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Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #287147] Wed, 20 July 2011 18:51 Go to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Please do not post in this thread, Thank you.
Urban Chaos-1.13: What is it?
  • This is a Jagged Alliance 2 v1.13 mod, designed to allow the campaign from the Mod Squad's Urban Chaos Total Conversion for Jagged Alliance 2 (original Talonsoft release) to be run with the benefit of new features created since the source code was released.
  • Beyond the basic v1.13 features at the time of release, this mod also incorporates the items and general advance feature set developed for this, Deidranna Lives!-1.13 and Alrulco Folding Stock projects.
  • By itself this release is not a complete mod. Instead it is meant to take an existing Urban Chaos "Data" folder and integrate it into the JA2 1.13 mod platform along with the contents of this mod. All credit for the concepts found in, and the actual original Urban Chaos belongs to the Mod Squad.

Urban Chaos-1.13: Where Can I Get The Latest Version
System Requirements:
1) Legally purchased copy of Jagged Alliance 2, preferably installed somewhere mod friendly. eg. NOT any folder including the phrase: Program Files (x86) or Program Files

2) Supported versions of Jagged Alliance 2 v1.13
  • SCI_Unstable_Revision_7679_on_GameDir_2188 (December 15, 2014 SCI)
    - - available courtesy of DepressiveBrot at: Depri's Builds and Packages - Get your combat supplies here!
  • 2014 Stable 1.13 Release (7435) + JA2_113_UpdateForRelease7435_English_7609
    - - available from: JA2 v1.13
    - - Lacks most new (experimental) features added post January 1, 2014 cutoff
3) Original "Urban Chaos" Data folder (One of the suggested repositories or just run a web search for "Urban Chaos Installer")
Notes:
  • All you need is the DATA folder, only extract the DATA folder and rename to DATA-UC See Installation FAQ below for more details.
  • The Map Pack and Quick fixes are only needed if you intend to play the original/old maps campaign. NPC fixes such as Claudia/Tony faction bug have been corrected in the XML's.


Other Useful Information

[Updated on: Thu, 15 January 2015 17:50]



Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #287173] Wed, 20 July 2011 23:27 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Standard Install Instructions

Part 0: Install your retail Jagged Alliance 2 somewhere mod friendly. ie. NOT any folder including the phrase: Program Files (x86)

Part 1a: Get the original Urban Chaos Data folder from somewhere... One of these sources for example:
Original Urban Chaos Installer in Kermi's archives
Kaerar's SCI for Original Urban Chaos
One of Tais' older SCI's (You need both files, it is a spanned 7-Zip archive) - Note: All you need is the Data-UC folder, only extract the Data-UC folder
Fileplanet

Note: the Map Pack and Quick fixes are only needed if you intend to play the original/old maps campaign. NPC fixes such as Claudia/Tony faction bug have been corrected in the XML's.

Extracting the Needed Files from the Original Urban Chaos Mod
Toggle Spoiler


Part 1b: make sure the original Urban Chaos Data folder is renamed Data-UC

Part 2: install the development version of JA2 v1.13 specified in the first post.

Part 3: copy Data-UC into root JA2 directory (of where you installed v1.13). You should now see the following Data folders in your root JA2 install:

Data
Data-1.13
Data-UC

Part 4: Drop the contents of the Urban Chaos-1.13 7zip archive into the root JA2 directory. This is a full release not a patch. You should now see the following Data folders in your root JA2 install:

Data
Data-1.13
Data-Graphics
Data-UC
Data-UC113

*** Remember to overwrite when asked to do so. ***



Launching Urban Chaos-1.13

The INI Editor, included with Jagged Alliance 2 v1.13, is the recommended method for launching the mod - just set "Select JA2 v1.13 MOD" to:

vfs_config.UC113 - for modernized UC-1.13 maps & side quests

or

vfs_config.UC113OldMaps - for zero map modifications to original Urban Chaos maps


Otherwise Urban Chaos-1.13 may be manually activated by editing the file JA2.INI, so that:

VFS_CONFIG_INI = vfs_config.UC113 or vfs_config.UC113OldMaps

[Updated on: Thu, 15 January 2015 17:51]



Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #287174] Wed, 20 July 2011 23:28 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Select Differences between UC-1.13 and original Urban Chaos Mods
May Contain Spoilers

In General

More Stuff
• v1.13 in general already has more stuff than what the original Jagged Alliance 2 v1.07 could fit, but this and related projects adds even more. Highlights include:
- - AR Upper and Lower Receiver system allowing for more options to upgrade your found CAR-15s
- - Tactical Rail system attachments to allow for rich and complex weapon upgrading experience
- - explosive ammo types
• the expanded item set can be restricted to only what original Urban Chaos had, plus a few implied weapons such as certain matched set of six shooters by selecting the Reduced Guns option at the start of a new game

Characters
• it is worth mentioning again that the Tony/Caudia bug has been fixed (by not replicating the original PROF.DAT mistake in MercProfiles.XML)
• NPC's that claim to be merchants in Danubia, are merchants thanks to an expanded number of in-game merchants
• Carmen stays in his HQ in Atremo
• Tex actually has his "Six Shooters"
• Elhi has been activated as an RPC
• Iggy from the stock Alrulco JA2 campaign replaces Tex in M.E.R.C. (solution to the "2-Tex" problem)
• M.E.R.C. is available from game start as Urban Chaos is set after the Alrulco campaign

City Boundaries & Militia
• as v1.13 allows cities to be defined outside the boundaries of those defined by stock Jagged Alliance 2, most of the original "urban" sectors are now proper city sectors and must be liberated for a particular city to be freed
• all cities, except for the island, may have militia given the correct conditions


Old Maps Game Mode

There are not many differences specific to just the Old Maps variant of UC-1.13 as starting with v4.xx, this mode drops all modified maps in favour of only using original Urban Chaos maps. UC-1.13 XML's have been adjusted in deference to the original mod's mechanics.

Characters
• while the character indexing has been mostly restored to that of original Urban Chaos, Clive (a late game NPC meant for in-game atmosphere) does not show up in-game due to conflicting with a M.E.R.C. character added in the early days of v1.13


New Maps Game Mode

Characters
• even more merchants and repairmen
• Elhi has a vehicle
• original Urban Chaos "missing plant manager" bug (the one that required you to go to Calisto first) fixed via map editing

Port Kip UBT
• moved under Port Kip (instead of being under Drake)

Bobby Ray's Shipping
• the number of destinations that Bobby Ray's ships to has expanded
• be sure to open all crates in the cargo handling facilities of UBT Stations and airports: the crate that is closed when your shipment arrives is the receiving crate

*** UC-1.13 v4.xx New Maps is still an unreleased work in progress at this time ***

[Updated on: Thu, 15 January 2015 17:55]



Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #287175] Wed, 20 July 2011 23:28 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Select Differences between UC-1.13 and AFS/DL-1.13 Mods
May Contain Spoilers
  • AIM, MERC, IMP are unarmed when hired for Urban Chaos campaign (this is normal, original Urban Chaos design decision to fit storyline of your mercs arriving on a commercial flight)
  • Bobby Rays webshop does not ship High Explosives, lesser pyrotechnic devices like smoke grenades yes, but no HE warheads
    - - this is a game balance choice that seems to have originated from my memory of original Urban Chaos
    - - additionally there are now expanded options in-map for HE purchases

[Updated on: Thu, 15 January 2015 17:55]



Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #288995] Sat, 13 August 2011 20:10 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
INI Differences with Stock v1.13
(Things that you really should not change, additional warnings below.)

Ja2_Options.INI

MAX_NUMBER_PLAYER_VEHICLES = 3
  • Do Not Change - map and RPC changes require this for "New Maps" option

MAX_NUMBER_ENEMIES_IN_TACTICAL = 64
MAX_NUMBER_CREATURES_IN_TACTICAL = 40
MAX_NUMBER_MILITIA_IN_TACTICAL = 64
MAX_NUMBER_CIVS_IN_TACTICAL = 40
  • Due to nature of story, these have been maxed out so maps fill out better. Suspect that original Urban Chaos was able to exceed current v1.13 limits either via pre-source code modifications, or the old .exe simply didn't have limits. If/when v1.13 limits increase, these should be increased as well.

MAX_ITEM_SIZE = 240
MAX_WEAPON_SIZE = 50
OLD_INVENTORY_ITEM_NUMBER = 999
  • Do Not Change - core item mod requires this

USE_DIFFICULTY_BASED_PROF_DAT = FALSE
  • Do Not Change - not only will this disable all new characters, but these files have not been updated in years

USE_XML_TILESETS = TRUE

NUM_P_ITEMS = 6
  • Do Not Change - core item mod requires this

MERC_WEBSITE_IMMEDIATELY_AVAILABLE = TRUE
MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE
  • Balance/Narrative choice by the modder - Urban Chaos is set after original Jagged Alliance 2 campaign with story elements that indicate it is after Deidranna Lives! as well.

MERCS_RANDOM_GEAR_KITS = FALSE
  • Balance/Narrative choice by the modder - do not want to change weapon availability from that found in original Urban Chaos

DAILY_MILITIA_UPKEEP_TOWN_GREEN 	= 0
DAILY_MILITIA_UPKEEP_TOWN_REGULAR 	= 0
DAILY_MILITIA_UPKEEP_TOWN_ELITE 	= 0
  • Balance choice by the modder

AUTO_SAVE_EVERY_N_HOURS = 0
  • Possibly no longer true, but found game more stable without auto saves

USE_EXTERNALIZED_LOADSCREENS = FALSE
  • Do Not Change - some maps would cause game to crash
  • Possibly no longer required, but the feature has no impact on gameplay

SMALL_SIZE_PB = TRUE


SHOW_CAMOUFLAGE_FACES = FALSE
  • Do Not Change - all mod (original Urban Chaos) specific RPC's lack necessary graphics

AIMING_BURST_PENALTY = 1
  • Inadvisable to Change - NCTH Balance already accounts for this

WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = TRUE
  • Balance choice by the modder

ALLOW_WEAR_SUPPRESSOR = FALSE
  • Balance / Realism choice by the modder

LEVEL_SUBPOINTS_TO_IMPROVE 		= 500
  • Balance choice by the modder, overall found stock settings allowed for too rapid game progress

ASSASSINS_DISGUISED = FALSE
  • Inadvisable to Change - original Urban Chaos used these RPC's for characters that do not seem to be too terribly covert in the storyline.

INITIAL_MERC_ARRIVAL_LOCATION = 14424
  • Do Not Change - original Urban Chaos moved the initial entry tile for game start

INCREASE_AIMING_COSTS = TRUE

FIRST_AIM_READY_COST_DIVISOR = 5
  • Inadvisable to Change - OCTH balance requires this
  • Part of ChrisL's pre NCTH attempts to reduce the ease of headshots

AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 30
  • Balance choice by the modder, overall found stock settings allowed for too rapid game progress

GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 10

GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 40

ALTERNATE_PROGRESS_CALCULATION = FALSE
  • Balance choice by the modder, overall found stock settings allowed for too rapid game progress

ENABLE_CREPITUS = FALSE
  • Do Not Change - original Urban Chaos did not finish its own planned Sci-fi mode
  • recent upgrades to Sci-fi mode in v1.13 may lead to situation where Crepitus specific maps will interfere with original Urban Chaos maps and/or be inaccessible

NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE
  • Balance choice by the modder

FACILITY_EVENT_RARITY = 10000

FACILITY_DANGER_RATE = 25
  • Balance choice by the modder, found that frequent random workplace injuries detracted from the game

CAMPAIGN_HISTORY = FALSE
  • Do Not Change - v1.13 feature not implemented yet by mod

ATTACHMENT_DROP_RATE = 100
  • Do Not Change - core item mod requires this

ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE
  • Do Not Change - causes problems with all roaming militia
  • Possibly no longer required, but I am not sure, will update this post as required

[Updated on: Thu, 15 January 2015 18:05]



Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #290815] Mon, 19 September 2011 04:02 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Bug List - Fixable
(Probably)
Warning: May Contain Spoilers
  • armour percentages do not add up
    - - common to all 3 mods
    - - TBD: not really sure what needs to be done. Listed here as fixable as problem seems to be something I caused in the XML's and therefore should be resolvable via XML's
    - - ETR: none yet

Issues being Monitored and Long Term Work Arounds
Warning: Contains Spoilers
  • Since before the 2011/02/25 patch (v3.04), there have been multiple reports that the NE SAM cut scene locks up, hitting <ESC> or simply skipping the cut scene seems to avoid this lockup. This particular cut scene has worked in past however. Other cut scenes appear to be unaffected.
  • Rudesea Cut Scene again crashing (assertion error) under all current .exe's, now even when your mercs are staying still and not doing anything in particular:
    - - at present, after taking Rudesea let the time clock run a few minutes till the cut scene starts, let Brenda and Douglas converse till she slaps him around, then hit <ESC> to exit the cut scene before the scene naturally completes. Rudesea is made up of only the following sectors: K12, K13, and L12
    - - Skipping the cut scene when given the choice = assertion error
    - - Letting the cut scene play through to the end = assertion error
    - - hitting <ESC> near the beginning of the cut scene = assertion error
  • Carmen does not leave A9. After the Spring 2011 release fixed underlying problems with NPC behaviour in general I was able to look into problems with Carmen paying for collected heads. Found that while the quest now works properly in stock game, the method used to force Carmen's appearance in A9 at game start was not compatible with LUA scripting, resulting in either Carmen not paying or the game hanging on Carmen trying to restart the quest.
    - - Present workaround is to use a different LUA script than stock to cause him to appear in A9 only and to edit his speech to reflect this.
    - - Despite the LUA script fix above, Carmen does not pay for more than two heads. This is an improvement over previous Carmen bug where he simply didn't pay for any heads.

[Updated on: Thu, 15 January 2015 18:11]



Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #290957] Thu, 22 September 2011 00:37 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
List of Issues That Seem to be Bugs But Are Not
Warning: Contains Spoilers
  • Brenda and Elhi's voices
    - - Elhi was dropped from original Urban Chaos release due to being underdeveloped
  • Tex's city sector comments
    - - in Urban Chaos (both original and UC-1.13) Tex occupies a RPC slot hard-coded to produce comments about liberated city sectors in the "vanilla"/Alrulco campaign but no Urban Chaos specific text was created for Tex, therefore all he will say is, "I not sure you show true appreciation for my talents."
  • AIM, MERC, IMP are unarmed when hired for Urban Chaos campaign (this is normal, original Urban Chaos design decision to fit storyline of your mercs arriving on a commercial flight)
  • Higher resolutions in 1.13 allow you to see the "fake" shooting of a NPC during one of the Brenda cut scenes.
    Toggle Spoiler

[Updated on: Thu, 15 January 2015 18:12]



Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #293035] Thu, 03 November 2011 13:38 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Bug List - Beyond Scope of Mod/Abilities
  • Strange log events from "vanilla" Alruco campaign. This is a JA2 v1.13 limitation as of 2010/04/10 and will be resolved when this story element is externalized from the JA2.exe.
  • Underground Bullet Train (UBT) website
    - - JA2 1.13 does not currently allow removal of the old Mortuary text (which is part of the JA2.exe)
    - - The in-game laptop's background has been modified to display the UBT routes
    - - The Strategic Map facilities list will also display platform/destination combinations for sectors with UBT stations
    - - Or consult the lists below:

    Underground Bullet Train Platforms (New Maps):
    Toggle Spoiler



    Underground Bullet Train Platforms (Original Maps):
    Toggle Spoiler

  • City Sector Militia Garrisons - Original Urban Chaos had city sectors defined by hardcoded values from original Jagged Alliance 2, and the use of city sectors that cannot be filled via the city militia management interface continues with UC-1.13 due to the following despite city sector definitions being externalized some time ago:
    - - the militia management interface is still 3x3 sectors
    - - there is a limit to total number of sectors that may have a garrison
    - - some sectors that can permit a garrison do not have one to speed up game play (excess militia training lead to unnecessarily slow games in some cases)
    - - the advent of Mobile Militia provides a workaround to current City Militia limits

[Updated on: Thu, 15 January 2015 18:13]



Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #311644] Tue, 30 October 2012 19:26 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Miscellaneous Changes to the Next Version

Ja2_Options.INI

; Spotter skill
- text
- update defaults from 7805/2232: SPOTTER_PREPARATIONTURNS = 2


; Prisoner system
- added from 7805/2232: PRISONER_INTERROGATION_POINTS_CIVILIAN  =  25
- added from 7805/2232: PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_CIVILIAN  = 0


[Militia Volunteer Pool Settings]
- added entire group of settings from 7805/2232


[Militia Strategic Movement Settings]
- added entire group of settings from 7805/2232


; Doctoring
- added new setting: ALLOW_BANDAGING_DURING_TRAVEL = FALSE

[Updated on: Sun, 05 April 2015 22:54]



Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #316488] Sat, 23 March 2013 03:00 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Modding the Mod: Urban Chaos-1.13

Ja2_Options.INI

The "live" INI file is located in Data-UC113, it is highly recommended that this file not be edited directly. Instead copy Ja2_Options.INI from Data-UC113 to this mod's Profiles sub-folder: UserProfile_JA2UC113
(Please note that the INI Editor supplied with v1.13 cannot read the file from this location, and editing should be accomplised with a general purpose txt editor such as Notepad++.)

See Above For Options That You Should Not Change


XML Editor
  • WARNING: At time of release the current XML Editor in the SCI noted above will strip out tags related to: dynamic (flash-)lighting and later features. Additionally it does not support the following features:
    - - Class specific gun/item choices directly
    - - current usage of <highExplosive> tags in AmmoTypes.XML, workaround also means that new ammotypes cannot be added via the XML Editor
  • Please download JMich's current Revision 162 XMLEditor to replace the one in the SCI
  • As I did not want to double the size of the v3 patches, you still need to copy the BIGITEMS, INTERFACE, TILESETS folders from Data-Graphics to Data-AFS
  • Remember to set in XMLEditorInit.ini, the <Data_Directory> to: Data-UC113

Map Editing
  • In theory the map editor is Virtual File System (VFS) aware, and should obtain any unedited maps to be edited from the correct submod.
    - - All edited maps will be saved in the user profile folder for this mod, specifically: <JA2 Root>\Profiles\UserProfile_JA2UC113\MAPS
  • If necessary you may directly interact (copy, paste, delete) with maps keeping in mind the order in which maps are used under VFS. For the Default UC-1.13 campaign:

    1)<JA2 Root>\Profiles\UserProfile_JA2UC113\MAPS
    2)<JA2 Root>\Data-UC113\Data-UC113NewMaps\MAPS
    3)<JA2 Root>\Data-UC\MAPS

    For the "Original/Old" Maps UC-1.13 campaign:

    1)<JA2 Root>\Profiles\UserProfile_JA2UC113\MAPS
    2)<JA2 Root>\Data-UC113\Data-UC113OldMaps\Maps
    3)<JA2 Root>\Data-UC\MAPS

    please note that this information is valid for UC-1.13 v3.55-3.59. Please consult the VFS ini file for the folder structure of earlier mods.

Merc Profile Editor

Due to the current release of Urban Chaos-1.13 having a specific MercProfiles.XML for both the "Old Maps" and default "New Maps" campaigns some preparation is needed:

1) Copy MercProfiles.XML from the correct sub-Data folder for each campaign to the main <JA2 Root>\Data-UC113\TableData folder.
  • <JA2 Root>\Data-UC113\Data-UC113NewMaps\TableData for the default "New Maps" campaign
  • <JA2 Root>\Data-UC113\Data-UC113OldMaps\TableData for the "Old Maps" campaign
2) Edit your merc stats with Merc Profile Editor

3) Copy MercProfiles.XML from <JA2 Root>\Data-UC113\TableData back to where you found it in step 1), it is however recogmended that you use the profiles folders
  • <JA2 Root>\Profiles\UserProfile_JA2UC113\TableData for the default "New Maps" campaign
  • <JA2 Root>\Profiles\UserProfile_JA2UC113OldMaps\TableData for the "Old Maps" campaign

Compatibility with Other Jagged Alliance 2 v1.13 Mods
This mod uses the JA2 v1.13 Virtual File System (VFS) implementation quite extensively. Therefore it may be installed alongside other mods using VFS, like AIMNAS, with no interference or interaction with other mods (as long as everything is installed correctly).

Alrulco Folding Stock v3.xx, Deidranna Lives!-1.13 v3.xx, and Urban Chaos-1.13 v3.xx all use the same file structure (and files) for in-game item graphics. Each Full distribution of the three mods includes a complete copy of the graphic libary needed for standalone operation of the mod. As the intention is to share the graphics files by having combined installs overwrite the common Data-Graphics folder, newer revisions of the mod are backwards compatible, while older versions are not (ie. the older mod will lack graphics added to the newer mod). Please make sure you install the newest of the three related mods last.

[Updated on: Thu, 15 January 2015 18:18]



Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #316489] Sat, 23 March 2013 03:30 Go to previous messageGo to next message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
Common City/Sector Related Spoilers

Random NPC/RPC Positions:
Toggle Spoiler



Gun Runners:
Toggle Spoiler



Adrian

Atremo
• A10
Toggle Spoiler

• A9
Toggle Spoiler

• UBT Station
Toggle Spoiler


Calisto
• C13
Toggle Spoiler


Drake
• G1
Toggle Spoiler


Galileo

Port Kip
Toggle Spoiler

• C4
Toggle Spoiler


Prax

Roxx

Rudesa
• K12
Toggle Spoiler

• L12
Toggle Spoiler


Sheraton

Troy

Miscelanous

• E12
Toggle Spoiler

[Updated on: Thu, 15 January 2015 18:19]



Re: Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please[message #316490] Sat, 23 March 2013 03:30 Go to previous message
Wil473

 
Messages:2820
Registered:September 2004
Location: Canada
"New Maps" (A.K.A. UC-1.13 Betrayal) Spoilers

Faction Triggers:

Danubia National Police
Toggle Spoiler


Gun Runners
Toggle Spoiler


Crepaton
Toggle Spoiler


P.I.N. Group
Toggle Spoiler


Maps:

Port Kip
Toggle Spoiler


--- Work in Progress ---

[Updated on: Thu, 15 January 2015 18:25]



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