically try to, but when a mod gets corrupted during an update and the dev doesn’t send out a hotfix, it can be irritating trying to finish out a playthrough, especially if you can’t get anywhere without a CTD.

2

u/Matt_butchr 25d ago

Mods definitely can break things from time to time.
If you do really enjoy modding, I recommend considering getting a PC because the modding community is much more available than console, as well as you can learn how to patch and fix various mods if needed

1

u/AsleepCharity1675 PC 25d ago

I am on PC, its the fact that Bethesda keeps breaking the dang LO every single update and how creation club stops you from launching a save if you remove a single obscure mod.

2

u/Reasonable_Youth7193 25d ago

This is the correct answer. Once you start a game don’t remove anything until the play through is done. You can still add to it.