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2 Hopefully Easy Mod Questions


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1) Can somebody add and remove a visual mod, like EVE, in the middle of a save game? Or do you need to start a new game with every mod you add?

2) Lets say Kerbal Alarm Clock has version 1.0 out. I get a message saying for me to download the new 1.1 version that just got released! Do I need to start a new game with these updates? Or can you update in the middle of a savefile with no issues, as long as its not a major revision?

Thanks for any help in advance!

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Most of the time updating mods is ok on an existing save, check the mod thread for 'this update breaks saves' warnings as most mod authors aren't so cruel as to trash your game intentionally :P

You can also add and remove mods, so long as they don't touch the tech tree, contracts or remove parts used on active vessels. Beware, there are exceptions... so have backups.

Visual or instrumentation only mods (e.g. EVE) should be fine to add/remove whenever.

In any case, always back up your save beforehand. Use S.A.V.E., Jebretary or just do it by hand.

It's also a good idea to keep downloaded archives for old mod versions... just in case you need to roll back to recover a vessel or work around a bug temporarily.

Edited by steve_v
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  • 1 month later...

The question is: which mods?

If you delete a mod mid-game: roll the dice. If your craft/missions use the mod, it's chancy they might work.

If you ADD one which doesn't change the Kerbal system itself - you're probably ok.

If you UPDATE one - you're probably ok.

If you Add one which does change the mechanics of the game such as KAS/KIS, FAR, etc - you're going to have to cross fingers and roll the dice.

You get the same thing on Skyrim mods, frankly.

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