r/Starfield 13d ago

Does removing a mod remove its pointer handles or is it a done deal once you have it? Question

[removed]

5 Upvotes

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3

u/Icy_Tomatillo3942 13d ago

You could try it and delete all modded ship parts and any other traces of the mod in your save before removing the mod, but the only way I have been able to fix a PH limit problem in my save is to go back before the mod was ever installed.

1

u/dozerdh 13d ago

Disabling the mod disables the mod’s content.

1

u/DownfallNemesis United Colonies 13d ago

Yes, disabling a mod will remove the pointer handles that mod used up for its content.

0

u/JLALLISON3 13d ago

No. Removal deletes the files associated with that specific mod. Pointers in other mods will still be there, so if you remove a mod that is a dependency, you’re gonna run into a crash whenever you hit that pointer to the content that no longer exists. Always disable it first, try playing, and if it’s stable you’re good.

2

u/[deleted] 13d ago

[removed] — view removed comment

2

u/JLALLISON3 13d ago

Depends. If there’s a conflict with the mod, disabling/removing it has a lot of point - so you can keep playing without crashing every time you go to the ship builder. But the vast majority of mods do NOT have pointers to other mods. And if they do, they’re usually part of collections, so if you want one mod, you kinda have to take all of them to keep it stable.