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Hey folks, Heres my last Trainer for NMS ,hope you ll like it ,feedback welcome ! =) Includes all basics cheats required + an handy slot /save & auto save system that ll let you roolback if needed : keep keypoints of your progression (story or builds you dll like to customize and be able to cancel modif etc... ) 21 configurable mods, Save/Slots manager ,Share your saves Export/Import/Duplicate/Delete, get unlimited saves with automatic backups & save restoration https://www.nexusmods.com/nomanssky/mods/4337 Description Standalone No Man’s Sky trainer with mods, backups, and advanced save-slot management. Main features Configurable cheats and hotkeys, game-speed control, automatic backups, Slot Manager allow to import, export, duplicate, and share save slots between players or profiles. Installation instructions Extract the files, start game & NMS Trainer in any order
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Wait 'till you find out about verified creations.
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adrian664 reacted to a file:
Oblivion Gates in Cities
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Dawnstar
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Bee Hives
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I found this from Heljarchen. I can't for the life of me understand where this comes from. There's another gap on the left and the wood piles are floating in the air. I've checked CK with every single mod I can imagine that has overlapping and those are only Skyrim Flora Overhaul and Enhanced Vanilla trees. Nothing else touches the area and in CK everything looks as it should. Edit: Found it, Corners of Skyrim. There's nothing in that mod that adds anything to that area but when I add it to CK the gap appears. I'll try to make a patch for these or do you know if there already is an existing one?
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Let's Ride Odahviing
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Sutch Village
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Alternative Beginnings
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Gentesters White River Cottage
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Warden06 started following Alternate Start - Live Another Life , Lakeview Extended SE , Dragon Claw Stands and 1 other
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Skyrimgrl50 started following Gentesters Darkwater Lodge SE
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Solstheim Won't Let Me Leave...
koudrubae replied to SoulSuccer's topic in Mod Support and Discussions
Since coc riverwood works correctly from the main menu, it sounds like the problem may be tied to something baked into that save rather than your overall mod setup. I'd definitely compare a new character using the same load order but a different Alternate Start option before digging through hundreds of plugins.- 5 replies
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Hello from a long-time Skyrim modding fan!
JoAnn replied to kimberlyharris9's topic in General Discussion
Welcome ! Been gone a while...PC died, sniff, sniff..but I'm back ! -
[RELz] LOOT - Load Order Optimisation Tool
LilaHeartstrings replied to WrinklyNinja's topic in Tools of the Trade
I keep getting this error message when trying to sort plugins through MO2, specifically for regular skyrim [error] Failed to parse condition "version("Requiem.esp", >=, "3.0.0")". Details: The parser did not consume the following input: "version("Requiem.esp", >=, "3.0.0")" [error] yaml-cpp: error at line 1118, column 9: bad conversion: invalid condition syntax: Failed to parse condition "version("Requiem.esp", >=, "3.0.0")". Details: The parser did not consume the following input: "version("Requiem.esp", >=, "3.0.0")" [error] Loot failed. Exit code was: 0x1 And I've tried to change my own masterlist to either remove it or edit it, but that doesn't seem to do anything. This isn't even a mod I have installed. Is there something I can do on my end to remove this change, or is it something that needs to be fixed on the github masterlist? I have been down a few rabbit holes and nothing seems to work. -
Hey everyone, I'm back ! It's been a few years but I finally got a brand new computer and can't wait to start Skyrim all over again, with my favorite home, White River Cottage.
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lmstearn reacted to a post in a topic:
[RELz] Divine Logic v1.1 - Creation Kit Logic Framework
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Hey everyone, I recently released Divine Logic v1.1, a Creation Kit logic framework I built to make it easier for Skyrim mod authors to add gameplay logic without writing custom Papyrus scripts. This started from my own frustration with wanting to quickly prototype puzzle and interaction ideas in the Creation Kit. I wanted a way to place logic in the world, wire objects together, change a few properties, and test the result without stopping to write and recompile a new script each time. Divine Logic is my attempt at that: a set of pre-scripted, modular trigger boxes that can be connected together through normal Linked References and DivineRef keyword links. With it, you can build things like: - moving objects and characters - puzzle logic - item checks - staged events - cutscenes - traps - spawners - warps - global-variable state checks - linked logic chains The goal is not to replace Papyrus for every possible use case. It is to give mod authors a visual, Creation Kit-friendly option for common gameplay logic, especially when iterating on puzzles, mechanisms, and interactive scenes. v1.1 also includes an API for advanced mod authors who want to query and activate Divine Logic signalers from their own scripts. Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/185730 Documentation: https://gist.github.com/Sjshovan/0072d58030cc184e63589a7ebf48b280 Requirements: - Skyrim Special Edition / Anniversary Edition - SKSE matching your runtime - Creation Kit, if you are building mods with Divine Logic This is a modder's resource. Compiled scripts, source scripts, and documentation are included. If anyone has questions, feedback, or wants examples, I'm available here and on Discord: https://discord.gg/jTXqGnNJ8r Use the #skyrim_divine-logic channel.
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Ampulhex's A Tale of Blood and Snow Full NPC Makeover
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Ampulhex's A Tale of Blood and Snow Full NPC Makeover
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The charm of the Oblivion version 1.0.228 bugs
The Siren replied to The Siren's topic in General Discussion
sadly no. i realized later after getting it comparing it with images on image search that i didnt get the coin or the Guidebook. i have the Cyrodiil map and the game manual. but im okay with it cos its the version when it was rated T. ive seen it said that it was changed to M like a week after release -
Hello from a long-time Skyrim modding fan!
Sigurð Stormhand replied to kimberlyharris9's topic in General Discussion
Hi, welcome to the mad house. -
The charm of the Oblivion version 1.0.228 bugs
Sigurð Stormhand replied to The Siren's topic in General Discussion
If you can't take screenshots, it's likely because the ability to do so isn't enabled in the ini. See here: https://en.uesp.net/wiki/Oblivion:Ini_Settings The setting you need is at the top. Did you get the metal septim and the Guide to the Empire with that collector's edition box? -
Just wanted to say hi to the community! Been modding Skyrim for a few years now and finally decided to make an account here. Great site with tons of useful resources.
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so after being a collector of over 1,100 CDs, 400 vinyl, 90 Casettes, 100 VHS tapes, etc its about time i started getting into physical copies of some of my fav games. i found a copy of the collector's edition of Oblivion (version 1.0.228) and theres a few bugs ive noticed in my playthrough so far that i think is quite charming for a Bugthesda came of the 2000s. so far the two ive found over the past few days while playing were: - NPC shadows are glitchy and kinda look like theyre pulsating - during the Thieves Guild quest The Elven Maiden, when i have the bust and bring it to the Waterfront, the pathing i fast travel to the Waterfront at has no collision and all NPC entities and the Hero character fall through it into the water below, but the collision is fixed after speaking with Armand again. couldnt take screenshots for some reason though or i would post them. i shall return with more that i find just because i think its fun to experience them in 2026 after playing the fully patched version for years. this was my GAME that i always played in 2007 - 2012. i wont download any of the patches until after i complete at least the main few questlines or if something makes it crash.
