

Now, I ran a test w/o any script mods, besides nrass, and it seems Supernatural Bars in Aurora Skies close a 1am for whatever reason. I only wish when people made such mods they would be very clear that said mods can not be removed from a save in progress, but the cooking mod does not do this, so it pissed me off when I screwed a save a few years ago trying to remove it. Due to the fact that the cooking mods add recipes and ingredients and plants to the game, like an ep, it seems to be behaving similarly leaving data behind when you try to remove it. I certainly wouldn't think of kinky world as a purely scripting mod, it is more like a very corrupt expansion pack. It leaves behind data, whether visible to the player in game or not, that will cause issues either immediately or over time. When I said core mod, I meant to imply any mod that once it is installed cannot be removed from the same saved game w/o destroying your game. I don't know how removable the Cooking Overhaul mods are, to be fair, but they are not Core yes I'm sure you are more knowledgeable than I on the technical aspects, I wasn't trying to be technical. AwesomeMod is one that has a functional removal procedure built into it that the player can run just before pulling it out safely. NRaas ErrorTrap is an example of a Core Mod that is removable, leaving no changes to ongoing games behind if it were to be pulled out. Or things that they have changed within ongoing games might not suddenly revert to the way they were once before, but that can be true of any mod - this is why KW, as a very notable example of a Script Mod, is impossible to remove once an ongoing game has "seen" it, just as certain EPs are not removable. What makes some Core Mods more difficult to remove than others is that they leave behind things like custom traits and other game assets that would suddenly become undefined upon removal of the mod and games tend to error out or implode when they have elements that were once defined but now are not in play. If a Core Mod is removed, then those code replacements no longer happen. What makes them Core Mods,as I understand it anyway, is that they replace certain calls to the game core with new code that the mod contains, they don't alter the game core files themselves. Just FYI, Core Mods do not linger behind after they are removed as long as the user game folder caches are cleared. SupernaturalFanTrait,4 LycanthropyHuman,8 LycanthropyWerewolf,10 DogPerson,3 Daredevil,3 FairyHiddenTrait,4 VampireHiddenTrait,3 WitchHiddenTrait,3 GhostHiddenTrait,3 If you have that mod you could alter the time of the bar closing in it or you can go grab the Venues XML and make your own. Pretty nude asian girls.I know someone put out a Venue mod that does not allow auto placement of lots in new worlds.
