Hmm, so perhaps the save game could have a list of mods that was active when the save was made. That way, when loading, it knows what mods it's expecting and if any of them are not present (or inactive), it can throw an exception.
Modders could be required to have a mod ID or something present in their mods to differentiate between versions. Or perhaps just the mod name is enough?
Modders could be required to have a mod ID or something present in their mods to differentiate between versions. Or perhaps just the mod name is enough?
