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Skyrim double jump mod
Skyrim double jump mod




skyrim double jump mod

Saving is done like in most Windows programs via the Save and Save As commands on the toolbar or in the File menu. All records are created, and edited, in exactly the same manner. Once you save the new armor you can edit it again simply by double-clicking (or right clicking and selecting the Edit command). Cancel, obviously, cancels any changes made (since the record was last applied). Note that if there are any errors during the save/apply process the changes will not be saved. Save will attempt to save the record and close the dialog on success while Apply does the same thing except the dialog is left open. Note that any changes you make on this dialog are not actually saved until you press either the Save or Apply button. Press F1 to open up a web browser and jump to the appropriate page on the UESP or CS wikis for specific help on the particular item being edited.

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The record cannot be saved if the editorid is invalid or already in use. The only required field is the EditorID which must be a unique alpha-numeric string identifying the record. Make any desired changes to the new weapon. To create a new record select the desired type in the record tree, say Weapons, and then right-click in the record list and pick the New command. Everything will be empty now since this is a new plugin. The right side of the screen is a record list showing all matching records of the currently selected type in the record tree. On the left side of the new plugin window is a record tree displaying all the various types of records in the file. While this saves time it means you cannot use any records from the game (if you need to use a master file see the instructions on loading further below). The new plugin will be empty and Skyrim.esm will not be loaded. To create a new and empty plugin file simply press the new icon on the toolbar (upper left) or use the File-New menu command.






Skyrim double jump mod