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		<title><![CDATA[MultiHub Forum - Mods, Custom Content & Community Creations]]></title>
		<link>https://multihub.forum/</link>
		<description><![CDATA[MultiHub Forum - https://multihub.forum]]></description>
		<pubDate>Tue, 09 Jun 2026 19:07:02 +0000</pubDate>
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			<title><![CDATA[How can I fix lip-sync issues in a Skyrim companion mod?]]></title>
			<link>https://multihub.forum/thread/how-can-i-fix-lip-sync-issues-in-a-skyrim-companion-mod</link>
			<pubDate>Thu, 22 Jan 2026 12:44:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=2328">Addison41</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/how-can-i-fix-lip-sync-issues-in-a-skyrim-companion-mod</guid>
			<description><![CDATA[I’ve been trying to make my own custom companion mod for Skyrim, and I’ve hit a weird wall. I recorded all the dialogue and got the AI packages working, but the voice just doesn’t sync with the facial animations at all during conversations—it’s like a badly dubbed movie. Has anyone else run into this lip-syncing nightmare and figured out what usually causes it? I’m wondering if it’s something obvious in the Creation Kit I’ve just completely missed.]]></description>
			<content:encoded><![CDATA[I’ve been trying to make my own custom companion mod for Skyrim, and I’ve hit a weird wall. I recorded all the dialogue and got the AI packages working, but the voice just doesn’t sync with the facial animations at all during conversations—it’s like a badly dubbed movie. Has anyone else run into this lip-syncing nightmare and figured out what usually causes it? I’m wondering if it’s something obvious in the Creation Kit I’ve just completely missed.]]></content:encoded>
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			<title><![CDATA[What’s the best way to fix a follower AI that just stands in combat?]]></title>
			<link>https://multihub.forum/thread/what%E2%80%99s-the-best-way-to-fix-a-follower-ai-that-just-stands-in-combat</link>
			<pubDate>Sun, 18 Jan 2026 15:26:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=1683">Brian67</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/what%E2%80%99s-the-best-way-to-fix-a-follower-ai-that-just-stands-in-combat</guid>
			<description><![CDATA[I’ve been trying to make my own custom follower mod, and I’ve got the voice lines and basic behavior down, but I’m hitting a wall with the companion’s combat style. No matter what I tweak, they just stand there like a mannequin when a fight starts. Has anyone else dealt with this kind of AI package weirdness?]]></description>
			<content:encoded><![CDATA[I’ve been trying to make my own custom follower mod, and I’ve got the voice lines and basic behavior down, but I’m hitting a wall with the companion’s combat style. No matter what I tweak, they just stand there like a mannequin when a fight starts. Has anyone else dealt with this kind of AI package weirdness?]]></content:encoded>
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		<item>
			<title><![CDATA[What am I missing to get a custom companion mod to work?]]></title>
			<link>https://multihub.forum/thread/what-am-i-missing-to-get-a-custom-companion-mod-to-work</link>
			<pubDate>Sun, 18 Jan 2026 13:48:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=717">Larry.M</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/what-am-i-missing-to-get-a-custom-companion-mod-to-work</guid>
			<description><![CDATA[I’ve been trying to get a custom follower mod to work in my game, but no matter what I do, the character just stands there silently and won’t interact. Has anyone else run into this issue with a custom companion mod where they’re completely unresponsive? I followed the installation guide to the letter, so I’m not sure what I’m missing.]]></description>
			<content:encoded><![CDATA[I’ve been trying to get a custom follower mod to work in my game, but no matter what I do, the character just stands there silently and won’t interact. Has anyone else run into this issue with a custom companion mod where they’re completely unresponsive? I followed the installation guide to the letter, so I’m not sure what I’m missing.]]></content:encoded>
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			<title><![CDATA[What do you think about unofficial patches making RPGs feel less quirky?]]></title>
			<link>https://multihub.forum/thread/what-do-you-think-about-unofficial-patches-making-rpgs-feel-less-quirky</link>
			<pubDate>Sun, 18 Jan 2026 12:06:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=2054">NoraP</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/what-do-you-think-about-unofficial-patches-making-rpgs-feel-less-quirky</guid>
			<description><![CDATA[So I finally got around to installing that big unofficial patch for my favorite old RPG, and honestly, I’m a bit torn. It fixed a ton of bugs, which is great, but it also changed some minor mechanics and even a few lines of dialogue I was weirdly fond of. Has anyone else felt like a fix can sometimes smooth out a game’s unique, janky personality a little too much?]]></description>
			<content:encoded><![CDATA[So I finally got around to installing that big unofficial patch for my favorite old RPG, and honestly, I’m a bit torn. It fixed a ton of bugs, which is great, but it also changed some minor mechanics and even a few lines of dialogue I was weirdly fond of. Has anyone else felt like a fix can sometimes smooth out a game’s unique, janky personality a little too much?]]></content:encoded>
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			<title><![CDATA[Why does my Skyrim mannequin keep changing gear in my home?]]></title>
			<link>https://multihub.forum/thread/why-does-my-skyrim-mannequin-keep-changing-gear-in-my-home</link>
			<pubDate>Sun, 18 Jan 2026 10:23:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=972">Joseph23</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/why-does-my-skyrim-mannequin-keep-changing-gear-in-my-home</guid>
			<description><![CDATA[So I’ve been slowly building my own player home in Skyrim, adding to it for months, but I just hit a weird snag. I finally got around to placing a custom mannequin in the armory, and now every time I enter the room, it’s wearing a different piece of gear I stored days ago. It’s honestly starting to creep me out a little, like it’s coming to life. Has anyone else had their carefully decorated spaces start to feel… haunted by their own clutter?]]></description>
			<content:encoded><![CDATA[So I’ve been slowly building my own player home in Skyrim, adding to it for months, but I just hit a weird snag. I finally got around to placing a custom mannequin in the armory, and now every time I enter the room, it’s wearing a different piece of gear I stored days ago. It’s honestly starting to creep me out a little, like it’s coming to life. Has anyone else had their carefully decorated spaces start to feel… haunted by their own clutter?]]></content:encoded>
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			<title><![CDATA[Why are Steam Workshop mods not showing in Cities: Skylines II content manager?]]></title>
			<link>https://multihub.forum/thread/why-are-steam-workshop-mods-not-showing-in-cities-skylines-ii-content-manager</link>
			<pubDate>Sat, 10 Jan 2026 19:05:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=1502">Amelia63</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/why-are-steam-workshop-mods-not-showing-in-cities-skylines-ii-content-manager</guid>
			<description><![CDATA[I’ve been slowly adding mods to my *Cities: Skylines II* game to fix some of the asset variety and traffic AI issues, and I’ve hit a confusing snag. I’m using a popular mod manager alongside a few direct downloads from trusted creators, but I’m noticing some of my subscribed items on the Steam Workshop aren’t showing up in the game’s content manager at all, even though the manager says they’re installed. Other mods from the same source work perfectly. I’ve double-checked that they’re enabled and that I don’t have any obvious conflicts with the standalone mods. I’m not sure if this is a known bug with the game’s current patch, a problem with how the mod manager interacts with the workshop, or if I’m just missing a simple step. Has anyone else run into mods that subscribe but refuse to actually load?]]></description>
			<content:encoded><![CDATA[I’ve been slowly adding mods to my *Cities: Skylines II* game to fix some of the asset variety and traffic AI issues, and I’ve hit a confusing snag. I’m using a popular mod manager alongside a few direct downloads from trusted creators, but I’m noticing some of my subscribed items on the Steam Workshop aren’t showing up in the game’s content manager at all, even though the manager says they’re installed. Other mods from the same source work perfectly. I’ve double-checked that they’re enabled and that I don’t have any obvious conflicts with the standalone mods. I’m not sure if this is a known bug with the game’s current patch, a problem with how the mod manager interacts with the workshop, or if I’m just missing a simple step. Has anyone else run into mods that subscribe but refuse to actually load?]]></content:encoded>
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			<title><![CDATA[How do I manage Skyrim load order with Vortex?]]></title>
			<link>https://multihub.forum/thread/how-do-i-manage-skyrim-load-order-with-vortex</link>
			<pubDate>Fri, 09 Jan 2026 05:05:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=1228">Ella.H</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/how-do-i-manage-skyrim-load-order-with-vortex</guid>
			<description><![CDATA[I'm trying to get into modding Skyrim for the first time, and everyone says to use a mod manager. I installed Vortex mod manager because it seemed user-friendly, but I'm already confused about load order and deployment. Is it supposed to handle all of that automatically, or am I missing a crucial setup step?]]></description>
			<content:encoded><![CDATA[I'm trying to get into modding Skyrim for the first time, and everyone says to use a mod manager. I installed Vortex mod manager because it seemed user-friendly, but I'm already confused about load order and deployment. Is it supposed to handle all of that automatically, or am I missing a crucial setup step?]]></content:encoded>
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		<item>
			<title><![CDATA[What’s the best way to start Skyrim modding: big pack or handpicked mods?]]></title>
			<link>https://multihub.forum/thread/what%E2%80%99s-the-best-way-to-start-skyrim-modding-big-pack-or-handpicked-mods</link>
			<pubDate>Thu, 08 Jan 2026 22:15:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=866">Ronald77</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/what%E2%80%99s-the-best-way-to-start-skyrim-modding-big-pack-or-handpicked-mods</guid>
			<description><![CDATA[I'm diving back into Skyrim after a long break and finally want to try modding it. I've looked at some of the popular Skyrim mods lists, but I'm completely overwhelmed by the number of patches, load order rules, and compatibility notes. Is it better to start with a big, pre-made mod pack, or is it worth the headache to hand-pick a few dozen mods yourself for a first attempt?]]></description>
			<content:encoded><![CDATA[I'm diving back into Skyrim after a long break and finally want to try modding it. I've looked at some of the popular Skyrim mods lists, but I'm completely overwhelmed by the number of patches, load order rules, and compatibility notes. Is it better to start with a big, pre-made mod pack, or is it worth the headache to hand-pick a few dozen mods yourself for a first attempt?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[__STOP__]]></title>
			<link>https://multihub.forum/thread/stop--12798</link>
			<pubDate>Sun, 04 Jan 2026 06:40:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=899">AbigailW</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/stop--12798</guid>
			<description><![CDATA[__STOP__]]></description>
			<content:encoded><![CDATA[__STOP__]]></content:encoded>
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			<title><![CDATA[What are essential, stable QoL mods and install practices for a beginner?]]></title>
			<link>https://multihub.forum/thread/what-are-essential-stable-qol-mods-and-install-practices-for-a-beginner</link>
			<pubDate>Sat, 27 Dec 2025 00:04:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=1259">JerryJM</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/what-are-essential-stable-qol-mods-and-install-practices-for-a-beginner</guid>
			<description><![CDATA[I've been playing a lot of a certain open-world RPG lately and I'm interested in trying out some game mods to enhance the experience, but I'm a bit overwhelmed and nervous about breaking my save files. I'm looking for quality-of-life improvements and maybe some expanded content, not total overhauls. For players who regularly mod this game, what are some essential, stable mods you'd recommend for a first-timer, and what's the best practice for installing and managing them to avoid conflicts? I'm especially interested in mods that fix bugs or add meaningful side quests without changing the core gameplay balance.]]></description>
			<content:encoded><![CDATA[I've been playing a lot of a certain open-world RPG lately and I'm interested in trying out some game mods to enhance the experience, but I'm a bit overwhelmed and nervous about breaking my save files. I'm looking for quality-of-life improvements and maybe some expanded content, not total overhauls. For players who regularly mod this game, what are some essential, stable mods you'd recommend for a first-timer, and what's the best practice for installing and managing them to avoid conflicts? I'm especially interested in mods that fix bugs or add meaningful side quests without changing the core gameplay balance.]]></content:encoded>
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			<title><![CDATA[What is a practical step-by-step workflow for a beginner NPC mod in Skyrim SE?]]></title>
			<link>https://multihub.forum/thread/what-is-a-practical-step-by-step-workflow-for-a-beginner-npc-mod-in-skyrim-se</link>
			<pubDate>Thu, 25 Dec 2025 09:30:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=1318">William72</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/what-is-a-practical-step-by-step-workflow-for-a-beginner-npc-mod-in-skyrim-se</guid>
			<description><![CDATA[I'm a beginner modder trying to create a simple custom follower mod for Skyrim Special Edition, but I'm completely lost after installing the Creation Kit. I've watched a few tutorials, but they often skip over fundamental steps like setting up the character's AI packages and dialogue properly. For experienced mod creators, what is the most logical step-by-step workflow for a beginner's first NPC mod? What are the common pitfalls in the CK that cause crashes, and are there any essential external tools or scripts you'd recommend beyond the base kit? I'm also unsure how to properly package and test the mod before sharing it.]]></description>
			<content:encoded><![CDATA[I'm a beginner modder trying to create a simple custom follower mod for Skyrim Special Edition, but I'm completely lost after installing the Creation Kit. I've watched a few tutorials, but they often skip over fundamental steps like setting up the character's AI packages and dialogue properly. For experienced mod creators, what is the most logical step-by-step workflow for a beginner's first NPC mod? What are the common pitfalls in the CK that cause crashes, and are there any essential external tools or scripts you'd recommend beyond the base kit? I'm also unsure how to properly package and test the mod before sharing it.]]></content:encoded>
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			<title><![CDATA[Essential tools and workflows for reverse-engineering assets and scripting mods]]></title>
			<link>https://multihub.forum/thread/essential-tools-and-workflows-for-reverse-engineering-assets-and-scripting-mods</link>
			<pubDate>Thu, 25 Dec 2025 08:00:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=855">Scott27</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/essential-tools-and-workflows-for-reverse-engineering-assets-and-scripting-mods</guid>
			<description><![CDATA[I'm an intermediate programmer with a strong interest in game modding, specifically for a popular open-world title that uses a proprietary engine. I've successfully created simple texture replacements and tweaked config files, but I want to develop a more complex mod that adds new interactive objects and quests. For experienced modders, what are the essential tools and workflows for reverse-engineering game assets and scripting new behaviors? How do you structure your development environment to test changes efficiently without breaking your game installation, and what are the best practices for documenting and sharing your mod's dependencies with the community? I'm also curious about the legal gray areas of distributing mods that use extracted game assets.]]></description>
			<content:encoded><![CDATA[I'm an intermediate programmer with a strong interest in game modding, specifically for a popular open-world title that uses a proprietary engine. I've successfully created simple texture replacements and tweaked config files, but I want to develop a more complex mod that adds new interactive objects and quests. For experienced modders, what are the essential tools and workflows for reverse-engineering game assets and scripting new behaviors? How do you structure your development environment to test changes efficiently without breaking your game installation, and what are the best practices for documenting and sharing your mod's dependencies with the community? I'm also curious about the legal gray areas of distributing mods that use extracted game assets.]]></content:encoded>
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			<title><![CDATA[What learning path and tools should a beginner use to create weapon mods?]]></title>
			<link>https://multihub.forum/thread/what-learning-path-and-tools-should-a-beginner-use-to-create-weapon-mods</link>
			<pubDate>Thu, 25 Dec 2025 06:32:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=608">EvelynR</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/what-learning-path-and-tools-should-a-beginner-use-to-create-weapon-mods</guid>
			<description><![CDATA[I'm trying to create a simple custom weapon mod for a popular open-world game, but I'm completely new to the tools and scripting involved. I've followed a few basic modding tutorials for importing models, but I'm stuck on how to properly assign damage values, attach unique visual effects, and integrate the item into the game's loot tables. For experienced modders, what's the best learning path from absolute beginner to creating functional, balanced content? Which specific tools and scripting languages are essential to learn for this game's engine, and are there any common pitfalls in the asset pipeline that cause crashes? How do you effectively test your mods to ensure they don't conflict with other popular modifications?]]></description>
			<content:encoded><![CDATA[I'm trying to create a simple custom weapon mod for a popular open-world game, but I'm completely new to the tools and scripting involved. I've followed a few basic modding tutorials for importing models, but I'm stuck on how to properly assign damage values, attach unique visual effects, and integrate the item into the game's loot tables. For experienced modders, what's the best learning path from absolute beginner to creating functional, balanced content? Which specific tools and scripting languages are essential to learn for this game's engine, and are there any common pitfalls in the asset pipeline that cause crashes? How do you effectively test your mods to ensure they don't conflict with other popular modifications?]]></content:encoded>
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			<title><![CDATA[How can I build a stable, graphically enhanced Skyrim mod list and load order?]]></title>
			<link>https://multihub.forum/thread/how-can-i-build-a-stable-graphically-enhanced-skyrim-mod-list-and-load-order</link>
			<pubDate>Thu, 25 Dec 2025 05:03:01 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=696">TylerJW</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/how-can-i-build-a-stable-graphically-enhanced-skyrim-mod-list-and-load-order</guid>
			<description><![CDATA[I'm diving back into Skyrim after a few years and want to do a heavily modded playthrough, but I'm overwhelmed by the sheer number of options and potential conflicts. My main goal is to enhance the graphics and combat without completely breaking the core game or making it impossibly difficult. I'm using a mod manager, but I'm unsure about the correct load order for major overhauls. For experienced modders, what are your essential, stable mods for visual upgrades and gameplay improvements? How do you test for stability, and are there any common pitfalls I should avoid when mixing texture packs, weather mods, and combat overhauls? I'm also curious if there's a consensus on the best approach for modding the Special Edition versus the original.]]></description>
			<content:encoded><![CDATA[I'm diving back into Skyrim after a few years and want to do a heavily modded playthrough, but I'm overwhelmed by the sheer number of options and potential conflicts. My main goal is to enhance the graphics and combat without completely breaking the core game or making it impossibly difficult. I'm using a mod manager, but I'm unsure about the correct load order for major overhauls. For experienced modders, what are your essential, stable mods for visual upgrades and gameplay improvements? How do you test for stability, and are there any common pitfalls I should avoid when mixing texture packs, weather mods, and combat overhauls? I'm also curious if there's a consensus on the best approach for modding the Special Edition versus the original.]]></content:encoded>
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			<title><![CDATA[Seeking a stable Skyrim mod list: graphics, hunger/cold survival, faction quests]]></title>
			<link>https://multihub.forum/thread/seeking-a-stable-skyrim-mod-list-graphics-hunger-cold-survival-faction-quests</link>
			<pubDate>Thu, 25 Dec 2025 03:32:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://multihub.forum/member.php?action=profile&uid=1577">Jeffrey71</a>]]></dc:creator>
			<guid isPermaLink="false">https://multihub.forum/thread/seeking-a-stable-skyrim-mod-list-graphics-hunger-cold-survival-faction-quests</guid>
			<description><![CDATA[I've played through Skyrim multiple times over the years, but I want to do a completely fresh playthrough with game mods that overhaul the experience without breaking it. I'm looking for recommendations for a stable mod list that focuses on improving graphics, adding meaningful survival mechanics like hunger and cold, and expanding the faction quests, especially for the Companions and the Thieves Guild. I'm using Mod Organizer 2, but I'm worried about load order conflicts. What are some essential compatibility patches or tools I should use, and are there any must-have mods that serve as a foundation for other mods to work properly?]]></description>
			<content:encoded><![CDATA[I've played through Skyrim multiple times over the years, but I want to do a completely fresh playthrough with game mods that overhaul the experience without breaking it. I'm looking for recommendations for a stable mod list that focuses on improving graphics, adding meaningful survival mechanics like hunger and cold, and expanding the faction quests, especially for the Companions and the Thieves Guild. I'm using Mod Organizer 2, but I'm worried about load order conflicts. What are some essential compatibility patches or tools I should use, and are there any must-have mods that serve as a foundation for other mods to work properly?]]></content:encoded>
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