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The "Skyrim Ingame Font"
By t.ara
Hello,
with this font, you can easily create new signs for your buildings, name items and stuff authentic similar to the original skyrim font.
I personally will use this so to create street-signs for the ZAP-WORLD.
Original Font Name is: "Morris Roman" (I renamed it because I stepped thru 100 of fonts until I finally found it.)
Copyright (c) Typographer Mediengestaltung, 2002.
All rights reserved. Designed by William Morris in 1893.
Digitized and hinted by Dieter Steffmann, Kreuztal.
You can find William Morris easily on Wikipedia.
293 downloads
Updated
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Ball-Jointed Doll Race [BETA]
By Guest
I once had these up as PSD downloads to apply to people's desired textures but I figured the most accessible way would be to make a custom race. I've only had two people test this so far and they gave me mixed reviews so that's why this mod is still in beta! (No one else has wanted to test it ;;) Screenshots and stuff are most welcome!
Known Problems:
Normal maps need to be cleaned up to remove artifacts. Glaring neck seam, for some reason. The “joints” on the feet are spiky for whatever reason. The connections between the “joints” on the arms are crooked.
Requirements:
RaceCompatability.esm UUNP Bodyslide*
*Not a hard requirement, but this mod uses UUNP meshes set at Zeroed Sliders, for use with the RaceMenu body sliders.
Credits:
Bodyslide and Outfit Studio High Poly Hands and Feet V4 Fair Skin Complexion Creating a Playable Race - The Right Way Creating a Playable Race - Revised Creating a Playable Race - The Next Steps
This is my first time making a custom race but report any problems to me and I will try my best to fix them!
The PSDs will be included for people who want to apply the textures to a different skin, or anything like that ?1837 downloads
Submitted
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BP Chokers
By Guest
Some chokers by Blahberry_Pancake, converted from TS4 to Skyrim. BP allows conversion to other games so I hope that includes Skyrim as well. I have more planned, but here's what I have done for now!2419 downloads
Submitted
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Lollot Racemenu facepack
By kapete
Sharing racemenu face presets of some my screenshots and gif characters.
Files go to ...SKSE\Plugins\CharGen\Presets. 7z file contains all presets.
Go to racemenu, pick correct race and sex and load preset from presets tab.
I use Leyenda skin 4.0 for females and Vitruvia for males.
Required:
-Eyes of beauty https://www.nexusmods.com/skyrim/mods/13722
-KS hairdos https://www.nexusmods.com/skyrim/mods/68311
-Some presets use "12femaleeyebrows" from Leyenda skin https://www.nexusmods.com/skyrim/mods/73512
-Or SG Female Eyebrows https://www.nexusmods.com/skyrim/mods/35327
Link to my body presets https://www.loverslab.com/files/file/5928-lollot-big-naturals-bodyslide-presets-for-cosio-cbbe-and-uunp-bodies/
1110 downloads
Updated
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(Tool) Stack Dump Checker
By Verstort
Summary:
This is a python script that checks for stack dumps in papyrus logs.
Background:
If too many papyrus scripts exist in memory (the papyrus engine stack) all at once, the engine will dump some of its stack to garbage to prevent a stack overflow. Those dumped scripts are not retrieved nor revived, some will restart from scratch with all their state reset, but some will never restart on their own. Script dependencies can break, threads can break, state is lost and thus; Mods can break.
Once you get a single stack dump your save is broken. Maybe you can save clean the affected mods from your save to reset them with a save cleaner, but you have to clean every affected mod those scripts are attached to, and you lose settings/state/quests and everything saved to that mod anyway. I'm speaking theoretically, as I have never successfully fixed a save this way myself without realizing it wasn't worth it and stopping early.
The claim above that stack dumps can corrupt saves has been challenged in the support thread. See their counter argument post here:
Stack dumps are silent too, sometimes you get a brief pause as the game locks for maybe a full second as it dumps memory, but there is no other alert or notification to a user that a dump occurred. You just start getting really weird and specific bugs that would never happen otherwise, and are therefor impossible to find/fix for mod authors and yourself.
So I built this script to detect when a dump happens after every night of playing Skyrim. I save frequently enough that I can just delete any save I make after a crash dump to keep my save intact, and then I look at the stack dump time and scripts dumped to help me figure out what caused it to avoid it in the future.
I made this years ago, but didn't bother uploading it anywhere, and haven't seen another similar script or program anywhere, which is weird considering its a problem I've seen many users have. If something like this but better already exists feel free to tell me or post it in the support thread.
Instructions:
Move the script file to your skyrim logs folder, typically:
C:/Users/*your user name*/Documents/My Games/Skyrim/Logs/Script/ <- there should be papyrus logs here
From there, assuming you have python installed, you can just double click the script and it should search all the logs in that folder for stack dumps and print to a small text window. That's it.
Explaining the details printed about each stack dump:
The file is listed, the line count so you know how big the file at a glance.
Each file can contain multiple dumps, counted here
The line in the file where the dump starts, making it easier to find/search if you want to look at the actual file later
Time is printed per dump as it was printed in the file, most likely uses the same clock as your operating system. This can help you figure out when the dump occurred if the dump contents aren't enough info.
-----------------------------------------------------------
Then the scripts that were dumped from the stack are listed in decending order of frequency.
- the left number is the count of how many scripts with the following name were found, if its 10 then there were 10 scripts like it in the dump with the same name.
- if a dash is shown instead, that means the script next to the dash is part of a mini stack with the script above it, showing you what scripts called which subscripts.
the hex of the object the script is attached to is printed next, if its 0x0000014, that's the player, the script was attached to the player's actor, otherwise the hex will often tell you which mod a quest (the script is attached to) belongs to. The first two characters are in base 16 the load order for that mod.
then finally the name of the script and the functions being run, on the far right are shown
Maybe one day I'm modify this so that it reads the main papyrus script in realtime and will notify you while you play the game, but for now it works well enough for me. Once I started using it, and reverted to an early save before the first stack dump, I can just check every night and that's frequent enough to stop it being an issue.
Permissions:
Unlicensed open source, its a really basic script do what you want with its code
Thanks to:
@bicobus for pointing out some of the awful things I do when I'm in a hurry to bang out a quick script so I could fix them
285 downloads
Updated
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Left-Paw-Alight
By Fuzzy_Fox
This mod is in early alpha.
After some playing around in the CK and looking at other peoples mods posted here and on the Nexus I decided that its high time I spent some time and learned how to make a chartacter up from my Elder Scrolls Online experience.
He is an argonian shaman called Left-Paw-Alight who was a hero of the 3 banner war roughly 3000 years ago. I will be making a back story about him and how he has managed to appear in Skyrim along with a quest, but for now this is just a simple test piece.
As a shaman he should heal himself, cast flesh spells for protection, summon a flame atronach (for now) and turn undead. He also has the flame bolt spell. His starting equipment are mage robes for restoration. He will level up with the player with I hope balanced stats.
I will be uploading this to the Nexus as well so Lovers Lab. Please leave comments in the thread or any problems you find with him.
Location:- Falkreath mill pond. I used this as its less busy with other follower mods and easy to get to in early game.
Future Features:- I hope to have some voice overs done for him at some point, a quest to find him and free him. Along with a story driven quest as he gets to know the player. I will also be taking apart other peoples scripts to see how they do special AI for their followers and see if I can make something special for Paws as in a special lesser power and the use of illusions.
So please use him, abuse him and give him a good seeing to and let me know of any problems you find.
As usual you will need the following mods installed.
Skyrim
Dawnguard
Hearthfire
Dragonborn
Update
USLEP
103 downloads
Updated
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Ihlenda Reconstructed
By UZero
Now with SSE Support!
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Description
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Some time ago, a group of modders came together to create a creature pack with all sorts of unique and interesting things inside. Some time after that a modder by the name of nofear88 took it upon himself to make a companion from one of those models. This is not his story, he disappeared. The resulting companion, Ihlenda, was plagued with all sorts of issues ranging from graphical errors to extra data that didn't belong. She needed a tune-up. I had a wrench!
Ihlenda Reconstructed is a much more refined, carefully adjusted version of the original mod. She sports greatly improved features, better visual cues, and is overall more reliable!
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Installation Instructions
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Manual, No Toys
- Download archive.
- Extract contents of archive to your Skyrim/Data folder.
- Activate IhlendaReconstructed.esp using the Skyrim Launcher.
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Upgrade Instructions
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When upgrading from a previous version some abilities may not function properly. There are two quick methods, besides an uninstall/clean save/reinstall, to fix this:
Safest, or Mid-Dungeon
Find an open empty space.
Open your console (usually the tilde ~ button on US keyboards).
Click Ihlenda.
Type "disable" without quotes, hit enter.
Type "enable" without quotes, hit enter.
Close your console.
Enjoy the new features!
Less Reliable
Find an area transition, such as a door that causes a loading screen.
Use door, changing areas.
New features should be enabled.
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Where To Find Her
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She's trapped in the Dwemer Storeroom just outside Mzulft, you can't miss her. Don't trip over the skeleton, he's been her only company.
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Features
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Original
- Female Dunmer voice. Mostly friendly.
- Essential, so no accidental offing her mid-combat.
- Caster. Prefers to stay on the edge of the fight whenever possible.
- Custom spells. Likes to scald people with blazing hot steam blasts dealing fire damage.
- Does not equip weapons (to my knowledge), but will equip armor.
- Uses vanilla follower system, should be compatible with any follower mod.
- Marriageable! You know, if you're into them hot metal curves.
- No, seriously, hot metal. Careful with that.
- If you're really into that, read below for warnings.
Updates from Original
- COMPLETELY rebuilt plugin file from the ground up, no copy/pasting, for maximum cleanliness and organization.
- No longer has a flame trail, and now properly rides on a cloud of steam and smoke.
- Stats have been readjusted (way down).
- Now starts at level 5 and no longer has a maximum level, growing indefinitely with you.
- Custom spells have been updated significantly.
-- Her main spell, steam blast, has had its damage cut back quite a bit. Starts off decent and applies a Damage-Over-Time effect which tapers off over 10 seconds when she stops casting. I'd be interested in feedback, and see spell damage scaling below.
-- Her backup spell is now a lightning bolt rather than fire bolt, has a 0.5 second charge time, and costs almost nothing.
- Spell damage now scales with her destruction skill as well as her level. At 100 Destruction her spells do 50% additional damage, and she also gains an additional 1% Destruction spell damage per level.
- Being based off of flame atronachs her magicka regen is fairly high. However, flame atronachs cast a spell with a low mana cost. Sure in theory it could eventually drain their magicka but they rarely live that long either due to combat or to summon duration. Ihlenda's primary spell costs quite a bit of mana and is channeled. Now, have you ever seen a flame atronach actually melee someone? I haven't. To help make up for this her magicka recovery has actually been tripled from the usual amount, to bring her in-combat recovery up to par with the standard out-of-combat recovery of a flame atronach. She's still likely to run dry in a medium or longer length fight but that's why she has that backup spell. I'm also interested in feedback with this.
- Used to have a fire aura similar to flame atronachs, now has an electrical aura imitating storm atronachs.
- Now also more closely imitates other dwemer machines in terms of resistances and passive abilities.
- Self-repairs! Has a 3/second health regeneration rate. She needs it, nobody likes being scalded with blazing steam.
- Now starts with damage resistance equal to a full set of dwarven armor, on top of dwemer machine resistances. This may make it a bit difficult to replace her gear, but she puts a heavy preference on magical enchantments which may help.
- Rewrote small story that she originally came with. No more historical lore logic holes!
- Increased carry weight.
- Additional special effects. When downed and in recovery her battery ruptures, causing her to spew smoke and be covered in electricity. Don't worry, she can self-repair!
Extra Changes
- Forwarded a simple change included in the USKP/USLEEP patch: changed the FollowerHuntingBow to be playable and droppable. This is to allow you to remove the bow should she decide she wants to try and use it, because to my knowledge she can't. Going for the simplest approach this change is unobtrusive and rarely seen, and leaves compatibility open for other follower mods that may edit the offending script that spawns the weapon in the first place. Plus the thing sucks anyway, so it's not unbalancing to get it.
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Potential To-Do
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- Stat, skill, and spell balancing.
- Possibly add more spells and abilities.
- Still looking into texture options. Permission granted from langley02 to use Dwemer Meter Retexture, need to get matching boot/gauntlets.
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Known Issues
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- Doesn't handle ranged attackers (primarily archers) very well. May set avoidance tactic higher in the future. Kites melee for days though!
~~ (Changes have been implemented, hoping to see a noticeable change)
- Level-to-damage scaling script only works on the ORIGINAL Ihlenda. Spawning a clone through the console means you get a lesser version. Actually go rescue her from her cage, it doesn't take that long!
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Compatibility/Conflicts
Safe -> Unlikely -> Possibly -> Definitely
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- Has keyword JobHireling, enabling compatibility with some more obscure follower mods.
- Minimal additional script cost, single script checks level and updates own Variable09 accordingly once per 30 seconds, scaling Destruction damage.
- Uses vanilla follower packages/scripts, does not make changes. Mods changing these will affect her, but shouldn't cause problems.
- Modifies actor value Variable09 on self. Generally used for innkeeper room dialogue functions, which followers don't need.
- Should be compatible with major follower overhauls due to usage of vanilla scripts. (Untested)
- Uses installed textures. May end up looking strange depending on mod install. (See Recommended Mods)
- Contains custom combat AI, perks, spells, and more. May not be affected by overhauls to these features. (Spells use Destruction school)
- NOT currently compatible with AFT or ImAFT, as these follower mods are looking for vanilla spells specifically. Trying to find a solution.
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Recommended Mods
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Most Useful
- Unofficial Skyrim Legendary Edition Patch - by Arthmoor & Team (Everyone should have this!)
Screenshot Appearance (Not included with Ihlenda)
- aMidianBorn Book of Silence - by CaBaL120 (Dwarven boots and gauntlets)
- Dwemer Metal Retexture - by langley02 (Remaining metal textures)
Other Misc
- Markarth - The White City - by FrankFamily (Dwemer Metal Retexture comes with a compatibility pack to match!)
- NobleSkyrimMod HD-2K - by Shutt3r (Be sure to grab that SSE version if necessary! Install before "Markarth - The White City", "Dwemer Metal Retexture", and "aMidianBorn Book of Silence".)
- Enhanced Landscapes - by AceeQ
- Verdant - A Skyrim Grass Plugin - by Preeum
- Purity - by Laast (This guy needs more love, beautiful mod)
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Credits
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nofear88, for the original mod found here.
Vicn, for the creature pack containing the original model.
Vicn Creature Pack - Dwarven Gynoid
Enhanced Character Edit by ECE Team
DIMONIZED UNP female body by dimon99
Hair packs of TES IV Oblivion for Female Only by Radioragae
REN, Peggy, NewSea, SKS
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Special Thanks
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tonicmole, for being the one to somehow convince me (purposely or otherwise) to do more modding stuff.
vpoteryaev, for without their help I'd probably still be pulling my hair out over leveled skill weights!
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Content Warnings
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- Included story journal contains naughty vulgar words not suitable for children. The man wasn't a nice guy. Really.
- Technically Ihlenda is naked, all the time. I mean, if you're into that sort of thing.
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Changelog
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Also On The Nexus
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Ihlenda Reconstructed for Skyrim Classic
Ihlenda Reconstructed SSE for Skyrim Special Edition
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Videos
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Mod Review - New Blades and the Metal Maiden (by Porterhause)
https://youtu.be/IebNt2IKCAs
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To All You Robosexuals
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https://youtu.be/IrrADTN-dvg
831 downloads
Updated
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MODE: Fire Dragon King
By BakuraiZero
New Voice Attack.
AOE Fire Damage with Healing
All undead will run away
will make you invisible a few sec however you will be in an armor of fire.
for min 60 seconds you will gain massive regen boost of 5000% and 5000hp
anything within 500 range will be hit with the roars effect. and can 1 hit even a mammoth if in range.
it can be found in whitrun in the water near the tree just as you walk up the steps. see image.
requires all dlc and unofficial legendary patch
https://www.youtube.com/watch?v=AZHMWB386QI
52 downloads
Submitted
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Myconjuration
By demack
Description
===========
Complete rework of the conjuration summons and reanimation which makes being a conjurer or Necromancer fun and interesting. As requested.
This mod was on Nexus until recently. I removed it because I was not going to support it anymore because I felt that fixing so called bugs would remove the freedom this mod allows the user. Use this mod wisely and it works great! Save often so if something is broken by accident you can recover.
Requirements:
============
Skyrim.esm
Update.esm
Works with SSE!
Details
=======
Have you ever played a conjurer or Necromancer and abandoned the class because of the way it works?
For example: Your pets are more or less useless because they die fast, get lost or just don't work. The reanimated turn to ash within seconds after you zone. Your prized Thrall goes poof. You know what I mean here. Well this will change the way you view conjuration or necromancy.
My Conjuration key features:
1. All summons level with you!
Summons can become powerful allies because they stay 1.25 levels over you all the way to level 999. Not only that, but through the perk system they gain health, health regeneration, resistances, damage and speed. They ignore friendly hits and are clasified as teammates.
2. Summons last 1 day and port with you across zones so no more lost pets. Since the timer is reset upon zone change the summon will last forever.
3. You can have up to 6 active summons or reanimated through the perk system. HOWEVER, each active one takes away a portion of your Magicka until they die or you destroy them.
NOTE: Do not use summons for inventory storage because when they die the inventory goes POOF!
For the Necromancer in you:
4. Reanimated get health, damage, resistances, skills and more based on YOUR level and the perk tree. This makes even a level 1 NPC useful at level 100+ !
5. You can access your minions inventory! You can dress them and give them weapons YOU want them to have! You can use your reanimated as storage!
6. NO MORE ASH PILES!!! NADA! ZIPPO! Ash piles have been removed from the spells so if your reanimated die just cast again.
7. Each reanimation spell increases their power. So it is still advised to use the upgraded spell BUT you can pick one spell and stick with it all the way to 999 if you so desire.
8. You can raise things you couldn't and some things you shouldn't! Dead dragons will reanimate but will not move. Giants and Mammoths are really hard to control in dungeons but you can use them!
9. When you though you were powerful enough you learn a special spell and get a book at skill level 100, when and if, you take SoulMaster Perk! You will get a book and learn a new spell to RESURECT human NPCs (requires items). You can have up to 4 of these and they are blood linked to you. they take 20% of your damage and you take 20% of their damage.
Changes to bound weapons:
10. Bound weapons now last up to 10 minutes and are MORE powerful.
Changes to the perk tree.
(Note: Perks that affect magicka cost also affect cost to maintain summons and reanimated. The higher in the perk tree the less it costs to maintain them but 4 Magicka is minimum.)
(Note: Default heal rate is 2, Heal rate is out of combat health regen so minions recover quickly.)
Novice Conjuration:
Cast novice level conjuration spells at half magicka. Can have 2 minions. Raises Minion health regeneration by 1.
Apprentice Conjuration:
Cast Apprentice level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 2.
Adept Conjuration:
Cast Adept level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 1.
Expert Conjuration:
Cast Expert level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 1.
Master Conjuration:
Cast Master level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 2.
Mystic Bindings:
Bound weapons do 100% more damage.
Soul stealer, Oblivion bindings, Conjuration dual casting unchanged at this time.
Necromancy:
Increase the minions physical damage resistance by 80 (armor rating)
Summoner30:
Can summon atronachs or raise undead twice as far away. Raised Minions get improved melee damage.(100%)
Summoner70:
Can summon atronachs or raise undead three times as far away. Summons and zombies get boost to weapon speed.(100%)
Atromancy:
Minions gain 20% crit chance modifier.
DarkSouls:
Minions have 100 points more health, magicka and stamina. Minions get 75% elemental resistance's.
Twin Souls (Now called Soul Master)
You can now be a real master of the dead!
Spells affected in alphabetical list:
BoundBattleAxe
BoundBow
BoundSword
BoundSwordLeftHand
BoundSwordRightHand
ConjureDremoraLord
ConjureFamiliar
ConjureFlameAtronach
ConjureFrostAtronach
ConjureStormAtronach
DeadThrall
DreadZombie
MGRSummonDremora
RaiseZombie
ReanimateCorpse
Revenant
New Spell:
ConjureSpriggan - Almost anything can be raised but someone requested this and I removed call animals so it won't use it.
A couple maintenance spells you will get at start and one special skill 100 spell which is a spoiler.
Upgrading pre 1.3 after 1.2 the upgrade is automatic:
=========
1. If you want to keep your current minions, kill them and loot them otherwise go to step 2.
2. Save your game and exit to desktop.
3. Uninstall or Disable MyConjuration-Vanilla
4. Reload your new save and save it again without the mod installed. (absolutely must make a clean save)
4. Install the newest version.
5. Reload the clean save.
6. Reanimate your minions.
7. Enjoy!
Install
=======
Use NMM. It is better.
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Skyrim\Data\
4. Enable the MyConjuration-Vanilla.esp
5. Enjoy!
Uninstall
=========
Use NMM. It is easier.
1. Disable MyConjuration-Vanilla.esp
2. Delete the files/folders associated with the mod.
MyConjuration-Vanilla.esp
\scripts\mybloodkin.pex
\scripts\myconapplybloodkin.pex
\scripts\myconapplyzombiebuff.pex
\scripts\myconkill.pex
\scripts\myconkillbk.pex
\scripts\myconresurrect.pex
\scripts\myconshowi.pex
\scripts\mypotencyscript.pex
\scripts\mysummonbuff.pex
\scripts\myzombies.pex
\scripts\source\mybloodkin.psc
\scripts\source\myconapplybloodkin.psc
\scripts\source\myconapplyzombiebuff.psc
\scripts\source\myconkill.psc
\scripts\source\myconkillbk.psc
\scripts\source\myconresurrect.psc
\scripts\source\myconshowi.psc
\scripts\source\mypotencyscript.psc
\scripts\source\mysummonbuff.psc
\scripts\source\myzombies.psc
Incompatibility
===============
Any mod that affects the conjuration tree may conflict.
(Load Order):Put this file down in the list. I have it last in the load order and it works with 188 existing mods.
Known Issues or Bugs
====================
Sometimes (rare) the summons go aggro if you hit them to much and to hard. They are teammates so immune to damage. Use the spell to kill them or console.
Summons can be used as storage but they do not drop your items! Raised dead can be looted but like mentioned summons do not drop your items. I have verified this one.
Do not reanimate dismembered bodies.
History
=======
Version 1.4
I reworked the game esp to now include DLC so there is two versions.
Updated all spells to work now as some were missed.
Minion run speed was increased to reduce teleporting and minions now teleport behind the player.
Adjusted the reanimation spells to actually work past level 50. In fact you can now reanimate any NPC regardless of spell at any level to 999.
Reanimated that were decapitated or dismembered should now reanimate with all their body parts.
Version 1.3
4/18/15:
Added an error check to zombies that if the game, for some reason decides to mark the minion for delete, the minion will be removed.
Added additional checking on distance if the minion becomes stuck completely due to being disabled by the game engine. It will try to move the minion 5 times and if it fails the minion gets removed form the array.
Conjuration summons now are player only. The spells used by the player are completely different than the spells used by NPCs. The NPC summons will NOT be added to the array anymore.
Added auto update feature so no more need to clean save.
Version 1.2
4/10/15 - Expanded the array of minons to allow for necromancer and summoner pets.
Remove an error when dispelling the zombie buff.
Version 1.1
4/6/2015 - Added additional error checking to the scan on Zombies to remove dead ones. This happens if you raise a zombie and it is not in the same zone and there are no slots.
4/6/2015 - Fixed the reanimation spells to work properly. Seem I missed something.
Version 1.0
Initial release. Planned to do downloaded content and tweak this based on feedback
Contact
=======
Message me here.
Credits
=======
Bethesda for this awesome game.
Tools Used
==========
7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579
Readme Generator - http://HammondsLegacy.com/obmm/tools_readme_generator1.asp
Licensing/Legal
===============
You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod but do give credit.
MyConjuration-Vanilla.7z
MyConjuration-DLC.7z
412 downloads
Updated
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Blade and Soul Armor Collection - CBBE Bodyslide
THE DOWNLOAD LINK GOES TO A MEGA DOWNLOAD DUE TO SIZE LIMITS ON LOVERS LAB
This is an all-in-one download.
The Original of this file can be found here:
But it is in Russian, this is an English translation with Heels sound.
Requirements:
XP32 Skeleton Extended: https://www.nexusmods.com/skyrim/mods/68000
CBBE: https://www.nexusmods.com/skyrim/mods/2666
Bodyslide: https://www.nexusmods.com/skyrim/mods/49015
HDT Physics: https://www.nexusmods.com/skyrim/mods/53996
HDT Heels System: https://www.nexusmods.com/skyrim/mods/36213
Heels Sound:
10917 downloads
Updated
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Submitted
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Naked Magicka Regen
By Reepa7
What does it do?
Invisible armor piece (slot 32 Main Body) that gives 150% magicka regen
How to get
open console and type: help "naked regen"
then you know the drill. player.additem xxxxxxx 1
Made this because I couldn't find anything simple like it although I'm sure something like this is out there in other mods.
I felt like if my character wasn't wearing any main armor then she should have some sort of a buff.
That's all there is. No big deal, easy to make but hope it helps with you mages out there who don't like clothing ?
647 downloads
Submitted
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FNV Alien Blaster for Skyrim (LE and SSE)
By Siegmeyer
Adds the Alien Blaster from Fallout: New Vegas to Skyrim. Functions like a staff that shoots a blue laser which disintegrates foes.
To acquire the blaster, you must steal it from the case inside the dwemer museum in Markarth. It will be deactivated, but by combining it with an Alien Power Cell at the forge you can restore its power.
It can be recharged with normal Soul Gems, or you can use the more fitting Alien Power Cells (yes, these also function as normal soul gems. it's alien tech, I ain't gotta explain shit)
More Power Cells can be crafted at the forge. How many made at a time depends on what level of Soul Gem you use. So in a way, it's an "upgrade" to your soul gems, as the power cells have the equivalent recharge power of a Grand gem but are cheaper to acquire.
Included is a patch for the LE version that makes the blaster line up better in your character's hand if you're using Pistol Shooting Animations. If you're not using that mod, however, I recommend sticking with the normal version, which looks better with vanilla staff animations. Whatever animation replacer you use for staves might make the guns look odd when held, but it's fairly easy to fix in NifSkope if it bothers you.
REQUIREMENTS:
Skyrim. No other mods needed. DLC might be required.
956 downloads
Submitted
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Script Test
By GenioMaestro
What make this mod???
None fun... I made it ONLY for answer the BIG QUESTION.
Can a script slow down the game? Are there really "SCRIPT INTENSIVE HEAVY" mods?
The easy answer is "YES, of course, many people have problems caused by the script".
The REAL answer is NO, the game can run hundreds and hundreds of scripts at the same time without any problem.
You have all the technical explanation in the blog
I have done a mod with 4 different tests to demonstrate the capacity of the game and the results may surprise you.
All tests work with an event system to have several runs at the same time and can start 1, 25, 50, 100, 200, 400, 800, 1600 and 3600 events of each test.
Each event runs SIMULTANEOUSLY and you can save the game and open it with ReSaver to see that all events are in Active Scripts.
The test begins with the launch of a voice command called ST_VOICE and runs CONSTANTLY. You will hear a sound of water every time you use the Voice Command.
To stop the test, run the voice command again. You will receive a message indicating the duration of the test.
I added a latency checker in my mod to calculate the time needed to run 5 simple lines of code.
This special test is DIFFERENT from the latency test performed by the Elephant latency tester.
Elephant calculates the latency of the scripts with the OnUpdate event.
My test uses a call to the game engine that can calculate the REAL delay in the script engine.
In this way, Elephant can say that the game has a latency of 200 to 300 milliseconds, while my test can say that it has a REAL latency of 7-10 seconds.
TEST 1:
This test performs a CELL SCAN of all nearby npc and performs some checks on each npc.
During the execution of this test, your game should work normally and you should NOT notice that the test is running.
This is because the test has a large number of external calls that suspend execution many times at the cost of more execution time.
But this frequent suspension allows other scripts to be executed and for that the game can run 3200 events of this test without any problem.
TEST 2:
This test executes a MATHEMATICAL operation without stopping and only makes a call that can be suspended.
Each event of this test runs during ALL the asigned time of 1.2 or 1.6 milliseconds and can give you some problems.
While running this test, your game should work normally without losing any frames, BUT you may have a slow response from other scripts, for example any MCM.
This is because the test uses all the execution time in each event and can not be suspended because no external calls are made.
My events are running constantly and the game may take a few seconds to find a free execution slot and that may delay the execution of others scripts a lot.
This delay can go from 1 second to 30 seconds and YOU MUST HAVE IT IN MIND WHEN EXECUTING THIS TEST because that delay affects my own test.
The game may take a long time to display the message box to stop the test.
Then, when you press the voice command button to stop this test, WAIT for the message to appear.
TEST 3:
This test only have ONE line of code and is:
Game.GetPlayer().QueueNiNodeUpdate()
This line of code force the game to recompute all the mesh of the body of the player character and the game need a bit of time for made it.
This test is locked to ONLY 5 events for prevent CTD.
When i run this test with one event my frames down to half. If i launch 5 events my frames down from 60 to 5.
TEST 4:
This test is compatible with the other tests and I did it ONLY to demonstrate the capacity of the game and the priority system.
Enable a magic filter in each npc and show in the GAME CONSOLE how many magic effects are thrown in each npc in the cell.
If you enable the debug log in Skyrim.ini, you can see all the magic effects that are thrown on each npc.
You can activate test 4 and start any other test CONCURRENT, but to stop test 4 you MUST first stop the other type 1 or 2 tests and then stop test 4.
Of course, this filter adds load and may increase latency.
Final note:
When you want to STOP the test, use the voice command AND WAIT WAIT, WAIT, WAIT AND WAIT.
The mod works and the test stops and the message box appears, but it may NEED A LONG TIME.
ATTENTION: The game may need 1-3 minutes to stop 800 mathematical type 2 events.
ATTENTION: The game may need 1-6 minutes to stop 1600 mathematical type 2 events.
ATTENTION: The game may need 1-10 minutes to stop 3600 mathematical type 2 events.
127 downloads
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EatingSleepingDrinking Bag UUNP & CBBE - AGE SCALE -
By Swe-DivX
BodySlide files for EatingSleepingDrinking - KuNeruNomu - Bag by gekkou1992
CBBE Support for PregnancyBelly Slider.
UUNP supports AGE ScaleParts Slider and PregnancyBelly Slider.
You need EatingSleepingDrinking
https://www.nexusmods.com/skyrim/mods/52269
All credits goes to gekkou.
Images credits to Marmotte on Skyrim Scandal
v8
Sliders
SCALE Belt - So it will work on your armor.
SCALE Belt Thickness - So it will not be in the air.
SCALE Bag/Smaller - Make it bigger by default.
Move Back/Forward
Move Up/Down
Red ,Black and White.
AGE BODYPARTS NUMBERS
1726 downloads
Updated
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Bless UUNP Bodyslide Conversions
By nagothm
Description:
These are working UUNP Bodyslide conversions for Team Tal's amazing Bless Outfits with HDT cloth physics enabled. Team Tal's original mods are required. Links to those files are below. Some serious work went into those outfits, consider supporting them through their Patreon account. There are two different versions, the regular version as released by TeamTal, and one with separated items such as trousers, belts etc.
Team Tal Bless Original Files:
DM Bless MS0005 by Team TAL
DM Bless RB0202 by Team TAL
DM Bless HV0102 by TeamTAL
DM Bless MS0102 by Team TAL
Original Version:
To use the regular version of this mod, Run Bodyslide and choose the "Full" versions for Torso, Boots, etc where it is an option, You are good to go after that.
Separated Version:
To use the separated version do not choose the "Full" version for boots, torso, etc where it is an option when running Bodyslide. Also you will need to grab the edited ESP & mesh files from the "Optional" folder and copy them into your data folder overwriting the files there.
Changelog:
v1.0 Bless MS0005 Added Full & Separated versions which gives Pauldrons, Trousers, & Belt as separate pieces.
v1.1 Bless RB0202 Added Full & Separated versions which gives Pauldrons, Shorts, & Belt as separate pieces.
v1.2 Bless HV0102 Added Full & Separated versions which gives Pauldrons, Skirt & Belt as separate pieces.
v1.3 Bless MS0005 & RB0202 Torso Mesh Update. Just overwrite and redo Bodyslide.
v1.4 Bless MS0102 Added Full & Separated versions which gives Pauldrons, Belt & Shorts as separated pieces. The shorts clip terribly as a separated version. Not much I can do about that, sorry.
If this file is in violation of some rule or another let me know and I will remove it.
How To:
I did a very quick PDF showing how you can use make your own working Bodyslide conversions with cloth physics if anyone is interested. Just download the attached file.
Creating working Bodyslide conversions for outfits with HDT Cloth Physics by Nagothm.pdf
9812 downloads
Updated
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Ancient Falmer Armor Retexture
By razorhazer
This is simply a mere combination of 2 mods
https://www.nexusmods.com/skyrim/mods/34395/
and
https://www.nexusmods.com/skyrim/mods/40731/
enjoy!
Some ScreenShots
enb 2019_01_12 22_56_15_99.bmp
enb 2019_01_12 22_56_42_54.bmp
enb 2019_01_12 22_56_59_83.bmp
enb 2019_01_12 22_57_06_92.bmp
70 downloads
Submitted
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Morrowind Dwemer Resources
By Enter_77
Original | Special Edition
Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim.
What has and hasn't been ported
Almost all of the original models from the TES4 modders resource have been ported.
Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs.
All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures.
Additional modders resource recommendations
For more classic Dwemer resources, the following mods are available:
Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito*
* = requires author's permission to use in mods
TES5 - Original & Special Edition Compatibility
This resource's assets are compatible with both the original TES5 and TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the original Creation Kit, but will load just fine in the SSE Creation Kit.
Mods that use this resource pack
If you want your mod added to this list, you may post a comment or send a PM to Enter_77.
Maids II: Deception Morrowind Dwemer Resources - Skyrim Textures
Credits
AlpineYJ
LOD models David Brasher
Dwemer Ruins (original model and texture source) Enter_77
Model conversion and resource compilation for TESV InsanitySorrow
Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable)
Permissions
This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized.
Mirrors
AFK Mods Assimilation Lab Nexus Mods TES Alliance
197 downloads
Updated
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Triss Merigold Voiced Follower patch
By worik
A PATCH for
Triss Merigold The Witcher Voiced Standalone Follower CBBE
This work in progress is a patch for imAarwyn's great mod Triss Mergold from The Witcher universe. (Triss Merigold The Witcher Voiced Standalone Follower CBBE).
Unfortunately RL is limiting her abilities to move this mod a step further.
So, I experimented a bit to add or change a few things for my personal taste. Now, I think it's ready for others to test it. If it works, I will release it here on LL as patch v1.
Please comment, if you see anything odd, bugs, more ideas ...
But please keep in mind, that I am a bloody novice and a just-now-deflowered-virgin when it comes to programming Skyrim mods. My own RL permitting, it will not be the fastest developent of this world.
Dependencies and requirements
Skyrim Legendary Edition The original mod "Triss Merigold The Witcher Voiced Standalone Follower CBBE", version 1.2, 1st, february 2016 and all it's requirements The patch will not work without these, or with any other versions.
Updating
Updating the original mod with this patch or updating this patch from previous versions is NOT safe in an ongoing game!
An update will always require a new game or a clean save!
Installation
In ModOrganizer
install the original mod install this patch, I suggest to add it as a separated mod priority order immediately after the original mod allow to overwrite files from the original mod, nothing else (please report any oddities)
In NMM, Vortex, ...
I do not have a clue, you are on your own. But please comment if you know of a safe way
Manually
install the original mod manually in your /data folder overwrite it's files with the ones from this patch archive esp in /data *.pex in /data/scripts overwrite only the files from the original mod, nothing else (please report any oddities)
Features, plans & further ideas
Current features
cleaned esp dismiss and rehire her as often as you like (bug in the original mod) she was nude/in underwear under certain conditions -> fixed -> she should always wear her clothes now (bug in the original mod) added a limited barter feature, unvoiced yet (new feature) Further plans and ideas: please see my development blog entry https://www.loverslab.com/blogs/entry/8056-ship-yard-patching-triss-merigold-mod/.
Changes
Credits & Thanks
Since this whole work is based on imAarwyns effort, all credits, praises and thanks belong to her!
If you like Triss, please go over to the original mod and tell her.
imAarwyn https://www.nexusmods.com/skyrim/users/9734839 Triss Merigold mod https://www.nexusmods.com/skyrim/mods/69893 Whenever imAarwyn would like this patch to her mod to disappear, I will do so!
And since she had help along the way, I cut&paste the following from her credits:
I can only add my thanks to all those.
Further, I would like to add my own thanks to Andrzej Sapkowski for his great novels and creating our lovely red headed sorceress.
And finally, special thanks to @Ashal for making all of this here on LL possible.
Permissions
Since this is just a patch for imAarwyn's work, I can't and won't comment on any permissions of the original mod.
You may do with my own patch addition whatever you like, if
* it is unpaid, free of charge, no money involved and you earn nothing with it, and
* it is always available with all sources, and
* it is published and hosted here on LoversLab (https://www.loverslab.com), and
* always credits imAarwyn and all others above
References
https://www.nexusmods.com/skyrim/mods/69893 Triss Merigold by imAaarwyn The Witcher (wikipedia) Triss Merigold (gamepedia) Further development, plans and ideas in my blog621 downloads
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FNIS - Copy & Execute
By Erundil
YOU ARE NOT ALLOWED TO USE MY WORK IN PAID MODS.
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BEFORE YOU READ ANY FURTHER - YOU PROBABLY WON'T USE THIS.
You have been warned.
WHAT IS IT
This little program is a tool I wrote for my personal use.
I just hated to have to browse for that FNIS Generator in Data files.
(IN)COMPATIBILITIES
It should work with any version of FNIS. Also those yet to come. If it doesn't, I will update it.
It will NOT work with Nexus Mod Manager. It's only for people who install manually. I dislike NMM, deal with it.
WHAT IT DOES
It automates the process of installing FNIS. At least a little.
First it handles copying FNIS files to where they should be.
Then it starts GenerateFNISForUsers.exe for you, so you don't need to look for the file yourself.
HOW TO USE IT
1. Download FNIS and extract it from archive
2. Open what was extracted and locate the Data folder in it
3. Place FNIS_Setup.exe next to the Data folder
4. Again, make sure that Data folder and FNIS_Setup.exe are in the same directory
5. Execute FNIS_Setup.exe (which will copy FNIS files and launch FNIS Generator)
6. Now make sure all FNIS-dependent mods are installed and use FNIS Generator
ADDITIONAL NOTES
The program runs many many checks before it does anything. It's because I want it to be as idiot-proof as possible.
If it encounters any problems, it will do nothing but giving you an error message.
If you get an error, it's totally your fault. Read the error message to figure out, what exactly is wrong.
If there is a problem with finding your game in registry, start Skyrim Launcher.exe, exit it, and try my program again.
1028 downloads
Updated
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Nice Face
By Erundil
YOU ARE NOT ALLOWED TO USE MY WORK IN PAID MODS.
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Mini-mod to save my time, when I create yet another character and want a decent look for him.
First male Imperial preset have been reworked to suit my tastes.
This mod was created before we had RaceMenu presets.
If I created it today, it would be a RaceMenu preset file.
109 downloads
Updated
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MBO UUNP Bodyslide Conversions
By nagothm
Description:
These are working UUNP Bodyslide conversions for Team Tal's amazing MBO Outfits with HDT cloth physics enabled. Team Tal's original mods are required. Links to those files are below. Some serious work went into those outfits, consider supporting them through their Patreon account.
Team Tal MBO Original Files:
9204 MBO 0001 (Nan crown forces) by Team TAL
9204 MBO 0005 by Team TAL
9204 MBO 0006 (heart Ni Lin Wang *) by Team TAL
9204 MBO 0010 (Fog hidden mine hidden) by Team TAL
9204 MBO 0012 (Saint-embroidered air out) by Team TAL
[HAEUN X TAL] MBO 0013 (Saint-embroidered Mingxia) by Team TAL
9204 MBO 0016 by Team TAL
9204 MBO 0018 (heart king-Fusu) by Team TAL
9204 MBO 0022M (San embroidered Hakuho) by Team TAL
9204 MBO 0023 (floating light-Nieya) by Team TAL
9204 MBO 0023M (floating light-Nieya) by Team TAL
9204 MBO 0027 (blood exquisite hand) by Team TAL
9204 MBO 0034M (heart king-pray) by Team TAL
9204 MBO 0041 (first met God) by Team TAL
9204 MBO 0045 by Team TAL
9204 MBO 0049 by Team TAL
9204 MBO 0051 by Team TAL
Separated Versions:
The separated versions have trousers, shorts, etc separated from the torso as individual equippable pieces. You will need to add the additional pieces to the esp to see them in game.
MBO 0001 Separated - Shorts (Bodyslot 49) and Pauldrons (57)
MBO 0005 Separated - Neck (35) & Panty (50)
MBO 0006 Separated - Trousers (49)
MBO 0010 Separated - Trousers (49)
MBO 0012 Separated - Shorts (49)
MBO 0013 Separated - Shorts (49) & Cape (46)
MBO 0016 Separated - Trousers(49), Cape (46), & Arms (59)
MBO 0022M Separated - Shorts (49)
MBO 0023 Separated - Trousers (49)
MBO 0023M Separated - Trousers (49)
MBO 0027 Separated - Shorts (49)
MBO 0034M Separated - Shorts (49)
MBO 0041 Separated - Shorts (49)
MBO 0051 Separated - Panty (50)
Changelog:
v2.0 Re-upload of all versions with corrections.
v2.1 Reuploaded MBO 0022M and higher because of a folder name error.
v2.2 Fixed clipping issue with MBO 0006
v2.3 Fixed Clipping issues with MBO 0001, 0012, 0013, 0022M, 0023 Non-Separated versions. Fixed output naming in 0012 Non-Separated version. Fixed missing pants in 0023 Non-Separated version. Added Cape to torso in 0013 Non-Separated version.
v2.4 Fixed major issue with MBO 0005 Non-Separated version that could cause CTD.
v2.5 Added MBO 0016
If this file is in violation of some rule or another let me know and I will remove it.
How To:
I did a very quick PDF showing how you can use make your own working Bodyslide conversions with cloth physics if anyone is interested. Just download the attached file.
Creating working Bodyslide conversions for outfits with HDT Cloth Physics by Nagothm.pdf
84125 downloads
Updated
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follower 2B Follower
By ★Foxxx★
2B Follower
Location: Markarth - Understone Keep
Requirements
HDT Physics Extensions
XP32 Maximum Skeleton Extended
Installation instructions & credits
ReadMe.txt
5945 downloads
Updated