Steamless
CommonLibSSE
Our great sponsors
- InfluxDB - Collect and Analyze Billions of Data Points in Real Time
- Onboard AI - Learn any GitHub repo in 59 seconds
- SaaSHub - Software Alternatives and Reviews
Steamless | CommonLibSSE | |
---|---|---|
47 | 25 | |
2,284 | 172 | |
- | - | |
0.0 | 0.0 | |
4 months ago | 5 months ago | |
C# | C++ | |
GNU General Public License v3.0 or later | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Steamless
-
My own solution to the debate between downgrade to SE or stick to AE
I'm not gonna put the actual instructions for cracking here since that's already on the sites of the tools you'll be using. I will only link the tools here and the rest will be up to you. The main tools for cracking are going to be Steamless, and Goldberg emulator. These tools can be a bit tedious on their own but someone has graciously made an auto cracker that requires you to download the first 2 tools and then automates the process for you.
- Need help: capture Hogwarts Legacy in RenderDoc?
-
The GOG version of Skyrim is DRM-free, can roll back updates, and can be totally offline.
A Steamless version of Skyrim is DRM-free, can roll back updates, and can be totally offline.
-
Why does skyrim refuse to start without launching steam? And why does steam never work without wifi?
Because SkyrimSE.exe has a Steam-related code inside. There's a solution though, you can use Steamless to disable it. This is safe even for SKSE DLL plugins and SKSE itself, more to say - many authors use this solution for develop purposes because it allows to attach VS debugger. Ryan aka Fudgyduff also mentions it in his CommonLibSSE Getting Started guide.
You can, if you strip the steam DRM off the game with steamless
-
why I still shop at GameStop
https://github.com/atom0s/Steamless + https://gitlab.com/Mr_Goldberg/goldberg_emulator
-
Megathread
Steamless
-
Does anyone here know how to use smart steam emulator or Goldberg emulator for steam?
Its easy actually (Goldberg emu) 1. You must know steam emu only work with no drm games 2. After you download Goldberg emu dont forget to download steamless (https://github.com/atom0s/Steamless) to remove steam pub drm Note: not all games have this drm but check it to be sure - just open and drag the exe and unpack if error usually that mean itu doesnt have steam pub drm 3. Search the orginal steam_api.dll(copy only one if it the x64 copy that) replace it with the dll from Goldberg emu 4. To enable dlc dont forget to drag steam_setting to the same place where steam_api.dll are --> in steam_setting make dlc.txt and open it 5. In dlc.txt [appid] [dlc name] --> you can found this in steam db Note: i recommended use this to automate this proces https://github.com/Sak32009/GetDLCInfoFromSteamDB 6. Done i guess
- i need some help (Yt Life v1.0.2)
CommonLibSSE
-
Why does skyrim refuse to start without launching steam? And why does steam never work without wifi?
Because SkyrimSE.exe has a Steam-related code inside. There's a solution though, you can use Steamless to disable it. This is safe even for SKSE DLL plugins and SKSE itself, more to say - many authors use this solution for develop purposes because it allows to attach VS debugger. Ryan aka Fudgyduff also mentions it in his CommonLibSSE Getting Started guide.
-
Skyrim updated to 1.6.629
Since this small class is used by a lot of things (including the ones I mentioned), a lot of classes have also have their size / layout changed. This may be useful to check: https://github.com/Ryan-rsm-McKenzie/CommonLibSSE/commit/84070934c639a4c1eb074a29124387f5c29b600e
-
Mod authors, what tools do you wish existed to make your life easier when creating mods?
SKSE plugin development doesn't get any easier than CommonLibSSE. The NG fork has significantly more documentation and lets you compile SKSE plugins that support Skyrim SE, AE, and VR simultaneously.
-
Critical RaceMenu memory leak bug fixed! (almost)
That's not correct anymore. CommonLibSSE-NG is a fork of CommonLibSSE that allows plugin developers to build SKSE plugins that support Skyrim SE, AE, and VR¹ simultaneously. No need for separate builds or separate downloads. Plugins that were already built on CommonLibSSE need very few changes, and the vcpkg-centric workflow vastly simplifies building projects.
-
Advice on creating a combat mod?
If you're looking to go for an SKSE DLL plugin in C++, I'd recommend basing it on CommonLibSSE which abstracts the SKSE API pretty nicely.
-
Simple Questions and General Discussion Thread
Are there any resources to get started with SKSE plugin development? I watched this video but it was mostly about setting up the development environment. I also read this from the Creation Kit wiki which led me here but the docs in this tutorial are a little advanced. As far as I can tell, the example plugin doesn't interact with the game itself so I still have no idea where to start 😔
-
Is there an up-to-date guide on how to develop SKSE plugins?
My error log looks like this. I have also tried to follow this tutorial, but I assume it is outdated. I got stuck in it in the build phase as well, and the errors were mostly about missing "common_v14".
-
Preview of a physical weapons mod in Skyrim VR!
If you want to try it out, download the SKSE source and try making something with it. SKSE has a decent amount of the game reversed, commonlibsse has a lot more (alandtse also has a version of it for VR). A huge amount of the game is still unexplored, but a lot of it has been figured out. The VR-specific things less-so, because the RE scene for the vr game is very very small. My mods are all open source, but they are probably pretty hard to get to build as they require things like headers that have the havok object definitions.
-
How to develop for Anniversary Edition?
Are you sure CommonLibSSE doesn't support AE? as far as I can tell there is some AE support in there: Commit on CommonLibSSE setting RUNTIME_LATEST to 1.6.318 (8 days ago) or Commit in CommonLibSSE named: Update offsets for Skyrim AE 1.6.318 (14 days ago) so to me it seems there is support for AE in commonLibSSE. In later commits the offsets hard-coded in in the commit I mentioned have again been replaced with IDs for AddressLibrary (after a commit updating the AddressLibrary format to V2 which is the AE version)
However, the AE download from skse.silverlock.org seems to have the wrong source. When following the instructions in this Github project, the source builds version 1.5.97, but the bundled .dll is 1.6.323. Both the prebuilt loader and the locally build loader expect the latter version, and won't launch with the 1.5 version. I'm building the Debug v142 scheme, but the Release v142 has the same issue. Building my plugin against the 1.5 version, it won't launch with the 1.6 plugin. Is there a way to circumvent this, or is there a different download location I should be looking for?
What are some alternatives?
goldberg_emulator
SmartSteamEmu - SSELauncher Comfy Edition 2018 By LoodBot/Syahmixp (Steam Emulator)
skse64 - Skyrim SE Script Extender
CommonLibVR - This is an experimental reverse engineered library for Skyrim VR (ported from CommonLibSSE). There are two main branches (VR) which is based on po3's using ifdefs, and NG which is an updated NG build.
fuckfuckadblock - Filters for blocking mining, pop-ups and anti-adblock bypass.
ExamplePlugin-CommonLibSSE
open-location-code - Open Location Code is a library to generate short codes, called "plus codes", that can be used as digital addresses where street addresses don't exist.
hdtSMP64 - hdt-smp for 64 bit Skyrim
CommonLibSSE - This is a reverse engineered library for Skyrim Special Edition
vapor-store - Vapor Store
vr_address_tools - Skyrim and Fallout python tools for creating address libraries for VR
hdtSMP64 - hdt-smp for 64 bit Skyrim VR