Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 6
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264957] Sat, 16 October 2010 22:56 Go to previous messageGo to next message
Ramirez

 
Messages:86
Registered:January 2004
Location: M
Ah, thx for enlightining me. I like those changes, coz now it is nearly impossible to deliver headdies right across the map.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265109] Tue, 19 October 2010 15:14 Go to previous messageGo to next message
Ramirez

 
Messages:86
Registered:January 2004
Location: M
ok, I keep repeating myself but this mod is a blast!

A few things I've noticed:

Tank in Alma doesn't shot even when ur standing right in front of it and the cannon is in ur direction.

Enemies still throw grenades more than 20 tiles, though I don't know if this only bugs me.

In the list of weapons there is the HK G11 family listet. Bobby Ray hasn't got it (set to awesome), Tony neither. Are there other ways to get them?

Thx and keep up this incredible work!
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265112] Tue, 19 October 2010 15:32 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Dunno what's up with the tanks... somehow they seem to be bugged. Nothing I can do about.

Same with the grenades. Awkward, but nothing a simple xml monkey can fix. :/


G11 is only available in Sci-Fi mode, the modifications for it use conversion kits.



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265113] Tue, 19 October 2010 15:37 Go to previous messageGo to next message
The_Bob

 
Messages:415
Registered:May 2009
Location: Behind you.
Not only are the tanks bugged, I once had Mike spawn where a tank should have been. He was surrounded by impassible squares, as if there was a tank there, so I couldn't knife the bastard.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265167] Tue, 19 October 2010 23:04 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

oldies for fun bereta 951/bereta 951R,makarov export variant[.380 acp] here is maybe chance for conv kit ...

http://img440.imageshack.us/img440/9149/beretta951.th.jpg

http://img179.imageshack.us/img179/9074/beretta951r.th.jpg

http://img708.imageshack.us/img708/7334/pmizh70as.th.jpg

http://img207.imageshack.us/img207/4315/pmizh71h.th.jpg

http://world.guns.ru/handguns/hg21-e.htm

http://world.guns.ru/handguns/hg94-e.htm

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265469] Sat, 23 October 2010 18:25 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Playing with the SCI of Tais (SCI_SVN1241_MPSVN3721_WF606_AIMNASv12), found the following thing that I think are AIM related:

Magnification of the SUSAT is not mentioned (at least not on a modulated one found on a Valmet at the NE SAM site)

I also wondered about the colours of the IMP's, seeing as you did some resetting of the colours for militia and soldiers. The first IMP indeed gets the colours I assign to it, but the IMPs thereafter are always something different and I can not find a system in it (like one colour is the other, it totally depends on the combination so it seems).

P.s. I decided to play with your maps. After all if I trust your mod in all else, why not the maps. The NW SAM was still nice, I was a bit muffled about the placement of a shed in Chitzena, but only as I had such a nice in the storm battle on top of it in the previous game. I like some of the changes I have seen, but I am only at 25% of the game, so I can't say that about all maps yet.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265510] Sun, 24 October 2010 13:39 Go to previous messageGo to next message
spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
Hi All!

I have a problem!
When I go to drassen airport, my A.I.M. merc lost 1 point of health while in the sector, and several other sector maybe F2 or F3!
Why?

THX.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265512] Sun, 24 October 2010 13:43 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
HAM settings...


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265514] Sun, 24 October 2010 13:57 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
spaeR
Hi All!

I have a problem!
When I go to drassen airport, my A.I.M. merc lost 1 point of health while in the sector, and several other sector maybe F2 or F3!
Why?

THX.


come on, it has been shown so often (by me and others) how to handle that our rightfully loathed search engine must find it

hint: search for facilities, and stop installing anything you find WITHOUT checking the coresponding threat
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265516] Sun, 24 October 2010 14:33 Go to previous messageGo to next message
Friendly Fire

 
Messages:74
Registered:January 2006
On the other hand, wouldn't it be sensible to make those annoying features disabled by default ?
It seems that those who prefer them ON are savvy enough to fiddle with the files and arrange them to their taste. New users are bound to trip in all sorts of pitfalls.
The lack of and dispersion of relevant information about what one does download is hugely underestimated by the initiates here, not to talk of incomplete and obsolete instructions.
I would not be surprised if many newcomers find the situation daunting and quietly leave.
I managed to drop one of the last versions of AIMNAS on the last IOV, it works very well,the most enjoyable version I played so far; only a few items in loot or dropped items are wrong because of the different item indexes, but nothing drastic.
Well, to achieve that I had to swap, copy/paste or overwrite so many files that I feel unable to reproduce the process without a major effort.
When shall you realize that VFS is all well and dandy for those who know exactly what goes where but a major pain in the ass for others ?
What is the point of this VFS thing if you need anyway to keep a copy of your current version for fear that the new and improved one will bring some UNDOCUMENTED change you don't want ?
Every new improvement is seen with joy, but also with dread, because it could ruin a satisfactory existing version.
For example : there is a recent improvement (made by Jazz, I think) that should allow the use of WF mercs without losing the old ones ( Bull, etc...), how to implement it in AIMNAS ?
Another example : tanks worked, they don't anymore, where is the solution ?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265519] Sun, 24 October 2010 14:53 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
it is disabled by default - he threw in the full-throatlle-ham-package that is offered seperately

as to 'how to mimplement it with aimNAS' - sit and wait, there is NO copmpatable exe right now
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265520] Sun, 24 October 2010 15:20 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
So, anyone who wants to play WF-AIMNAS with the newest exe? Anyone who knows how to setup stuff for the latest exe properly?

Great...

I really want to continue work on both AIMNAS and the WF Mod, but atm I have no modding base due to the latest changes to the exe. So in order for me to continue work on the mod, I need someone who is able to setup a version that contains:


- latest changes to the mercs (basically the profiles need to be adjusted so that stuff like the Jeep show up, which is not included in the changed more mercs profile...). Everyone wants more mercs, me too. Having all the old mercs and the WF guys in the mod would be really nice, I tried to do it, but failed miserably (with the result, that AIM has no one to hire...)

- WF files -> Maps, updated and working scripts (a lot of problems have been reported with NPC quests not working, my guess is that this is related to latest lua changes... I have no idea how that works, thus if you want to play WF, help me out...)

- AIMNAS (obviously this needs to be included as well)

- HAM facilities (as used in the WF-AIMNAS mod...)



I really need help with this, so many things have changed, that it is basically impossible for me to get a running version of WF-AIMNAS with the latest changes. All in all the changes seem to be nice (though the walking through destroyed windows instead of jumping feels a bit stupid...), but if it becomes unmoddable, like it is atm, for simple XML monkeys like me, I'm afraid that the WF-AIMNAS mod will die in short time.

So, if you as a community want me to continue work on this mod, do me a favour and help me set up a moddable base for this mod, otherwise I won't be able to work anylonger on this.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265528] Sun, 24 October 2010 17:18 Go to previous messageGo to next message
spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
I found nothing !
But sloly lost all healthpoint......

"Lost while working"? I AM NOT WORKING, stupid feature!
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265531] Sun, 24 October 2010 17:35 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
do you really think if the airport is hazardous (dropped kerosin, exhaust etc) that it matters what you are doing there?

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Main=17279&Number=263747#Post263736

this is page 6 of THIS VERY THREAD - you kidding me?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265533] Sun, 24 October 2010 17:40 Go to previous messageGo to next message
Friendly Fire

 
Messages:74
Registered:January 2006
That is the idea, much work and achievements are wasted by lack of coordination.
The person with the most creativity and the best ideas is not necessarily the most gifted technically, so tools like xml editor, map editor, etc..., are critically important.
We have here one of the best and most popular mods with WF AIM-NAS, and yet what the last "improvements" have resulted in ? New difficulties !
If/when Smeagol adapts to the new changes, another batch of "ameliorations" will be on his plate later.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265536] Sun, 24 October 2010 17:43 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
unfortunately programming editors is adiffernt cuo of tea - we still have no rditor for vfs-setup and that is bigger problem than all other editors put togrther
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265538] Sun, 24 October 2010 17:48 Go to previous messageGo to next message
Friendly Fire

 
Messages:74
Registered:January 2006
Come on, what is the benefit of having an airport more dangerous than Tchernobyl after the meltdown ?
And yes, it matters what you are doing here, think about it.
Is resting, having a drink in the lounge, etc..., exposing you to the same hazards as working with power tools, refilling tanks, etc...?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265539] Sun, 24 October 2010 17:56 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Thing is, the latest changes left me without a base on which I can continue my work, thus I'm basically screwed.

I tried to adjust to the latest changes, but failed miserably. The whole thing became more and more complicated.

Before the changes, I managed to set up the mercstarting gear with multiple kits manually, I even managed to get a running version for NCTH (although I didn't like the results, it at least worked).

But the latest changes left me clueless... never was good at NPC scripting and the like... and now also simple things like adding the Jeep or even getting mercs to show up on the AIM page don't work.



On a different note, have the speed problemswith big maps been solved?


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265540] Sun, 24 October 2010 18:00 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Friendly Fire
Come on, what is the benefit of having an airport more dangerous than Tchernobyl after the meltdown ?
And yes, it matters what you are doing here, think about it.
Is resting, having a drink in the lounge, etc..., exposing you to the same hazards as working with power tools, refilling tanks, etc...?



Facilities are really only a minor problem... once I get a running version this would only be a simple adjustment...

Also health loss due to facilities isn't as bad as you people think... this is what doctors are for. Also you can always camp in a different sector. The mine basically is the most important sector of Drassen anyways, due to the A.C.A building and enemies tending to attack the mine sector first...


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265542] Sun, 24 October 2010 18:22 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
I managed to get a very old version of UC-1.13NAS (long story why I'm not up to date with own mod) to start with the latest of Tais' "vanilla" new code SCI. Spent some time yesterday upgrading the .ini one error message at a time.

I'm testing some of the initial quests right now, so far:

- airport manager (which appears to be entirely new scripting) works OK
- Carmen quest seems broken, stuck when he tries to hand over the machete (after successfully passing on the laptop, so I know its not an inventory issue). Also there is plenty of room in the merc's inventory, and Carmen should drop the machete if there isn't per how the quest is supposed to operate. This is more broken than was reported earlier, where the first meeting with Carmen worked, but the second meeting didn't work as expected in the quest and and failed under similar circumstances. Now the thing is, does the Carmen quest work in the Alrulco campaign?

Either something is broken with quest mechanics in the new code, or they're not being quite as diligent with legacy support. What type of quest problems are you seeing?

[Updated on: Sun, 24 October 2010 18:28] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265544] Sun, 24 October 2010 18:51 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
I actually not even got to a point where I could talk to someone with a quest. Logi reported problems with all people in San Mona...

When the AIM mercs were actually still working, I also had runtime errors on startup when hiring the old mercs from AIM (Cliff, Malice, etc...). MERC dudes worked fine though...

Seems everything is a mess right now. Sad


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265545] Sun, 24 October 2010 18:59 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Do you have the option of switching back to prof.dat? I'm not switching over to the XML's until the rest of the mod is done. For me switching over to the XML based system is just too big of a change to mix in with other more mundane things like adding items and graphics.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265553] Sun, 24 October 2010 21:54 Go to previous messageGo to next message
Maalstroom

 
Messages:341
Registered:December 2008
Location: en route to San Hermanos
hi smeagol! don't lose your temper buddy! make a clean install ja2 then update to the latest version use tais sci if you want and then on top of that install tais sci for wildfire with aimnas12- and everything except 3 or 4 doubled mercs should work - maps items everything. it worked for me, i don't know why it shouldn't work for you too. and please ask around to change the name of the directory that contains only the mercs from dat-wf-aim into something else than wf aim this way you would know that in that dir you can add anyone you want, mercs from wf, uc, vietnam and unfinished business too.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265555] Sun, 24 October 2010 22:20 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
maalstrom, before smeag gets really upset let me tell you

1. smeag MADE this mod
2. his talking about NEWER changes in the developer-trunk and how to adapt to THEM
3. tais latest aimNAS-sci does not work with those new changes

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265558] Sun, 24 October 2010 22:47 Go to previous messageGo to next message
Maalstroom

 
Messages:341
Registered:December 2008
Location: en route to San Hermanos
ok logisteric, i think it's extremly clear that smeagol MADE this mod! second he said that he doesn't find any mercs in the am site as it happened to me before which is not true as it is not true the fact that tsai latest aimnas -sci doesn't work with the NEWER SETIINGS! as i said earlier my "friend", tais newest sci works with tais wf over it and all the new features work very well since i'm playing this right now! the only problem is that i have the mercs from wf TWICE, and that's about it! everything works except that - so smeagol can very easyly start from here instead of starting from nothing. i just hoped it might help him to know that everything works. but hey it's not my place to say anything here! since you all "germans" made it so clear! as for you please don't forget to count to ten it might help you too when you get too nervous!
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265575] Mon, 25 October 2010 04:34 Go to previous messageGo to next message
Kellomies

 
Messages:50
Registered:October 2010
I daresay the issue is not the easily if tediously fixable stuff like items, merc ID number assignements/profiles and whatnot but the rather more complicated "under the hood" modifications such as, if I've understood correctly, plot/quest scripting, the extra vehicles, prolly arcane map-design stuff I have no idea about, and so on and so on.

Also, too many exclamation marks.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265583] Mon, 25 October 2010 12:03 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
spaeR
I found nothing !
But sloly lost all healthpoint......

"Lost while working"? I AM NOT WORKING, stupid feature!


Logisteric
do you really think if the airport is hazardous (dropped kerosin, exhaust etc) that it matters what you are doing there?

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Main=17279&Number=263747#Post263736

this is page 6 of THIS VERY THREAD - you kidding me?


As another solution you can set the possibility for events to happen and what type of event happens in the... Settings.ini IIRC (at least an INI in the 1.13Data folder).

You have a value to indicates how often something occurs (default a 1000)
And the ratio between good and bad events (normally set to 50 and how lower it goes the more good events versus bad events).
Personally I put this to 10. Some trade of for the facilities should be there, but as you pay for some I found the ratio to be a bit out of balance. No need to even change an .xml file for that.

smeagol
I actually not even got to a point where I could talk to someone with a quest. Logi reported problems with all people in San Mona...

When the AIM mercs were actually still working, I also had runtime errors on startup when hiring the old mercs from AIM (Cliff, Malice, etc...). MERC dudes worked fine though...

Seems everything is a mess right now. Sad


That is too bad to hear Smeagol you gave the community a lot of fun.
By the way, my San Mona runs as smooth as can be (SCI_SVN1241_MPSVN3721_WF606_AIMNASv12). I wonder why that is, but I never have any problems over there outside out of Darren sometimes not handing over the money if he has to walk to far to reach the mercenary that initiated the dialogue to start the fights, but that is easily solved by staying close by.

@Maalstroom; There is no need to put one sci on top of the other. I know my SCI is a bit outdated again, but you can ask Tais. There is no need to install two on top of another. Actually he disaded me from doing this in order to choose between UC and WF_AIMNAS.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265726] Wed, 27 October 2010 00:01 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Currently working on gear kits for the additional mercs. So far have 4 kits ready (Blood, Buns, Cliff and Bull). 4 more AIM mercs to go + the MERC dudes...

Also will need to double check the Stomp skills and have to adjust a lot of stuff in the ini...

Also cleaned up most of the double folder mess, new WF stuff will only come in one folder. I think I'll make a copy of that folder as the basis... this "could" contain several german files, so you might have to check the english WF version for the necessary files...


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265870] Fri, 29 October 2010 00:57 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Can we set somewhere if items whether have shadows or have not? I think those look better without that.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265877] Fri, 29 October 2010 04:24 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Hey smeagol, a question about trigger groups in AIMNAS V12:
Are the conversions made using merges with rubber bands/gums/wires or using an utility knife (as suggested by DepressivesBrot)?
As I recall you agreed with DB, to change to using the utility knife(in ono of the first pages of this thread)

@ datakurs:
You can toggle item shadows on/off in the preferences menu.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265878] Fri, 29 October 2010 04:29 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Trigger Grups should be changeable with a utility knife.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265879] Fri, 29 October 2010 04:36 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Whoa, that was fast! Tnx.
I can't wait for the new beta features SCI with WF, so I'm starting a new game with the current WF SCI.
Any progress on that matter? I know it's a mess, but it would be a shame that your great mod wouldn't work with the new features.
Good luck, and keep up the great work!
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265880] Fri, 29 October 2010 04:39 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
I'm on it... more or less... still trying to fix starting gear kits and several minor adjustments...


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265890] Fri, 29 October 2010 10:58 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
goc_man, thanks. I always thought that switch did something in the tactical map.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265968] Sat, 30 October 2010 14:18 Go to previous messageGo to next message
Maalstroom

 
Messages:341
Registered:December 2008
Location: en route to San Hermanos
gmv - when you make a clean install of ja2 you don't get to have files from 113, but if you use tsais vanilla 113 you get all the files you need and since you can't update to beta and get an compiled exe, i think tsais sci is the easyest way to go since not all people in this forum know how to use visual studio an c++. is this is not clear enough till here please read again from the begining! if this is not the case and if you don't like to play ja2 vanilla and you like wf maps and aim then you need the files from wildfire! now you can do that i can't explain cause tsai just tol you not to install 2 sci on top of eachother, and he is right when he is talking about uc and wf because they have different files an npc and so on. gmv please try to think a little, it's not that hard you know?

whatever!
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266024] Sun, 31 October 2010 12:52 Go to previous messageGo to next message
Hellunen

 
Messages:6
Registered:October 2010
I encountered a funny thing just now, I'm (if my memory serves me correctly) running the latest Tais' SCI and AIM v12. It's possible to put both PSO-1 and 2x scope on at least AK-47 and AK-74 with combined effect on aiming modifier and minimum range for aiming bonus.

http://koti.mbnet.fi/~rpesonen/Kuvei/Two_scopes.jpg
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266027] Sun, 31 October 2010 13:56 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
you have a kobra and 2xscope

the kobra is a kind of russian reflex-scope - smeag enabled to have both a pso and a kobra for gameplay-reasons, in reality this is impossible as the use the same place to be fixed to the gun (left side)

YOUR combination should not be a problem irl, though as the 2xscope is on top of the gun
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266029] Sun, 31 October 2010 14:07 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3704
Registered:July 2009
No, look careful. He has a 2x Scope and a PSO-1 in the same slot. I guess it's some problem with two slots being defined at the same position.

And didn't you forget something else also?

>>> Welcome to the Pit, Hellunen :wave: <<<


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266035] Sun, 31 October 2010 15:39 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
you are right ...

1. there is a pso under the 2x-scope
2. welcome to the pit hellunen
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266045] Sun, 31 October 2010 18:52 Go to previous messageGo to previous message
Hellunen

 
Messages:6
Registered:October 2010
The "feature" with two scopes works only if Kobra is installed first, otherwise adding one scope will remove the other, as it should be. Also, when Kobra is removed first, removing the two scopes will cause 2x scope to vanish.

Thanks for welcoming me, I've been lurking for some time now, but haven't got around to contribute as I'm all thumbs in modding.
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