Wasteland 2: now with improved modding capabilities!

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Executor_
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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » April 19th, 2018, 1:34 am

0.9.4k now available here.

UPDATED GAME BUG FIXES
  • background thread for writing game object MSON files (ie. the "Export" folder) would get stuck if it encountered an error

ss7877
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Re: Wasteland 2: now with improved modding capabilities!

Post by ss7877 » April 20th, 2018, 2:22 am

Executor_ wrote:
April 19th, 2018, 1:34 am
0.9.4k now available here.

UPDATED GAME BUG FIXES
  • background thread for writing game object MSON files (ie. the "Export" folder) would get stuck if it encountered an error
Thanks.

Tell me, pls, is there a way to drop "Kymri's_Warrior" inside of a corpse of Malediction Mayweather after his killing?
https://wasteland.gamepedia.com/Kymri's_Warrior

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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » April 20th, 2018, 9:07 am

First, you want to check the NPCTemplate (CA6_Maldiction_Mayweather) and Spawner (Malediction Mayweather Spawner_4461d50d-fb7e-40a3-a53a-c36cc911f37e and Malediction Mayweather Spawner_3eae65f7-e5dd-4f5d-a0d2-b11b47f77825) for the loot drop. The Spawners are overriding the NPCTemplate for the loot drop, and pointing to the DropSet Malediction Mayweather Drop. So that's what you probably want to edit.

Shadow Jack
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Re: Wasteland 2: now with improved modding capabilities!

Post by Shadow Jack » April 20th, 2018, 12:51 pm

Hi Executor, as I know a while ago you've added new Situation "PiercedArmor". Is there way how I can use it to add bleeding status effect to a paticular ammo? Or in more general sense is it possible to trigger status effect using situation?

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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » April 20th, 2018, 2:45 pm

No, can't do that yet. It's still on my todo list for 0.9.5.

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Re: Wasteland 2: now with improved modding capabilities!

Post by ss7877 » April 21st, 2018, 8:39 am

Executor_ wrote:
April 20th, 2018, 9:07 am
First, you want to check the NPCTemplate (CA6_Maldiction_Mayweather) and Spawner (Malediction Mayweather Spawner_4461d50d-fb7e-40a3-a53a-c36cc911f37e and Malediction Mayweather Spawner_3eae65f7-e5dd-4f5d-a0d2-b11b47f77825) for the loot drop. The Spawners are overriding the NPCTemplate for the loot drop, and pointing to the DropSet Malediction Mayweather Drop. So that's what you probably want to edit.

But there is no DropSet with "Malediction Mayweather Drop" or similar name in the folders "\Mods\Export\Dropset" and "\Mods\Export\LosAngeles\CA06_Hollywood\DropSet\".

I think, it should be in the folder "Mods\Export\LosAngeles\CA06_Griffith\DropSet\" but this folder is empty.

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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » April 21st, 2018, 3:01 pm

Load the Griffith map, then go to another map or load a save. Afterwards, open the debug.txt file in the "Mods" folder and check each reference to 'thread'. Are there any mentions of errors?

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Re: Wasteland 2: now with improved modding capabilities!

Post by ss7877 » April 21st, 2018, 11:53 pm

Executor_ wrote:
April 21st, 2018, 3:01 pm
Load the Griffith map, then go to another map or load a save. Afterwards, open the debug.txt file in the "Mods" folder and check each reference to 'thread'. Are there any mentions of errors?
I did it. Errors

Code: Select all

Creating new background thread to write 415 files to disk for scene 'CA06_Hollywood'
File writer thread for scene 'CA06_Hollywood' finished in 2364ms
	Errors occured while attempting to write the following files:
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate Ammo_bff43083-fbe3-46de-a94e-953df7b54827.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Sturdy/Simple Safe - Grauman Office_96b3e862-9c02-4508-9b25-a3bcc7e8d61b.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate_c0a19e8c-7116-4c7c-84d3-92cb4572d996.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate Medical_f1eaae87-d046-4a43-9ae9-3c661c9ae4eb.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Sturdy/CA6_DukesLocker/Simple Safe_ffe4e717-d5ea-49bb-b2a0-e84a945bc27d.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/CA6_DiggingGraves/Simple Diggable Object_57af8433-89ec-4bc8-afe6-4cec5ab85a73.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Sturdy/CA6_HeidiOfficeSafe/Simple Safe - Heidi Office_6dc0b6a8-41fa-4397-95af-8b821c43d569.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate Medical_75b336b1-35e4-4015-abaa-b93d343ddef2.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Toaster/RepairableToaster_19c6a25b-279e-414d-a3a2-6c1e5a97bd22.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/CA6_RambeausLoot/Simple_Crate_a012d372-a7ce-4e49-98f6-e3a564513a0d.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate Gun_816691f1-67f4-44af-b7e2-eccc1dc47a75.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/CA6_largeCrate/Simple_Crate_2b7cef22-358b-46c6-b777-81beeeed94f3.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate_3eb00009-28e6-4f31-8fcf-db3d9c00432a.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/CA6_MaBrown_Toaster/RepairableToaster_50c72f59-0703-40dd-abbc-4c00f7981122.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/CA6_DiggingGraves/Simple Diggable Object_58c3f942-9bd4-4dec-a3c6-3417b91cfab0.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate Medical_59996249-d3fa-4496-bb21-23ad043853bb.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate_d4ad8c9a-a115-4161-a3c6-d4eb1d02ca27.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Toaster/RepairableToaster_af5a92e4-4058-40c2-9796-31755701f075.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate_ea927d40-8ca6-4db2-86e9-c25b3e77e0b4.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple_Crate_f7b92b63-00c8-424a-adb0-95d66513b428.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/CA6_SwiftysLocker/Swifty's Locker_7c1da274-5414-4748-af5c-7134af9679da.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate Medical_68c04b4e-6f57-4a3a-8e05-4602af15ec76.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/CA6_DiggingGraves/Simple Diggable Object_f6aa2b44-3feb-4c0a-9e56-cccbb20b859c.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate Small_4a13dfbb-65f9-4f16-8888-cf0defac3c94.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Fragile/Simple Crate Ammo_1e7d952f-8b3f-438c-8586-f75fe62a9dc7.mson
		[IsolatedStorageException: file path is too long, max length in Windows is 260 characters] C:/Steam/steamapps/common/Wasteland 2 Director's Cut/Build/WL2_Data/Mods/Export/LosAngeles/CA06_Hollywood/Interactable/Drama/PropObject/InteractableObject/InteractableInventoryObject/InventoryObject_Sturdy/CA6_DukesLocker/Duke's Locker_ead0e73b-7b3e-4b06-acad-8fe20efaffa9.mson
Then I deleted the folder "\Mods\Export" and the file "debug.txt", made an update of DELTA patch (0.9.4j->0.9.4k) and tried again. Now I have the same errors in debug.txt, but the problem with empty folder "Mods\Export\LosAngeles\CA06_Griffith\DropSet\" is resolved.

A now I have the file "Malediction Mayweather Drop.mson". Thanks for help.

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Re: Wasteland 2: now with improved modding capabilities!

Post by tmn » May 4th, 2018, 4:47 am

Great job, Executor!
Could you make skill books work like perks? So that they would permanently increase the skill without increasing the cost of the next point.

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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » May 4th, 2018, 4:04 pm

Probably shouldn't be too hard to implement. Give me a couple days to look into it.

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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » May 5th, 2018, 3:11 pm

0.9.4l now available here.

Make sure to also download the Localization.zip as it has been updated and extract the contents into your "...\Steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\StreamingAssets\Localization\" folder.

MODDING
  • ItemTemplate_UsableXPGiver now also supports adding to Attributes or giving perks.
AVAILABLE MODS
Found here
Extract them so they overwrite your "Mods" folder, default location is "...\Steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Mods\".
  • SkillBookMod: (new) Skill books no longer increase the point cost of future increases to the Skill
  • TraitMod: (unchanged) perks now cost multiple points, varying depending on desirability, but you receive 2 perk points per level
  • BrawlingMod: (unchanged) Brawling no longer gets +1 damage per character level, instead the Brawling Skill now gives a damage bonus

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Re: Wasteland 2: now with improved modding capabilities!

Post by tmn » May 7th, 2018, 7:49 pm

Thank you for the new mod, Executor.

You might want to mention in the first post and in the title, that this patch includes many gameplay fixes, and not only modding framework improvements.

My CNPCs were able to use shrines for the second time after enabling the relevant option. I've installed the patch and enabled revisiting shrines just before Angela has left the party. After she has left, Rose and Takayuki were able to use shrines for the second time. I don't have a save with Angela any more, so I'm not sure if her departure is relevant.

Hovering portraits on the character screen produces much louder sound than it should. Can this be tweaked somehow?

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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » May 8th, 2018, 2:00 am

tmn wrote:
May 7th, 2018, 7:49 pm
My CNPCs were able to use shrines for the second time after enabling the relevant option. I've installed the patch and enabled revisiting shrines just before Angela has left the party. After she has left, Rose and Takayuki were able to use shrines for the second time. I don't have a save with Angela any more, so I'm not sure if her departure is relevant.
Did you start that campaign with the edited DLL? If you continue'd a campaign played under the original DLL, then any shrines you had already visited before switching DLLs would not have the extra data saved to keep track of which CNPCs have used which shrines.
tmn wrote:
May 7th, 2018, 7:49 pm
Hovering portraits on the character screen produces much louder sound than it should. Can this be tweaked somehow?
During character creation, while clicking on different portraits? Because that's quieter for me than some of the other noises when clicking on various buttons.
tmn wrote:
May 7th, 2018, 7:49 pm
You might want to mention in the first post and in the title, that this patch includes many gameplay fixes, and not only modding framework improvements.
I'll make a new thread eventually, once I've got more work done, so maybe after 0.9.5 is out.

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Re: Wasteland 2: now with improved modding capabilities!

Post by tmn » May 8th, 2018, 5:02 am

Executor_ wrote:
May 8th, 2018, 2:00 am
Did you start that campaign with the edited DLL?
No.
Executor_ wrote:
May 8th, 2018, 2:00 am
During character creation, while clicking on different portraits?
No, on the Inventory/Skills/Perks screen, when hovering over portraits in the lower left corner. It's a problem with the original game, it doesn't come from the patch. The sound isn't that loud on the adventure map, but even there it's much louder than hovering sounds for the rest of UI.

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Re: Wasteland 2: now with improved modding capabilities!

Post by Shadow Jack » May 12th, 2018, 6:50 am

Hi Executor, I have a question:
I was trying to add one point of charisma if you have maxed out intelligence see file below.
But it is not reflected on the interface, am I doing something wrong or it is not possible? Thanks.
{
displayName : "<@>Intelligence"
description : "<@>Intelligence allows a ranger to learn and process information efficiently, giving them early access to a wide variety of skills, and the ability to master them quickly. \n\n[ffa000]++ Survival points per level\r\n++ Ability to read high level books\n+ Number of action points[-]\n\n[cc0000]Minimum required for some advanced skills[-]"
tooltipStrings : [
{
id : ""
text : "<@>Intelligence"

valueAsPrefix : true
displayMethod : StatDisplayMethod.Difference
reverseSign : false
includeUnits : true
}
]
supplementalTooltipStrings : [ ]

atlas : WL2_Icons // sprite database
spriteName : T_Intelligence // name of the image to use from the sprite collection

statModifiers : [
{
when : [ Situation.Always ]
statName : skillPointsPerLevel
tooltipId : ""

subset : [ Situation.Always ]
operation : Operation.Add
table : [ 0.0, 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0 ]
useBaseValue : true // if true, any adjustments to the Attribute/Skill from items, StatusEffects, etc. will be ignored while finding the entry in the 'table'
}
{
when : [ Situation.Always ]
statName : actionPoints
tooltipId : ""

subset : [ Situation.Always ]
operation : Operation.Add
table : [ 0.0, 0.25, 0.5, 0.75, 1.0, 1.25, 1.5, 1.75, 2.0, 2.25, 2.5 ]
useBaseValue : false // if true, any adjustments to the Attribute/Skill from items, StatusEffects, etc. will be ignored while finding the entry in the 'table'
}
{
when : [ Situation.Always ]
statName : charisma
tooltipId : ""

subset : [ Situation.Always ]
operation : Operation.Add
table : [ 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0 ]
useBaseValue : false // if true, any adjustments to the Attribute/Skill from items, StatusEffects, etc. will be ignored while finding the entry in the 'table'
}
]
}

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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » May 12th, 2018, 11:58 am

It intentionally ignores that. Allowing it would cause crashes, since the game is still in the process of calculating Attribute/Skill values, and shouldn't be allowed to access one that has not yet been calculated. I'll add a comment to the MSON files about it.

Technically, Attributes could be allowed to change Skill values, but I forgot to implement that. I'll add it to my todo list.

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Re: Wasteland 2: now with improved modding capabilities!

Post by Shadow Jack » May 14th, 2018, 1:33 pm

I've tried to alter Barter skill via Charisma and it seems to work already, at least changes are reflected in the HUD (I haven't checked actual prices).

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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » May 14th, 2018, 4:07 pm

The Barter Skill or the barter_BuyPriceDecrease/barter_SellPriceIncrease DerivedStats? Because DerivedStats can always be modified.

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Re: Wasteland 2: now with improved modding capabilities!

Post by Shadow Jack » May 15th, 2018, 2:03 am

Sorry you are right, that is a derived stat.

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Re: Wasteland 2: now with improved modding capabilities!

Post by Executor_ » May 15th, 2018, 4:20 am

0.9.4m now available here.

UPDATED GAME BUG FIXES
  • when first recruited, CNPCs were receiving somewhat more ammo than intended
MODDING
  • Attributes can now affect Skill values

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