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Fixes for the BiG fixpack


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#241 Fennek

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Posted 26 April 2010 - 11:05 AM

Please don't bury yourself into that, as the problem is just one script giving a notice that it wasn't updated by the Better Calls For Help components in SCSII, as it's just a warning, not a install failure... so from we can tell, it's all fine as is.


I think Lollorian talked about the results from this thread:
http://www.shsforums..._0

It's possible to install both BP AI and SCS without any problems. One simply gets enormous problems with the AI. We just don't know what happens when one combines BP-Ascension (a) without BP-AI) and b) SCSII. No information available. The warning is of minor importance, it just shows that there might be an incompatibility. SCSII ist meant to work with the old Ascension, afaik.

#242 Fennek

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Posted 27 April 2010 - 11:03 AM

Well, I've prepared an installation with BP-Ascension without AI and with SCSII. I'll find out today or tomorrow if this works. Well, won't play Ascension through, but have a look on the lichs etc.

I also got these problems:

NM-Relationship stuff:
Spoiler


Like BP-Series, NM-Relationship has to be limited to BP-AI installations.

SCSII-Mage-AI:
Spoiler

No idea what happened here...

(Some other issues we know and whci hdo not matter). And the SCSII stuff.

I also tested SCSII and BP-Ascension install now. BAD!
Drow-Lich in Sendai's dungeon (Odamaron):
Override script:
shoutdl2.bcs

IF
	Die()
	Global("P5Drop","LOCALS",0)
	StateCheck(Myself,STATE_FROZEN_DEATH | STATE_EXPLODING_DEATH)
THEN
	RESPONSE #100
		DropInventory()
		SetGlobal("P5Drop","LOCALS",1)
		Continue()
END

IF
	PickPocketFailed([PC])
	Allegiance(Myself,NEUTRAL)
	General(Myself,HUMANOID)
	!StateCheck(Myself,CD_STATE_NOTVALID)
	See(LastTrigger)
	!Allegiance(LastTrigger,FAMILIAR)
THEN
	RESPONSE #100
		StartDialogOverride("RR#PICKP",LastTrigger)
END

IF
	PickPocketFailed([FAMILIAR])
	Allegiance(Myself,NEUTRAL)
	General(Myself,HUMANOID)
	!StateCheck(Myself,CD_STATE_NOTVALID)
	See(LastTrigger)
THEN
	RESPONSE #100
		SetInterrupt(FALSE)
		FaceObject(LastTrigger)
		DisplayStringHead(Myself,312452) // Get away from me you filthy creature!
		SetSequence(SEQ_ATTACK)
		ApplySpellRES("RR#FEAR",LastTrigger) // No such index
		SetInterrupt(TRUE)
END

IF
	NumTimesTalkedTo(0)
	Detect([PC])
THEN
	RESPONSE #100
		StartDialogueNoSet(LastSeenBy(Myself))
END


Race script:
agrandrb.bcs
IF
	Die()
	Global("P5Drop","LOCALS",0)
	StateCheck(Myself,STATE_FROZEN_DEATH | STATE_EXPLODING_DEATH)
THEN
	RESPONSE #100
		DropInventory()
		SetGlobal("P5Drop","LOCALS",1)
		Continue()
END

IF
	Global("agrubys","LOCALS",0)
	GlobalLT("agruby","GLOBAL",36)
	GlobalGT("endofbg1","GLOBAL",1)
THEN
	RESPONSE #100
		SetGlobal("agrubys","LOCALS",1)
		Continue()
	RESPONSE #3
		SetGlobal("agrubys","LOCALS",1)
		IncrementGlobal("agruby","GLOBAL",1)
		GiveItemCreate("aggem01",Myself,1,0,0) // Ruby
		Continue()
END


Class script:
from DavidW, grey, cannot open it.
Since this lich also doesn't do anything, one gets caught in the cutscene...



Demi-lich in WK:
Override-Script: agrandrb.bcs
IF
	Die()
	Global("P5Drop","LOCALS",0)
	StateCheck(Myself,STATE_FROZEN_DEATH | STATE_EXPLODING_DEATH)
THEN
	RESPONSE #100
		DropInventory()
		SetGlobal("P5Drop","LOCALS",1)
		Continue()
END

IF
	Global("agrubys","LOCALS",0)
	GlobalLT("agruby","GLOBAL",36)
	GlobalGT("endofbg1","GLOBAL",1)
THEN
	RESPONSE #100
		SetGlobal("agrubys","LOCALS",1)
		Continue()
	RESPONSE #3
		SetGlobal("agrubys","LOCALS",1)
		IncrementGlobal("agruby","GLOBAL",1)
		GiveItemCreate("aggem01",Myself,1,0,0) // Ruby
		Continue()
END

Is this normal?
He also has a class script (from DavidW; grey, cannot open it), but ingame he just looks after me (BP-AI and SCSII demi-lich does attack via biting, in comparison).

O.K., anybody who knows what's going on? Which script should be where?

Edited by Fennek, 27 April 2010 - 01:37 PM.


#243 Isaya

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Posted 27 April 2010 - 01:47 PM

@KZ demons: According to the problem, the KZ mod replaces the Sulda black dragon with the demon even if Kiara and Zaiya aren't in the party!!! This makes the demon spawn only if KZ is in the party ... so whatever affects the dragon stays (if you don't have KZ ... in which case you face the non-BP-affected-demon :D)

This demon has nothing to do with Kiara and Zaiya being in the party. It's just part of the "Improved Suldanessalar" component. So basically, it's just another "improved" stuff, just like any other in Tactics or anywhere. You just have to ensure you don't install many components that try to improve the same part of the game. So my advice would be to avoid this component in a BW setup if you want to use another "improved" component.

The main issue with this part of Kiara-Zaiya mod is that the AR2807.ARE file is overwritten, mainly to replace the black dragon by the demon (as far as I could see, there is nothing but the creature in it and the area script is left intact). So the Kiara-Zaiya mod could be made less intrusive by not overwriting the ARE file and patching the area script to replace the dragon by the demon, using a code very similar to the one proposed by Hoppy, but with opposite goal (replacing the dragon with the demon if the component is installed).

#244 Lollorian

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Posted 28 April 2010 - 10:46 AM

Ok, so the KZ-Suldanesselar stuff seems to be just a great big misunderstanding then :D Anyway, since the area file gets overwritten, it might be better to make component #5 in KZ an Expert install component for the BWP ...

And, this I gotta ask, I noticed this block in BG2UB:
IF
	Global("SlumsMugging","AR0400",0)
	OR(2)
	TimeLT(4)
	TimeGT(22)
THEN
	RESPONSE #100
		SetGlobal("SlumsMugging","AR0400",1)
		CreateCreature("SlumsMugger2",[1435.602],<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />
		CreateCreature("SlumsMugger4",[1437.604],<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />
		CreateCreature("Slvic01",[1434.605],<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />

END
Are more than 8-char names allowed in CreateCreature()?? Or is this some kinda death variable thing too?? :P The concerned file is ub\encount\u!0400.baf

And in conclusion,

Wisp's BG2Tweaks exotic item typos :P
Fix: here

Attached Files


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#245 Fennek

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Posted 28 April 2010 - 11:05 AM

Tried an install with SCSII and without BP (all components) (and the new weidu, worked fine):

Got only (!) this warning / error:
LR
Spoiler


Not sure what is going on here. I guess SCSII and LR do not really work together without BP-Ascension or old Ascension. Can we fix this somehow? SCSII has a component that makes Abazigal etc. stronger, but it's not really the Ascension stuff. So... maybe one can prevent LR from detecting a so called tougher Abazigal if Ascension is not installed? (Would actually made sense in the original mod, I'd say; on the other hand, years ago something like that could not happen since Ascension was necessary for the subcomponents...).

Installation test SCSII without any BP:

Demi-lich: I died after... well, no spoilers, but it took only seconds. Worked fine, long live DavidW! :D
Drow-lich: More or less the same.

I hope to get feedback at Kerzenburg and G3 from other guys, but at the moment I'd say: At least BP-AI and BP-Ascension are not compatible with SCS-AI. I'll test the BP-components one day, but as far as I remember a good deal of them (I played not all) were compatible.

Edited by Fennek, 28 April 2010 - 11:08 AM.


#246 Jarno Mikkola

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Posted 28 April 2010 - 11:08 AM

Are more than 8-char names allowed in CreateCreature()??

According to the iesdp, no(link, #7) it needs to be the file name... I remember this should have been corrected at one point or another.

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#247 Fennek

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Posted 28 April 2010 - 02:36 PM

Worgas Mod (Component 0) destroys scripts in ar4000.are (the grove with the stone heads), if one saves and loads the game. One cannot talk to the heads anymore (first, an ato-save takes place). Tested this via putting backups into the overwrite folder.

If this cannot be fixed, one should throw Worgas into the expert version. This mod caused so much trouble in the last months... :angry:

#248 Miloch

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Posted 28 April 2010 - 02:56 PM

Is this normal?
He also has a class script (from DavidW; grey, cannot open it), but ingame he just looks after me (BP-AI and SCSII demi-lich does attack via biting, in comparison).

O.K., anybody who knows what's going on? Which script should be where?

Most of that looks like generic and dynamically-added script blocks from P5Tweaks, Rogue Rebalancing and Aurora. It shouldn't cause any AI issues, as all those blocks only fire under really specific conditions, and most have Continue()s in any case, which means they immediately proceed to the next blocks.

Now if you have a script that can't be opened (or decompiled) then that's an obvious issue. As for "which script goes where" there is no set order for those slots, other than blocks and scripts get executed from the top down (something like 15 times a second or so IIRC).

Also note that I think the original intent of this thread was to offer actual existing fixes for the BWFixpack to its maintainers, so if you have specific unresolved issues with mods, it is best to open new threads for them.

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#249 Fennek

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Posted 28 April 2010 - 03:09 PM

Also note that I think the original intent of this thread was to offer actual existing fixes for the BWFixpack to its maintainers, so if you have specific unresolved issues with mods, it is best to open new threads for them.


I'll do this tomorrow, since enough stuff has been found again.

#250 Lollorian

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Posted 28 April 2010 - 04:44 PM

Worgas Mod (Component 0) destroys scripts in ar4000.are (the grove with the stone heads), if one saves and loads the game. One cannot talk to the heads anymore (first, an ato-save takes place). Tested this via putting backups into the overwrite folder.

Are you sure this is Worgas?? :unsure: Maybe you misread the changelog and the real culprit is the mod below/above Worgas?? Throne of Bhaal Revisions could be a possible culprit (please check your changelog :unsure:)

I ask because there's nothing in the files or .tp2 to suggest that the mod does anything freaky with ar4000. The only cgange is an EXTEND_TOP to ar4000.bcs adding these blocks ...
IF
Global("ZarixNewSpell","AR4000",0)
THEN
RESPONSE #100
SetGlobal("ZarixNewSpell","AR4000",1)
  ActionOverride("Zarix",ChangeAIScript("zarix3",GENERAL)
Wait(4)
DisplayStringHead("Zarix",~Zarix gains new offensive magics.~)
END

IF
Global("w_drizzTakeItem","AR4000",0)
PartyHasItem("w_drsw2")
THEN
RESPONSE #100
ActionOverride(Player1,DestroyItem("w_drsw1")
ActionOverride(Player2,DestroyItem("w_drsw1")
ActionOverride(Player3,DestroyItem("w_drsw1")
ActionOverride(Player4,DestroyItem("w_drsw1")
ActionOverride(Player5,DestroyItem("w_drsw1")
ActionOverride(Player6,DestroyItem("w_drsw1")
ActionOverride(Player1,DestroyItem("w_drsw2")
ActionOverride(Player2,DestroyItem("w_drsw2")
ActionOverride(Player3,DestroyItem("w_drsw2")
ActionOverride(Player4,DestroyItem("w_drsw2")
ActionOverride(Player5,DestroyItem("w_drsw2")
ActionOverride(Player6,DestroyItem("w_drsw2")
ActionOverride(Player1,DestroyItem("w_panth")
ActionOverride(Player2,DestroyItem("w_panth")
ActionOverride(Player3,DestroyItem("w_panth")
ActionOverride(Player4,DestroyItem("w_panth")
ActionOverride(Player5,DestroyItem("w_panth")
ActionOverride(Player6,DestroyItem("w_panth")
ActionOverride(Player1,DestroyItem("w_drarm")
ActionOverride(Player2,DestroyItem("w_drarm")
ActionOverride(Player3,DestroyItem("w_drarm")
ActionOverride(Player4,DestroyItem("w_drarm")
ActionOverride(Player5,DestroyItem("w_drarm")
ActionOverride(Player6,DestroyItem("w_drarm")
ActionOverride(Player1,DestroyItem("w_dboot")
ActionOverride(Player2,DestroyItem("w_dboot")
ActionOverride(Player3,DestroyItem("w_dboot")
ActionOverride(Player4,DestroyItem("w_dboot")
ActionOverride(Player5,DestroyItem("w_dboot")
ActionOverride(Player6,DestroyItem("w_dboot")
ActionOverride(Player1,DestroyItem("w_dramu")
ActionOverride(Player2,DestroyItem("w_dramu")
ActionOverride(Player3,DestroyItem("w_dramu")
ActionOverride(Player4,DestroyItem("w_dramu")
ActionOverride(Player5,DestroyItem("w_dramu")
ActionOverride(Player6,DestroyItem("w_dramu")
SetGlobal("w_drizzTakeItem","AR4000",1)
END
The mod looks rather well-made to go expert ...

And about the UB 8-char thing ... I'll go pester the UB guys then :devil:

Edited by Lollorian, 28 April 2010 - 04:47 PM.

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#251 Jarno Mikkola

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Posted 28 April 2010 - 11:58 PM

THEN
RESPONSE #100
ActionOverride(Player1,DestroyItem("w_drsw1")
ActionOverride(Player2,DestroyItem("w_drsw1")
ActionOverride(Player3,DestroyItem("w_drsw1")
ActionOverride(Player4,DestroyItem("w_drsw1")
ActionOverride(Player5,DestroyItem("w_drsw1")
ActionOverride(Player6,DestroyItem("w_drsw1")
ActionOverride(Player1,DestroyItem("w_drsw2")
ActionOverride(Player2,DestroyItem("w_drsw2")
ActionOverride(Player3,DestroyItem("w_drsw2")
ActionOverride(Player4,DestroyItem("w_drsw2")
ActionOverride(Player5,DestroyItem("w_drsw2")
ActionOverride(Player6,DestroyItem("w_drsw2")
ActionOverride(Player1,DestroyItem("w_panth")
ActionOverride(Player2,DestroyItem("w_panth")
ActionOverride(Player3,DestroyItem("w_panth")
ActionOverride(Player4,DestroyItem("w_panth")
ActionOverride(Player5,DestroyItem("w_panth")
ActionOverride(Player6,DestroyItem("w_panth")
ActionOverride(Player1,DestroyItem("w_drarm")
ActionOverride(Player2,DestroyItem("w_drarm")
ActionOverride(Player3,DestroyItem("w_drarm")
ActionOverride(Player4,DestroyItem("w_drarm")
ActionOverride(Player5,DestroyItem("w_drarm")
ActionOverride(Player6,DestroyItem("w_drarm")
ActionOverride(Player1,DestroyItem("w_dboot")
ActionOverride(Player2,DestroyItem("w_dboot")
ActionOverride(Player3,DestroyItem("w_dboot")
ActionOverride(Player4,DestroyItem("w_dboot")
ActionOverride(Player5,DestroyItem("w_dboot")
ActionOverride(Player6,DestroyItem("w_dboot")
ActionOverride(Player1,DestroyItem("w_dramu")
ActionOverride(Player2,DestroyItem("w_dramu")
ActionOverride(Player3,DestroyItem("w_dramu")
ActionOverride(Player4,DestroyItem("w_dramu")
ActionOverride(Player5,DestroyItem("w_dramu")
ActionOverride(Player6,DestroyItem("w_dramu")

The mod looks rather well-made to go expert ...

Did you notice, the ActionOverride function never close with the )? And there are 37 of them... as it needs two end-brackets at the end, not just one...

Edited by Jarno Mikkola, 28 April 2010 - 11:59 PM.

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#252 Wisp

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Posted 29 April 2010 - 01:33 AM

The only cgange is an EXTEND_TOP to ar4000.bcs adding these blocks ...

EXTEND_TOP with script blocks lacking a Continue() is just asking for trouble. I wouldn't be surprised if that's what's causing the problems Fennek describe.

#253 Lollorian

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Posted 29 April 2010 - 03:19 AM

Did you notice, the ActionOverride function never close with the )? And there are 37 of them... as it needs two end-brackets at the end, not just one...

EXTEND_TOP with script blocks lacking a Continue() is just asking for trouble. I wouldn't be surprised if that's what's causing the problems Fennek describe.

Three words (... or letters if I may :P) ... L ... O ... L :ROFL:

That has to be about the best cake-in-the-face moment I've been in :D Just went through all the .baf's - added missing )'s and Continue()'s for EXTEND_TOP'ers (except cutscenes) :)

Also, changed:
PartyHasItem("w_drsw2")
to
OR(6)
PartyHasItem("w_drsw1")
PartyHasItem("w_drsw2")
PartyHasItem("w_panth")
PartyHasItem("w_drarm")
PartyHasItem("w_dboot")
PartyHasItem("w_dramu")
in worgas\are\W_4000D.baf cause the RESPONSE seems to DestroyItem() all of them ...

Result is 20 fixed .baf's ready for the next fixpack :cheers:

PS: Jarno, the missing brackets do't seem to be an issue cause my present game (without these fixes) shows the missing brackets as being present in NI :unsure: Does WeiDU add in the missing stuff??

Wisp's UB Muggers not spawning fix
Fix: here

Attached Files


Edited by Lollorian, 29 April 2010 - 03:45 AM.

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#254 Fennek

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Posted 29 April 2010 - 12:28 PM

@Lollorian: Great.

The fixes here will be integrated into the next fixpack update. There wasn't enough time since a fast update was necessary because of the creature offset checker.

And as it seems the change-log.bat doesn't work anymore with the new weidu version... :ph34r:

#255 berelinde

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Posted 29 April 2010 - 12:35 PM

And as it seems the change-log.bat doesn't work anymore with the new weidu version... :ph34r:

Was this reported on the WeiDU forums?

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#256 Fennek

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Posted 29 April 2010 - 01:47 PM

Ignore it, was something else that went wrong.

#257 Fennek

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Posted 29 April 2010 - 03:25 PM

Regarding the ids-problem:

I tried a smaller installation (BP-Ai and SCSII, works now, don't know the reason / source of the problem yet) and got this

Spoiler


I guess something has to be added there (what one of the big mods or whatever I did not install normally adds to the ids).

Edited by Fennek, 29 April 2010 - 03:25 PM.


#258 Lollorian

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Posted 29 April 2010 - 05:10 PM

Let's see ...
[StateCheck] argument [STATE_OUT_OF_ACTION] not found in [State.IDS]

STATE_OUT_OF_ACTION -

Appended by:
  • Amber
  • BPv179
  • Luxley
  • Nathaniel
  • TDD

Used by:
  • Amber
  • BPSeries (BP-dependanr)
  • BPv179
  • DSoA

Well, isn't that darn freaky?? :D

Mate, if you could, please install DSoA in a clean BGII-ToB install (without BG2Fixpack, without anything else) so that any other states missing are also found ;) Cheers man :cheers:

Attached Files


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#259 Fennek

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Posted 30 April 2010 - 11:21 AM

Mate, if you could, please install DSoA in a clean BGII-ToB install (without BG2Fixpack, without anything else) so that any other states missing are also found ;) Cheers man :cheers:


Intersting. We learn a lot here... :D
Well, I did install DSoA without anything else (only let the Big World Fixpack run) and not in a BWS/BWP install, so a lot of things went wrong (since the ids were not copied etc.). :blink: I guess this is due to the fact that I did not install the first component of DSoA (like in the BWP), but that this component contains most of the necessary stuff.

Here're the results...

Spoiler


Spoiler



Spoiler


I also did a mini tactics install (minimal installation + DSoA, so some stuff like the BG2Fixpack was included, ids copied etc., I guess):
Here we go for another time... :)

weidu.log:
Spoiler


Grothgar-problem

Compiling 2 scripts ...

[DSoA/Grothgar/baf/Grothgar.baf] PARSE ERROR at line 384 column 1-52
Near Text: )
[StateCheck] argument [STATE_OUT_OF_ACTION] not found in [State.IDS]

was the only one. :)

#260 Lollorian

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Posted 30 April 2010 - 06:19 PM

Awesome!!! :woot: It's looking for 6 non-vanilla ids stuffz and all of them (except STATE_OUT_OF_ACTION) are appended by the BG2Fixpack, so I dunno if this is really needed, but if some tortured soul decides to use JUST DSoA ...

Here's a fixed .tp2 (which should work on its one :P ... since the readme doesn't mention that it needs anything else)

PS: The BWPFixpack doesn't have anything for DSoA :P

Also, did the Grothgar thing show up after using the new .tp2?? :o

Attached Files


Edited by Lollorian, 30 April 2010 - 11:23 PM.

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