Extract, replacing the Assembly-CSharp.dll file (make a backup first!) found in the "Wasteland 2 Director's Cut/Build/WL2_Data/Managed/" folder, which in most cases will be located at "C:/Program Files/Steam/steamapps/common/".
Make sure to also download the Localization.zip and extract the contents into your "/WL2_Data/StreamingAssets/Localization/" folder.
NOTE:
- Gamepad support is currently bugged, so you must use a mouse.
- Save format is unchanged, so can always go back to the original DLL and continue your progress.
- A few small mods that were previously separate are now bundled in the updated DLL. They can be enabled in the Options-->Modding panel from the main menu. They are best turned on before or at the start of a new campaign, as not all effects are retroactive.
PATCH NOTES
(refer to the links for full notes, including on modding changes)
0.8.2
0.8.3
0.8.4
0.8.5
0.9.0
0.9.1
0.9.2
0.9.2bGENERAL CHANGES
- the tooltips shown when mousing over Attributes or Skills will now display all the DerivedStats that are modified by it
- certain tooltips have been adjusted
- some of the base game's tooltips did not accurately reflect how the game does its calculations
- for example, using the original Assembly-CSharp.dll: 1) start with even Luck and Awareness scores, 2) add 1 point to each, 3) Evasion value shown in lower-left of the screen remains unchanged, even though supposedly each point was adding +0.5%
- same with the vision range displayed for Awareness, value should be rounded off rather than showing decimals
- Perception Skill now also shows its effect on vision range and perception radius
- when mousing over the current Attribute value, will show affected DerivedStats rather than remaining blank
- fixed minor display bug from the base game; when hovering over the current Attribute value, would sometimes erroneously show a point cost of 12
0.9.2c
0.9.2d
0.9.3
0.9.3bBASE GAME BUG FIXESGAMEPLAY CHANGES
- loaded ammo is no longer weightless
- weapon fieldstripping drop chances now match the values displayed in the popup message
- actual drop chances in the base game are half the listed values
- eg. if popup message says chances are 40% Sturdy Mag, 10% Underbarrel Flashlight, 50% Junk Weapon Parts, real odds are 20% Sturdy Mag, 5% Underbarrel Flashlight, 75% Junk Weapon Parts
- "Ruined Weapon" precision strike effect was reported to cause crashes when used on certain NPCs like the Scorpitron; all NPC-only weapons can no longer be destroyed
- if you had accrued enough XP to gain multiple levelups at once, the bonus hitpoints from Luck could be incorrectly calculated
- the bonus hitpoints gained due to Luck by recruitable NPCs would be lost if they were dismissed then later rejoined
- base game incorrectly uses Mob.HatesParty rather than Mob.IsEnemy when determining if there are any nearby enemy mobs to apply the under pressure penalty for assault/sniper rifles, leading to two adjacent hostile NPCs giving each other under pressure penalties while a PC will have no effect on a NPC
- several fixes to the range gradient shown directly above your current weapon on the main HUD
- would assume beyondOptimalChanceToHit was always negative, even though some sniper rifles don't have any
- wouldn't show bonus falloff from pointBlankChanceToHit in optimalRange
- some weapons, like the Bullpup Sniper Rifle, would cause the gradient to end up too wide
- StatusEffect tooltips would not show their evasion & damage modifiers in some cases
- small memory leak in EventManager.Publish
- Disparnumerophobia quirk, if applying a debuff, wouldn't let you raise an Attribute by only 1 point
- first weapon tooltip after you switched to a different character's inventory would occasionally not be set wide enough and text would end up getting unnecessarily wrapped
- in rare circumstances, text wrapping was causing unnecessary line returns to be added
- on the character screen, Skill bar ticks would often end up grayed out and would require mousing over to return them to their proper color (blue grey)
- on the character screen, Skill bar ticks would occasionally not be clickable if the mouse had previously been hovering over the Skill name
- when adding perks to a character that had none, the perks would sometimes show up halfway down the learned perks panel
- Ascetic Trait no longer gives Attribute and Skill points again if starting a new game and importing a veteran character with the quirk
- On the Mend perk was previously increasing the amount healed by the PC's medkits by 10%, including when applied to other squad members
- Master Hunter perk tooltip was incorrectly stating a -75% Friendly Fire chance when it was actually -100%
- the unlearned perks list was not correctly updating after adding a perk, eg. if you acquired Precise Hunter, you would need to leave the character screen entirely then come back to be allowed to select Master Hunter
- if you equipped an item that boosted max carry weight, the label in the inventory screen wouldn't update until you left the inventory screen
- after unjamming a weapon, the Reload button on the main HUD would still show the Unjam tooltip rather than switching to the Reload one
- the rare legs precision effect is now permanent like all other precision strike StatusEffects
- in a few places, the base unmodified (ie. no items) Skill level was being incorrectly utilized
- Free For All perk was affecting Blunt weapons too
- lots of other minor tooltip and UI fixes
GENERAL CHANGES
- some differences in how calculations are rounded
- bonus hitpoints due to Luck added for CNPCs; previously, all had none, regardless of their Luck scores
- added 3 Attribute points to Gary Wolfe and 2 Skill points to Brother Thomas as they did not have the appropriate amount given their levels
- no longer allowed to spend more than 10 points in an Attribute (base game allowed it if score was being penalized by an item or StatusEffect)
- Glancing/Opportune/Strategic Strike perks will now attack enemies passing near the PC; before it would only attack if they started their turn adjacent to the PC
- required Attribute scores for certain weapons and armor now use adjusted Attribute values (ie. including modifiers from items and StatusEffects) rather than base Attribute scores
- Hypochondriac and On the Mend Traits now also affect the amount healed when reviving an unconscious PC
- base game gives melee attackers +40 hit vs targets crouching in the open, now targets crouching in low cover are also similarly penalized (moddable via the chanceToHit DerivedStat)
- tooltips more informative, some things not previously shown were nonetheless happening in background; notably impacted are the Strength, Perception and crouch/stand tooltips
- when using the Field Medic skill, you can now click on a PC's model to heal them rather than only being able to click on their portrait
- Mercaptain's vendor screen slightly improved
- Careful/Precise/Master Hunter perks now directly affect chanceToHit, so will show up as a reduced chance to hit friendlies whenever hit chances are displayed
- tooltip backgrounds made darker, the base game's are a little too transparent and so can occasionally be hard to read
- when in combat, the rogue chance on the character screen will now be properly updated to reflect certain CNPC's hate for some enemies; tooltip also shows which NPCs are causing the extra rogue chance
- if an item has multiple Attribute score requirements, the tooltip will now properly display which missing Attribute is causing which penalty
- tooltips on vendor screen kept overlapping the panel on the right, defeating its purpose, so now tooltips on vendor screen appear to the left of the item
- armor tooltip no longers combines the combat speed penalty with that from any Attribute requirements
- Attribute and Skill bar ticks only ever show the base, permanent value, ie. points spent plus any bonuses/penalties from Traits
- game should be more consistent in how it selects a PC for Skill usage when the "Highest Skill Character Used" gameplay option is enabled, always deferring to the currently selected PC in cases where another PC has the same Skill level
0.9.4
0.9.4bBASE GAME BUG FIXESGENERAL CHANGES
- when hovering over a portrait in the HUD, the keycode (eg. "[F2]") wasn't being displayed on the tooltip because the display code was interpreting it as a text formatting command
- on the vendor screen, the comparison tooltip showing a currently equipped item was treating the equipped item as if it was a vendor-owned item when calculating the price
- several minor bugs fixed in the portrait panel during character creation
- fixed bug with visible mods often not appearing on the avatar's weapon in the inventory screen
- visible weapon mods will now be shown on weapons carried on a character's back
- when a CNPC was being asked to rejoin a full squad, the stats and equipment from the base CNPC were being displayed, even if the CNPC had leveled up or now had different equipment
- additional settings added to to the Gameplay tab on the Options menu
- Staehrminator's Free Combat Camera mod now integrated
- "Bird's-Eye View Camera" option available if you want to zoom the camera out even further
- "Allow revisiting shrines" replaces the old TrackShrinesIndividually setting from "Table\Game.mson"
- Modding tab added to the Options menu
- settings.ini no longer used, any changes will need to be re-done using the new Modding Options panel
- during character creation, can now select portraits for any gender or NPC
- game now supports "Male" and "Female" directories in the "Import\Portrait\" and "Custom Portraits" (usually at "Documents\My Games\Wasteland2DC\Custom Portraits\") folders; portraits in the base folders are assumed to be Neuter gender
- encumbrance now shown on loot windows
- extra tooltips added to weapon stats on the HUD and inventory
- level and XP now shown on the tooltip when hovering over a portrait in the HUD
- game no longer generates the text for every tooltip (hundreds of them!) each time the attributes/skills window is brought up or an attribute/skill is increased
0.9.4cBASE GAME BUG FIXESGENERAL CHANGES
- vendor price of weapons with mods attached now properly calculated; before, the mods would be ignored entirely
- item stacks would sometimes have a price disparity
- on the item description panel on the right of the vendor screen, hovering over a ModSlot that was filled with a weapon mod would cause the whole item description to be scrolled up and out of sight
- on the CNPC dismissal screen when attempting to recruit a CNPC when the squad is already full, hovering over a weapon of a party CNPC would cause the game to scroll over and center on that CNPC unnecessarily
- the encumbrance icon displayed above the HUD portrait was not being updated immediately after depositing items in the Ranger storage locker
- price tooltip added to item description panel on right of the vendor screen
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- small (0.15 second) delay added before item description panel switches to another item being hovered on
- on the Modding tab in the Options menu, entering a custom mod folder name that doesn't exist will now cause it to be created rather than disabling the custom folder option
0.9.4d
0.9.4e
0.9.4f
0.9.4g
0.9.4h
0.9.4i
0.9.4j
0.9.4k
0.9.4l
0.9.4m
0.9.4n
0.9.4o
0.9.4p
0.9.4q
0.9.4r
0.9.4s
0.9.4tBASE GAME BUG FIXES
- Trait_GlancingStrike_Blunt line of perks did not always function properly as the perk was expecting WeaponType.Melee and some blunt weapons are set to WeaponType.Melee_2H
- affected weapons: Blunt_Tier_3_1_TheOrder, Blunt_Tier_4_1, Blunt_Tier_5_1, Blunt_Tier_5_1_Truth, Blunt_Tier_5_2, Blunt_Tier_6_1, Blunt_Tier_6_2
0.9.4u
0.9.4v
0.9.4w
0.9.4xBASE GAME BUG FIXES
- hostile party followers will have their hate reset when a savegame is loaded
0.9.4yBASE GAME BUG FIXES
- Bloodthirsty perk was incorrectly displaying that your character gained an action point from an ambush, even though no action point would be received on the following turn
0.9.4z
0.9.4za
0.9.4zb
0.9.4zc
0.9.4zd
0.9.4ze
0.9.4zf
0.9.4zg
0.9.4zhGENERAL CHANGES
- Vulture's Cry will now have her equipment placed in her inventory if it is recovered from Harold
0.9.4ziGENERAL CHANGES
- can now allow modifying the clothes worn by CNPCs by going into Options --> Modding tab; turn this off if you want to dismiss them as that option is obscured while this is active
0.9.4zjGENERAL CHANGES
- can now disable the laser pointer visual effect of the underbarrel weapon mod by going into Options --> Modding tab
0.9.4zk
0.9.4zlBASE GAME BUG FIXES
- MobInfoTooltip should no longer obscure the health bar above a character's head
0.9.4zm
0.9.4znBASE GAME BUG FIXES
- large item tooltips will no longer start offscreen; exceedingly tall tooltips will be scaled down to fit the screen
0.9.4zo
0.9.4zpGAMEPLAY CHANGES
- when hovering over a skill value that unlocks a perk, the tooltip will now also show the perk benefits instead of only the perk name
- some items that have no use in quest or dialogue have been set to 'junk'
0.9.4zqBASE GAME BUG FIXES
- Gary "NaCl" Wolfe can be recruited if you accept Sadler's quest
0.9.4zrBASE GAME BUG FIXES
- eight hats that were available at character creation lacked a name or description
- Brother Stahl's mission will be promptly cleared if the DBM take control of the canyon
0.9.4zsBASE GAME BUG FIXES
- Ranger Citadel and Prison maps were missing level music
0.9.4ztBASE GAME BUG FIXESGAMEPLAY CHANGES
- the hospital patients inside the Titan bunker all had the same castIds, which would mean the Surgeon skill was not usable on any remaining patients after a reload
- if dismissed, Angela Deth will now return to Ranger Citadel, inside at the museum
0.9.4zuBASE GAME BUG FIXESGAMEPLAY CHANGES
- resolved issues with Ralphy getting stuck at the playground
- if loading a save where Ralphy had already bugged out at the playground, he'll now properly run home
- Josie in Hollywood was incorrectly included in a Salt Thugs combat group, causing her to go hostile alongside them
- if already hostile, that should be removed upon loading
- Ralphy's mom will now offer her son to the Rangers repeatedly
0.9.4zv
0.9.4zx
0.9.4zyBASE GAME BUG FIXESGAMEPLAY CHANGES
- previously saved speaker settings were not being loaded on game start
- added additional tooltips on the character screen
- clown costume worn by PCs with the Raised in the Circus quirk can now be disabled by going to the Modding section in the Options screen
0.9.4zzGAMEPLAY CHANGES
- weight displayed will be for a single unit on the popup screen when you right-click on an item
0.9.4.053FEATURES
- added supersampling antialiasing (SSAA) to the game, available in the Display Options
- will internally render at twice the resolution width and height before downsampling for output, producing much better image quality than other forms of antialiasing
- no blurriness like with FXAA
- particularly effective at lower resolutions like 1080p
- much more GPU-intensive as four times the pixels need to be generated, ie. 1080p --> 4K, 4K --> 8K
- UI not affected, still need to figure out how to get that working
- screenshot comparisons at 1080p (zoom in to see the actual differences):
- no AA: https://imgur.com/a/pvFgH9z
- FXAA (game default): https://imgur.com/a/xUER4Sc
- SSAA: https://imgur.com/a/4yYJyl7
- completely rewrote code for overhead health bar and icons, should now remain a more consistent distance above a character's head, and icons (such as the merchant indicator) should no longer end up being overlapped by the health bar
0.9.4.054
0.9.4.055
0.9.4.056
0.9.4.057
0.9.4.058
0.9.4.059
0.9.4.060
0.9.4.061
0.9.4.062
0.9.4.063
0.9.4.064BASE GAME BUG FIXES
- game should do a better job of showing drop percentages when field stripping
0.9.4.065GENERAL CHANGES
- FOWRevealRange changes are now propagated promptly
0.9.4.066
0.9.4.067
0.9.4.068BASE GAME BUG FIXES
- rabbit leap animation was bugging out half the time, preventing the attack from completing
0.9.4.069
0.9.4.070GENERAL CHANGES
- ammo display on main HUD now also includes the amount of ammo remaining in the inventory
0.9.4.071GENERAL CHANGES
- loading times should be quicker now
- adjusted the timing of dodge animations when attacked by ranged weapons
0.9.4.072
0.9.4.073GENERAL CHANGESGAMEPLAY CHANGES
- non-hostile NPCs now have blue health bars
- item tooltips reworked to be more readable
- precision strike tooltips provide more information
- original pre-Director's Cut conversation font now available on Gameplay Options screen as 'Consola'; game default is 'Arial'
BASE GAME BUG FIXES
- removed limit on the number of times Scotchmo will ask to join the Rangers
- Sadler's dialogue was not being displayed correctly
- some interactable objects in Rodia were not showing all applicable skills
0.9.4.074GAMEPLAY CHANGESBASE GAME BUG FIXES
- Ruined Weapon effect from arm precision strike can now destroy melee weapons
- Tom's quest in Canyon of Titan will be resolved if he dies, rather than remaining unfinished in the journal
- some interactable objects in Angel Oracle were not showing all applicable skills
- Paladino no longer yells about his watch once it has been recovered
- Nurse Flinkman's 'Thief' dialogue option is removed once the quest is complete
- resolved movement issue with crucifix in Angel Oracle
- Takayuki displayed text now matches the "That ain't right." spoken audio
0.9.4.075GENERAL CHANGESBASE GAME BUG FIXES
- expanded clothing options available in character creation
- swapped weapon model and inventory icon for AK-47 and AK-97
- at Fletcher's Hideout, text for the event was still showing up when the actual characters were no longer present
0.9.4.076GENERAL CHANGESGAMEPLAY CHANGES
- status effect indicators will now appear on the overhead health bars
- increased the size of the status effect icons on the HUD
- can be turned off in Gameplay options
- inventory icons for some items changed to utilize sprites that were previously unused
- Glancing Strike line of melee feats now show ambush overhead icon above character while active
- in Highpool, Jackhammer's appearance has been adjusted
- a few skin colors adjusted; Black and VeryBlack were light brown at best before
- character creation shows skin as darker than they will appear in-game
BASE GAME BUG FIXES
- looting radius increased by 30%
- if target of an ambush was moving, they would sometimes teleport to their destination after the attack finished
- Wasteland 3 supposedly also suffers from this bug
- fix was simple, in AIAction_Path.IsComplete method, change "if (this.navMeshAgent.pathPending)" to "if (!this.pathCalculated)"
- Unity's NavMeshAgent seems to have an issue where not all values are immediately updated and require waiting until the next frame
- remainingDistance property will report 0, even though destination is correctly set and actual distance to destination is definitely greater than 0
0.9.4.077
0.9.4.078BASE GAME BUG FIXES
- Manny Wong photos quest
- would never receive a reward if photos were returned while voting for Veronica was not active
- photos would be removed even if player declined to hand them over
- in Los Feliz, the Tabernacle area was incorrectly labelled as Pilgrim's Rest, causing the wrong squad barks to be played there
- the dresser containing the suitcase of poker chips now lists all possible interactions
- Father Enola and Malediction Mayweather now drop their unique weapons; before, these were unobtainable
- the torso precision shot StatusEffects 'Scratched Armor' and 'Damage Armor' had their icons swapped
0.9.4.079BASE GAME BUG FIXES
- resolved game-breaking issue on Mac when the game was unable to find a valid user data folder
- added a reference to UnityScript.dll to ensure it always gets loaded
0.9.4.080BASE GAME BUG FIXES
- a double hyphen in the dialogue text would cause an unintended hiccup in the conversation
- physics frame rate fixed; NPC death explosions will no longer be slow and stuttery
- slicer dicer death explosion parts now properly sized and textured
- no longer plays the wrong audio for Rose's comment on criminals in the Prison; the audio is not in the data files so simply an unvoiced speech bubble
0.9.4.081BASE GAME BUG FIXES
- no longer plays the wrong audio for Rose's comment about keeping the victims cold; the voiceover is not in the data files so just a speech bubble
0.9.4.082GENERAL CHANGESBASE GAME BUG FIXES
- will now zoom in closer on PCs when the 'Close-Up Camera' option is enabled in the Gameplay settings
- fixed bug wherein clicking on a HUD button would block using the mouse wheel to zoom in/out until one clicked on the screen
- corrected highlight outline for feral pigs
0.9.4.083GENERAL CHANGES
- added jam chance display to weapon stat panels in the inventory screen
0.9.4.084GENERAL CHANGES
- standardized damage icon across the UI
0.9.4.085
0.9.4.086
0.9.4.087
0.9.4.088BASE GAME BUG FIXES
- Brittle Bones, Thick-skinned, and Twitchy quirks now only affect base combat speed (ie. from the Speed attribute) as befits their descriptions
- rectifies the issue of Twitchy increasing the movement penalties from armors while Brittle Bones and Thick-skinned would actually reduce them
0.9.4.089
GENERAL CHANGES
- added skill usage speed slider in Gameplay options
- increased the granularity of the combat speed slider in Gameplay options
MODDING
Shadow Jack wrote: ↑April 22nd, 2022, 1:48 am So I've finally figured out how to import assets to Wasteland.
1. Get 3d model(fbx, blend, obj(with base color and normal textures)). In some cases you might need to export packages from file.(https://www.youtube.com/watch?v=vi4AGvo ... el=Jayanam)
1a If model consists of multiple parts you need to join it(https://www.youtube.com/watch?v=VfIArJH ... pperVideos)
2. Import it in the Unity project(default FPS tutorial project will do) and put it into the scene.(https://www.youtube.com/watch?v=sZ8lvoU ... Essentials)
3. Save and build Unity project.(https://www.youtube.com/watch?v=dx52hMxn0FY)
4. Using AssetStudio(https://github.com/Perfare/AssetStudio/releases) or some other asset grabber extract assets(you need mesh(.obj) and two textures(normal and diffuse)).
5 Import model into the game. Create/override prefab in "Import/prefab", put mesh to "Import/Mesh" put textures to "Import/Textures"
6. Run the game to see how huge and misplaced model is.
7 Edit imported obj mesh in Blender, or in prefab.mson.(rotate, rescale)(https://www.youtube.com/watch?v=nIoXOpl ... lenderGuru)
8. If you edited in blender you need to import it to Unity project, put in scene, rebuild project and grab mesh file asset and import mesh file to "Import/Mesh" folder again.
9 Done
THE FOLLOWING INFORMATION IS NOW OLD AND MAY BE OUT OF DATE
- Export object data: "Export All Objects" in Options-->Modding tab. Game objects like ItemTemplates, NPCTemplates, DropSets, StatusEffects, etc. will all be written to the "Export" folder to assist with modding. 'Scene' (map) specific objects will be written the first time the scene is loaded.
- Allows applying override files to more object types: Traits, CNPCTemplates, DropSets, SpecialAttacks, AIWeightTemplates, WorldMapRandomEncounters, etc. previously could not be altered via MSON files.
- All fields are now writeable to: the base game has issues with properly reading MSON files in certain circumstances, and hence fields like validMods in ItemTemplate_Weapon could not be modified.
- Improved object referencing: the base game has only a limited capacity for finding and linking to other objects, therefore many fields that require a reference to other objects cannot be changed. Currently, the modified game only allows linking to objects already loaded by the time the main menu is reached after starting the game, which includes:
- all: ItemTemplate, StatusEffect, JournalEntryTemplate, WorldMapRandomEncounter, WearableInfo
- many: AIWeightTemplate, DropSet, MobTemplate, SpecialAttack
- Expanded support for enumerations: enums can now be used as array/list indices, while for fields expecting a certain enum type, the enum name can be optionally provided. Enums are NOT case-sensitive.
For example, the modClass field in ItemTemplate_Weapon is of type WeaponModClass enum. All the following are equivalent:Both the following are equivalent, altering only the 8th-element in the array.Code: Select all
modClass : SHOTGUN modClass : WeaponModClass.Shotgun modClass : 5
Refer to the enums.txt file created in the "Export" folder after running the modified game for the first time for a list of enumerations and their constant names.Code: Select all
equipment :& [ EquipmentSlot.WeaponR : Energy_Toaster_Gamma_Ray ] equipment :& [ 7 : Energy_Toaster_Gamma_Ray ]
- Set custom mod path: The game can be redirected to search for the "Mods" folder anywhere on a hard drive. The default "Mods" folder location is in the "Wasteland 2 Director's Cut\Build\WL2_Data\" directory (eg. "C:\Program Files\Steam\steamapps\common\Wasteland 2 Director's Cut\Build\WL2_Data\Mods\"). Since Windows doesn't normally like filepaths of more than 260 characters and some objects are heavily nested, you can create a folder like "C:\WL2" and then enter that path into CustomPath in the settings.ini to point the game to it.
- Enable/disable the inXile logo movie: PlayLogo option in settings.ini. If you're tired of clicking through the logo movie for the millionth time.
The modified game behaves just like the base one. MSON override files go in the "Mods\Import\" folder, and the same nested folder structure is used. You can find out where to place files by looking at the directories in the "Export" folder if the FullExport option in settings.ini is turned on.
Any messages concerning the loading of MSON files will be outputted to the debug_import.txt file in the "Mods" folder, so if a change doesn't seem to be working, check for any error messages there.
Note that even though the MSON files written to the "Export" folder will have a lot of data in them, the MSON overrides in the "Import" folder need only contain the field(s) that you wish to change. For instance, if you have FullExport turned on, then the AZ0_AngelaDeth_PC.mson file will be written to the "Mods\Export\MobTemplate\PCTemplate\CNPCTemplate\" folder. Yet if you only want to change her portrait, then a file called AZ0_AngelaDeth_PC.mson in "Mods\Import\MobTemplate\PCTemplate\CNPCTemplate\" containing the following is sufficient:
Code: Select all
{
portraitTexture : wl2_portrait_kekahbah
}
Bear in mind that some NPCs have multiple NPC_Templates and Spawners that are used at different times, so depending on what you wish to accomplish, you may have to modify them all.
If you're editing the validMods field on weapons, I recommend removing all mods from any weapons that will be affected first (including those in your storage locker at Ranger Citadel), because it's doubtful the game will appreciate you loading up a savegame containing a weapon with a no longer legitimate mod attached to it.
Please inform me of any other issues you may have.