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Topic title - Compatible Mods

https://forum.sureai.net/viewtopic.php?t=8580

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Re: Compatible Mods - by Vortigern
Posted: 06.10.2016 13:46
I see that Violens is on the list of compatible mods.
However, when loading I recieved an error message because it was looking for 'Dawnguard' - Enderal would not load as a result. I switched Violens off again and had no more problems loading.

This seems to confirm a comment I read elsewhere on a forum:
"Why is VioLens on the compatible list? It needs Legendary Skyrim installed, and Enderal removes Dawnguard and Dragonborn from your installation."

Is there a solution I'm not aware of? Or should we take it from the compatible list?
Re: Compatible Mods - by bcote25
Posted: 07.10.2016 00:15
Vortigern wrote:
I see that Violens is on the list of compatible mods.
However, when loading I recieved an error message because it was looking for 'Dawnguard' - Enderal would not load as a result. I switched Violens off again and had no more problems loading.

This seems to confirm a comment I read elsewhere on a forum:
"Why is VioLens on the compatible list? It needs Legendary Skyrim installed, and Enderal removes Dawnguard and Dragonborn from your installation."

Is there a solution I'm not aware of? Or should we take it from the compatible list?
violens works just fine. I've had it in my load order for a month playing for hrs almost every day and it's never caused a problem. The notes section of the compatibility spreadsheet (https://docs.google.com/spreadsheets/d/ ... edit#gid=0) says "Install Options: BSA Core Files, Vanilla Plugin". In other words, vanilla only choice. It sounds like you chose an option with DLC during install and that may be your issue. I suggest a reinstall of the mod. I hope you are able to resolve your problem :)
Re: Compatible Mods - by yatol
Posted: 07.10.2016 03:16
bcote25 wrote:
violens works just fine. I've had it in my load order for a month playing for hrs almost every day and it's never caused a problem.
it's not because you didn't saw problems there aren't...
[+]
[00:00] Checking for Errors in [14] VioLens.esp
[00:00] KillMoveFrontSideRoot [IDLE:00024CD4]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveSneakBackRoot [IDLE:00096800]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveRootDragon [IDLE:000C1F1F]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NAVM reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveBackSideRoot [IDLE:000E8458]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveFrontSideRoot00 [IDLE:00100E8B]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveBackSideRoot00 [IDLE:00100F16]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveSneakBackRoot00 [IDLE:00100F18]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveFrontSideRootLeft [IDLE:1408E4C9]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] E3DemoAlphaWolfKillMoveLeft [IDLE:1408E511]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveBackSideRootLeft [IDLE:1408E5AD]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveFrontSideRootLeftPower [IDLE:1408E5B8]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] E3DemoAlphaWolfKillMoveLeftPower [IDLE:1408E600]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveBackSideRootLeftPower [IDLE:1408E69C]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveSneakBackRootLeft [IDLE:141592F4]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:00] KillMoveSneakBackRootLeftPower [IDLE:1415934D]
[00:00] IDLE \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a REFR reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,ENCH,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLI,LVSP,MISC,MSTT,NPC_,NULL,PROJ,SCRL,SHOU,SLGM,SOUN,SPEL,STAT,TACT,TREE,WEAP
[00:01] All Done!
don't think those one can be ctd (but didn't check)
Re: Compatible Mods - by bcote25
Posted: 08.10.2016 08:13
yatol wrote:
it's not because you didn't saw problems there aren't...
"Problems" was in regards to CTDs or error messages when loading as described. My feedback was valid and in an attempt to be helpful
Re: Compatible Mods - by yatol
Posted: 08.10.2016 09:55
bcote25 wrote:
yatol wrote:
it's not because you didn't saw problems there aren't...
"Problems" was in regards to CTDs or error messages when loading as described. My feedback was valid and in an attempt to be helpful
it's not because you don't crash when you load the game with a mod, you won't crash later because of it

does your bandits have a brain?
mine didn't had one, won't crash because of that or have anything in the log about it
coc desertpulvermineml1 (or l2 l3... whatever the cell of those screens are), there's some dumbass there

screen 1, you can see 2 stupids npcs that are just standing there, only one is able to attack you
screen 3, stupid bandit won't do anything while i just shot it
screen 2, bandit with nehrim faction met bandit with bandit faction, stupid bandit don't do much while he get destroyed
too time consuming to find what the problem is, have copy paste a nehrim soldier in temp esp, renumber to that bandit id, and copy paste until bandit lost his brain

problem was the imperial race
Image
don't know what that thing is, only think i know is it break the npc ai


not crashing when you load enderal with a mod doesn't mean anything
nioverride dll fail with corpse that don't have head, i had to get the perk to decapitate to crash because of that, it took some time
Re: Compatible Mods - by bcote25
Posted: 09.10.2016 03:19
yatol wrote:
it's not because you don't crash when you load the game with a mod, you won't crash later because of it
I could have sworn I said "I've had it in my load order for a month playing for hrs almost every day and it's never caused a problem"
yatol wrote:
does your bandits have a brain?
yes. combat is completely normal
yatol wrote:
not crashing when you load enderal with a mod doesn't mean anything
I also know I mentioned I don't get CTDs, I never said only when loading. Now over a month, avg 3-4hrs a day. I have probably over 100hrs of gameplay with this mod installed. I made sure my original verbiage covered that point. Clearly. There's a reason it's on the list of compatible mods.
I don't get ANY combat issues
my original response was to be helpful. Politely provide feedback. that the mod CAN work for enderal. not to prove a point or rant. there's no need to keep coming back to try and "correct" me. for me, it works. for you it doesn't. move on
I hope Vortigern was able to resolve his/her problem
Re: Compatible Mods - by yatol
Posted: 09.10.2016 07:30
bcote25 wrote:
for me, it works. for you it doesn't.
i use violenz...

have delete some stuff from pureweathers because it's no longer in that skyrim esm
an ihud script was edited to load skyui quest of skyrim esm
i tried asis
[+]
Image
yes it work, but it's useless in that state (stronger npcs it's better than more weak npcs, have no use for the spawn thing)

some problems i saw had nothing to do with my load order, you can encounter them without mods
when i got to the child desert town, the guard open the door, i enter, if you don't stay near the guard while he close the door, you ctd
don't know why i had a ctd when the final boss start talking because... (if i can avoid it by not doing what i am not allowed to do, don't care about it)
had a ctd when i fall for the trap when looking for the machine (got stuck between rock the first time, loading a save to redo that stuff was a bad idea)
had the footik crashes when i tried to load a save in riverville tavern (because of that crashfixe dll enderal put in skse folder)

some weren't crash, but still problems
saw the performance impact after naming the house, some scripts are a huge mess
got stuck after leaving the marketplace house because of a standingstill package
those npc with the imperial race above, because of advanced avoidance (you have that, whatever it does, didn't find out http://www.gamesas.com/what-advanced-av ... 38819.html)
wasn't able to temper my path abiding axe because there's no constructible object for it
etc etc
Re: Compatible Mods - by boy_cad
Posted: 11.10.2016 06:54
yatol wrote:
don't know what that thing is, only think i know is it break the npc ai
I also use Violens - A Killmove Mod (+WIldcat, +Vigor), and I have had trouble with passive bandit AI. They begin to act when the Player moves close enough. The NPCs are in combat mode with weapons drawn, and they face the character, but wont move before a proximity trigger. I think its only bandits so far.
Re: Compatible Mods - by yatol
Posted: 11.10.2016 08:11
that's because advanced avoidance is check for the imperial race
if they don't have a bow or spell, they can only hope you get close to them to be able to attack you

the one above that say he don't have that problem, or ctd, it's up to you to believe that (he's the same as the demonica fanboys, ignoring problems instead of fixing them)
Re: Compatible Mods - by bcote25
Posted: 11.10.2016 11:12
boy_cad wrote:
I also use Violens - A Killmove Mod (+WIldcat, +Vigor), and I have had trouble with passive bandit AI.
That's so weird because I use violens in combination with wildcat as well (not vigor however) and I do not have that odd behavior. I am however mostly only using the injuries portion thou as I use Enderal - Gameplay Overhaul by Reltilie for dmg/stamina changes instead. If you would like to compare MCM settings of violens and/or wildcat I'd be more than happy to explore solutions as it's apparently possible to prevent the behavior (perhaps it's situational?). I would love to be able to answer why it works for some but not others but I do not know the answer. There must be a reason it was put on the compatibility page though.
Anyway, just trying to provide helpful feedback.
yatol wrote:
the one above that say he don't have that problem, or ctd, it's up to you to believe that (he's the same as the demonica fanboys, ignoring problems instead of fixing them)
#1 - no idea what demonica is
#2 - my first post on violense WAS feedback AND an attempt to provide a solution...your continuing invalid attacks continue to prove you REALLY don't read what I write correctly again and again. Immature ignorant slander doesn't help "fix" something either and the borderline obsessive repetition in which you write long posts to continually argue with me just points to the fact that you might need some "fixing" yourself. It's absurd to have a fit that ONE person claimed something works when it's on a compatibility list as working I'm clearly NOT the only person it works for.
The only reason I humor you with a response is so that other people don't get miss information that the mod doesn't work at all

If anyone ELSE would like to see violense working during combat with enemies behaving as normal I'd have no problem turning shadowplay on the next time i'm in game
Re: Compatible Mods - by yatol
Posted: 11.10.2016 12:55
bcote25 wrote:
your continuing invalid attacks continue to prove you REALLY don't read what I write correctly again and again.
you can say whatever you want, that's a fact you are missing some killmoves (there's the errors you have to fix above)
like it's a fact your imperials are stuck where they are with enderal, unless you use a mod that edit original skyrim esm races (using that without checking the conflicts is a bad idea)

being able to load a mod without crashing don't mean anything
if that's all that's required for that compatible mod list, it's useless

load enderal with deadly mutilation, you won't crash
but you won't have that without a patch
http://nsa37.casimages.com/img/2016/10/ ... 868054.jpg
http://nsa38.casimages.com/img/2016/10/ ... 508739.jpg
and that's a fact
Re: Compatible Mods - by kyle_p
Posted: 12.10.2016 07:13
The "People are Strangers" mod only works with the father in the intro, strange
Re: Compatible Mods - by bcote25
Posted: 12.10.2016 09:14
yatol wrote:
like it's a fact your imperials are stuck where they are with enderal
ah ok, didn't know you had the ability to see how everyone's game functions
mine aren't stuck
yatol wrote:
being able to load a mod without crashing don't mean anything
if that's all that's required for that compatible mod list, it's useless
It's so clear at this point nowhere did I say ONLY when loading that you're inability to read is breathtaking and there's SO much wrong with this statement. To simply claim you're smarter than anyone who's ever come in here and reported anything for the spreadsheet (like any work they put into testing it) as well as all the work anyone has put into compiling it is absurd and offensive. You shouldn't be here. If the spreadsheet (and likewise this thread as it is FOR the spreadsheet) is so useless to you then leave.
Re: Compatible Mods - by yatol
Posted: 12.10.2016 11:58
bcote25 wrote:
ah ok, didn't know you had the ability to see how everyone's game functions
i also know you can get stuck when you leave your house, because of a standing still package
i also know you are missing 7 loading screens and some dialogs because of duplicate records
i also know you are missing lights from some mushrooms, and a dozen other things because it shouldn't be oncellattach()
i also know you are missing random dialogs from ark npc because of wrong alias
i also know you can't temper enchanted items if you don't addperk the required perk to do it
i also know you can find some skyrim original potions in enderal (they made custom ones for some reason, so those one have probably nothing to do there)
i also know...

being able to load violenz without crashing, you call that a test?
those mods were made for another skyrim esm

you probably won't crash if you load enderal with immersive weapons, so what?
that mod give some weapons to some skyrim npc
those npc no longer exist in enderal, and are probably something else in enderal skyrim esm
and when the game will try to load one of those something else, you will ctd
that's why it need a patch
Re: Compatible Mods - by bcote25
Posted: 13.10.2016 00:14
yatol wrote:
i also know you can get stuck when you leave your house, because of a standing still package
i also know you are missing 7 loading screens and some dialogs because of duplicate records
i also know you are missing lights from some mushrooms, and a dozen other things because it shouldn't be oncellattach()
i also know you are missing random dialogs from ark npc because of wrong alias
i also know you can't temper enchanted items if you don't addperk the required perk to do it
i also know you can find some skyrim original potions in enderal (they made custom ones for some reason, so those one have probably nothing to do there)
i also know...
random gibberish without context pertaining to the topic
yatol wrote:
i also know you can get stuck when you leave your house, because of a standing still package
I filed that bug report on Sept 11th. It's an isolated issue pertaining solely to the market district house, not the noble one.
As it was affecting figures altered by another Enderal mod in which I fully tested the cause in conjunction with the mod author and filed a report to the devs with pics and a vid. You know..."testing" something...other than loading the game ;)
yatol wrote:
being able to load violenz without crashing, you call that a test?
For the SIXTH time now...NO.....CTDs....during GAMEPLAY....FOR....OVER....100+ HRS....got it that time buddy?
You keep replying that someone is only testing loading. What is your major malfunction?
yatol wrote:
you probably won't crash if you load enderal with immersive weapons, so what?
that mod give some weapons to some skyrim npc
those npc no longer exist in enderal, and are probably something else in enderal skyrim esm
and when the game will try to load one of those something else, you will ctd
that's why it need a patch
more random gibberish without context pertaining to the topic
blah blah blah widely known common information blah blah blah

Conclusion...zero valid arguments
Re: Compatible Mods - by yatol
Posted: 13.10.2016 04:23
bcote25 wrote:
I filed that bug report on Sept 11th. It's an isolated issue pertaining solely to the market district house
As it was affecting figures altered by another Enderal mod in which I fully tested the cause in conjunction with the mod author and filed a report to the devs with pics and a vid. You know..."testing" something...other than loading the game
problem is a housing quest script that set global variable _00e_playerhousingbusystate to 100, the condition to enable package 0014102a
was i supposed to wait for a fix?

that random gibberish is other bugs of that esm
when i got stuck by the riverville mayor quest, instead of just fixing that and wait for the next problem, took care of most errors
[+]
Image
there isn't much left, didn't want to load those cells in ck to try to figure out those missing doors
http://nsa38.casimages.com/img/2016/10/ ... 576160.jpg
it's less time consuming that way

and for the SIXTH time now, the violenz errors mean you are missing those killmoves because their conditions can no longer be met
it's not because you don't crash it work as intended, you are supposed to have those killmoves
that mod need a patch to be use for enderal, there's nothing to debate
Re: Compatible Mods - by bcote25
Posted: 13.10.2016 07:02
yatol wrote:
was i supposed to wait for a fix?
The point of a bug report is so that an issue can be fixed for everyone, not just for you
yatol wrote:
that random gibberish is other bugs of that esm
with the intention of being pompous
yatol wrote:
there's nothing to debate
then why did you come in here to start one? Someone mentioned an issue with an error when loading. So i acknowledged why and made a suggestion to rectify it. The original question was in regards to CTDs and my response was ONLY addressing CTDs but you had to come in here with your pompous attitude and "try" to tell me i was wrong about something completely different to the point. You essentially started your own argument. I had only clarified my intention up to then but you kept going on and on. So, when you decided to start throwing ignorant attempts at insults I only kept responding to you after that to see how far you'd go and you only proved to be more absurd than I could imagine. The sad thing is I know you're not done because your superiority complex won't let you stop. It's been fun ;)
Re: Compatible Mods - by yatol
Posted: 13.10.2016 14:49
bcote25 wrote:
The point of a bug report is so that an issue can be fixed for everyone, not just for you
did they fix it?
http://sureai.net:9898/browse/ERB-1388

have upload that some weeks ago, it's less time consuming than bug reports
http://forum.sureai.net/viewtopic.php?f ... 7&start=10
it's a backup before renumbering the duplicate records, fixing some errors were new problems, had to see them in game to delete (npc were able to pick an idle applaud that had a no longer exist faction as condition, stuff like that)


saw some saying some mods that need a patch were compatible
that's not safe, so i warn the others that may read that topic, it may avoid a lot of problems to some
2 were talking about violenz at the end of the topic, i use it, so i pick it as an exemple

if that was an answear to that blabla about violenz, i would have said that
that error in the papyrus log it's just a script that look for dawnguard esm in the load order
ineed have the same ones with some food mods, frostfall with... other mods, one of them put in the log those errors can be ignored
if the script don't find the mod, it don't do whatever it have to do if that mod is here
don't know why they let the script spam those useless errors
Re: Compatible Mods - by bcote25
Posted: 13.10.2016 20:15
yatol wrote:
......
Yawn
See. I knew you couldn't resist
Thanks for proving my point
Re: Compatible Mods - by yatol
Posted: 13.10.2016 21:09
bcote25 wrote:
yatol wrote:
......
Yawn
See. I knew you couldn't resist
Thanks for proving my point
i knew you couldn't resist either

proving what anyway? anyone can load tesedit and check for errors those "compatibles" mods to see for themselves
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