Originally Posted by
Mike Serfass
Things I've run into are missing images and tokens, SWD skills dropped in SWADE, missing SWADE skills on older character sheets, differences in edges and abilities. Sometimes things work differently and may require some tweaking (like powers/arcane backgrounds). I've also seen outright incorrect stats.
Sometimes the items can be updated directly because the mod is editable.
Often it's not editable. In that case, you can make a copy of the npc, pre-gen, vehicle, item, whatever. That copy will be in your campaign, and you can edit it however you like. You may then have to update encounters, character sheets, and such. But it will be the same procedure with them.
Note that recent changes in the FGU combat tracker means that npcs you add to CT are editable from the CT. Depending on what change you need or want, you can drop an npc into CT, tweak it in there, then copy it to create your group. That may not work on game night because it breaks pace, but it's a good-to-know if you need an unexpected encounter with something you haven't updated yet.
It's not difficult, and you may not want to muck around inside the mod file itself. It just takes some time. One great thing about Savage Worlds is that numbers can be a bit off, things may not work quite right, but it usually doesn't detract from the fun or game play. Declare it a quirk or hindrance, roll with it, make it part of the scene. Sometimes the players will think you did it intentionally.