Jump to content


Photo

[BG2:ToB] TobEx Release Thread


  • Please log in to reply
578 replies to this topic

#221 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 23 September 2010 - 06:47 AM

Interesting. How should modders make sure that a new kit is/isn't available to races that previously couldn't choose the class?

What kits are available to what class/race combination are controlled by the K_<CLASS>_<RACE>.2DA files. In vanilla ToB, there is a file for each combination, and all the standard kits are available to all classes, despite certain classes being unavailable to certain races.
Does the WeiDU ADD_KIT allow specification as to what allows what?

And could this affect the intrinsic multi/dual-classing differences between humans and other races?

Hmm, good question. Multi-classing is customisable at chargen. One change here is that humans normally are unable to multi-class. This is now customisable. One multi-class restrictions remains with that of gnomes still must be Illusionist in a multi-class combo. However, single class gnomes now have customisable mage school restrictions.

I have not looked at dual-classing, so I imagine the hard-coded restrictions still remain there.

Overall, please remember this stuff is customisable. You can muck around with the 2DAs all you want. Please check TobEx_ini.txt if you haven't already for the basic explanation of the hack.

Edited by Ascension64, 23 September 2010 - 07:18 AM.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#222 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 23 September 2010 - 07:01 AM

Does the WeiDU ADD_KIT allow specification as to what allows what?

Yes... from:

~K_C_D K_C_E K_C_G K_C_H K_C_HE K_C_HL K_C_HO~
This line determines what combinations of class and race to make the kit available for a player character, as found in KITTABLE.2da. If you want the kit to not be available to the characters created by the player, then use ~~ instead. Creating non-player kits can be useful if you want to give an NPC or a monster a powerful or unique kit, but don't want the player to have access to it. It can also be used for special modifications to an existing kit for an NPC. Chloe, for example, uses a Kensai kit that is not available to the PC that disallows dual-classing.


Thanks Ascension64 for implementing this.

Edited by Jarno Mikkola, 23 September 2010 - 07:05 AM.

Deactivated account. The user today is known as The Imp.


#223 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 23 September 2010 - 07:02 AM

I didn't know that BG2 already had K_B_E, and this answers my question. I was worried that, in the absence of a pre-existing K_B_E, a new Bardic kit wouldn't be available to elves (or, depending on the heuristics, a kit that should've been available only to human bards becomes available to elven ones).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#224 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 23 September 2010 - 07:19 AM

Are there actually race restrictions to dual-classing described in the manual, AD&D2e rules, etc? DUALCLAS.2DA describes class combinations restrictions.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#225 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 23 September 2010 - 07:30 AM

According to 2nd edition, only humans can dual-class. Of course, I don't think anyone would complain if you hack it so that non-humans can dual class (and I might be the only person to complain if you allow to dual-class into a kit).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#226 Kalindor

Kalindor

    Nerd of Lordly Calibur

  • Member
  • 142 posts

Posted 23 September 2010 - 07:49 AM

According to 2nd edition, only humans can dual-class. Of course, I don't think anyone would complain if you hack it so that non-humans can dual class (and I might be the only person to complain if you allow to dual-class into a kit).


There are two problems I can foresee... What to do about the paperdolls and avatars for orc and dwarf mages? :) Also, if any race can dual-class and any race can choose any class, humans really lose their luster. They don't have the stat bonuses or innate resistances to compete with the other races in this scenario.

Edited by Kalindor, 23 September 2010 - 07:49 AM.


#227 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 23 September 2010 - 07:56 AM

Also, if any race can dual-class and any race can choose any class, humans really lose their luster. They don't have the stat bonuses or innate resistances to compete with the other races in this scenario.

TobEx gives you the tools to do what you want. It's up to each player to play the way they wish (whether it is running an Elven Paladin for role-playing purposes or running a party of Half-Ogre Sorcerors to better minmax).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#228 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 23 September 2010 - 08:56 AM

There are two problems I can foresee... What to do about the paperdolls and avatars for orc and dwarf mages? :)

The game will adjust to your needs, when you provide it with the means... :whistling: something along to these lines.

Deactivated account. The user today is known as The Imp.


#229 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 23 September 2010 - 10:44 AM

There are two problems I can foresee... What to do about the paperdolls and avatars for orc and dwarf mages? :)

There are dwarf mage avatars in the vanilla game (for males - females dwarf/gnome mages never had them and consequently look like male dwarf mages). Half-orcs of all classes have always used the (green-coloured) human avatars and paperdolls.

The idea behind the racetext.2da externalisation (originally by Taimon which A64 has adapted) was to allow NPCs of non-standard races (such as a dryad or something). As such, you can implement a new paperdoll as well if the race animation doesn't have one *but* I think that does require an .exe hack currently, if the animation slot does not otherwise support a paperdoll.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#230 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 23 September 2010 - 07:43 PM

The idea behind the racetext.2da externalisation (originally by Taimon which A64 has adapted) was to allow NPCs of non-standard races (such as a dryad or something).

Was this just to be able to display the race text in the record screen?

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#231 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 24 September 2010 - 12:11 AM

I have developed a small hack to dual classing (you regain your old class abilities as soon as you ding 2, rather than <old class level> + 1). I don't want to install VC++ 2010 - is it time-consuming for you to include it in TobEx? If so, I'll keep it standalone, otherwise I'd be glad to 'donate' it to you; similarly for the 'wspatck for all' that Taimon coded for me (in tb#tweaks).

Spoiler

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#232 Turambar

Turambar
  • Modder
  • 935 posts

Posted 24 September 2010 - 01:04 AM

I don't know if it can be done via hackery, but I had an Idea, which I haven't been able to implement yet.

I was thinking of using the dialogF.tlk for class, race and kitnames as well: in some other languages it's more important, but in English, too, Calling female sorcerers 'sorceress' could be nice.

This becomes much more important for kits such as the Amazon: a male amazon is just absurd!
I've tried using double-strings for kit names, and although it was correctly registrated in the dialog and dialogF.tlk, the male string was displayed for females as well, both in the creation screen, and looking at the character details during the game.

Would it be possible to enable the dialogF.tlk for that, as well?

Edited by Turambar, 24 September 2010 - 01:04 AM.

Turambar

Currently supporting: DSotSC for BGT, NTotSC - forum

Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)

 


vipersig.jpg


#233 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 24 September 2010 - 03:36 AM

I have developed a small hack to dual classing (you regain your old class abilities as soon as you ding 2, rather than <old class level> + 1).

Can you explain a bit more what happens in the normal and your changed circumstances? I am not too familiar with the current rules.

Would it be possible to enable the dialogF.tlk for that, as well?

Not impossible, but not likely either. Tokens are assigned by mapping CString to CString, which is a one-to-one relationship. To add gender-specification to a token is a more complex mapping that is not one-to-one, and would require significant hackery and not so much reward. If you require kit/class specific dialogue, use dialogue triggers and different states if you want specific kits in conjunctions with male/female triggers.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#234 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 24 September 2010 - 03:55 AM

Was this just to be able to display the race text in the record screen?

I believe so, yes (original topic was here). Obviously, you can already assign whatever animation you want to an NPC but you need a paperdoll for some slots (and an .exe hack for some of those).

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#235 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 24 September 2010 - 04:04 AM


Yeah, there is a component in there that allows you to play any class with any race.

Interesting. How should modders make sure that a new kit is/isn't available to races that previously couldn't choose the class?

This should speed up the install time for the soundset component (don't know why I didn't think of it earlier):
--- tobex_old.tp2    2010-09-23 16:22:03.481447600 +0200
+++ TobEx.tp2    2010-09-23 16:25:40.796877300 +0200
@@ -358,26 +358,16 @@
       SET_2DA_ENTRY 0 nCurrCol nColumns "%name%"
   END
 
-  OUTER_FOR (j = %start%; j < (%start% + 73); j+=1) BEGIN
-    //put string in dialog.tlk
-    COPY "A6string.baf" "TobEx/A6string.baf"
-      REPLACE_TEXTUALLY "number" "%j%"
-
-    COMPILE "TobEx/A6string.baf"
-
-    //retrieve strref
-    COPY_EXISTING "A6string.bcs" "override/A6string.bcs"
-      READ_2DA_ENTRY 13 0 1 strref
-      GET_STRREF strref string
-
+COPY_EXISTING "csound.2da" "override/csound.2da"
+  FOR (j = %start%; j < (%start% + 73); j+=1) BEGIN
     //write strref into 2da
-    COPY_EXISTING "csound.2da" "override/csound.2da"
-      PATCH_IF ("%string%" STRING_EQUAL "") BEGIN
-        SET_2DA_ENTRY (j - start) nCurrCol nColumns "*"-      END ELSE-        SET_2DA_ENTRY (j - start) nCurrCol nColumns %strref%+    PATCH_IF ("%string%" STRING_EQUAL "") BEGIN+      SET_2DA_ENTRY (j - start) nCurrCol nColumns "*"+    END ELSE+      SET_2DA_ENTRY (j - start) nCurrCol nColumns ___temp_strref___+      REPLACE ___temp_strref___ ( AT j )+    END   END-END  //////////////////////////////////////////////////////////////

Question about this change: who sets the 'string' variable?

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#236 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 24 September 2010 - 04:07 AM

Can you explain a bit more what happens in the normal and your changed circumstances? I am not too familiar with the current rules.

Assume a level 10 Thief that dual classes to Mage. Under the normal rules, he will regain the old thief abilities once he hits Mage 11 (1 over the levels he had in the old class). With my hack, he will regain the old thief abilities as soon as he hits Mage 2.

Question about this change: who sets the 'string' variable?

Oh, right. Use SPRINT "string" (AT "%j%").

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#237 coolraft

coolraft
  • Member
  • 11 posts

Posted 24 September 2010 - 03:37 PM

Thanks for the quick update. Just did a fresh install with b9 a couple days ago and b10 fixed all the no kill problems. No ctd's on anything either. Not sure what changed, but I could never use any of the hacks related to pickpocketing before (from b7), now they all work fine with b10.


The same for me.
I start with TobexLoader. The Tobe.ini is set correctly but the hack related to pickpocketing has no effect.
I use the BWP Beta version and installed the minimum version, look at the weidu.log.

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // WeiDU-Windows-220.zip
~SETUP-BWS.TP2~ #0 #0 // BWS_Programupdates-2010-08-24.7z
~SETUP-BWS-URL.TP2~ #0 #0 // BWS_Linkupdates-20100922_0.7z
~SETUP-BWFIXPACK.TP2~ #0 #0 // BiG World Fixpack v9.4.1.7z
~SETUP-BWTRIMPACK.TP2~ #0 #0 // BiG_World_Trimpack_v9.1.1.7z
~SETUP-BWINSTALLPACK.TP2~ #0 #0 // BiG World Installpack v9.4.1.7z
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #3 #0 // BG2 Fehlerbehebungen (Hauptteil): v9.01 BWP Fix
~SETUP-BGT.TP2~ #4 #0 // Baldur's Gate Trilogie - Hauptteil: 1.10 (28 August 10)
~TXTMUSIC/TXTMUSIC.TP2~ #3 #0 // Wiederhergestellte Musik bei den Textbildschirmen fuer BG1TuTu, EasyTutu und BGT-WeiDU
~SETUP-RES_FIXER.TP2~ #0 #0 // Resource Fixer: v1
~SETUP-BGTMUSIC.TP2~ #3 #2 // Baldur's Gate Trilogie - Musik -> Gesamte Baldurs Gate/Schatten von Amn/Thron des Bhaal Musik (WARNUNG: BGMain.exe wird gepatched)
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0010
~TOBEX/TOBEX.TP2~ #0 #201 // TobEx - Core INI -> Default INI (components clashing with tob_hacks, Spell Revisions, etc. are enabled): Beta 0010
~TOBEX/TOBEX.TP2~ #0 #1000 // Required component for Scrollable Kit Selection: Beta 0010
~TOBEX/TOBEX.TP2~ #0 #1100 // Testing component for Opcode 0x13E: Beta 0010
~TOBEX/TOBEX.TP2~ #0 #1200 // Recommended component for Soundset Subtitles: Beta 0010
~TOBEX/TOBEX.TP2~ #0 #1300 // Required component for Externalise Race Selection StrRef: Beta 0010
~TOBEX/TOBEX.TP2~ #0 #1400 // Required component for Enlarge Tooltip Scroll: Beta 0010
~TOBEX/TOBEX.TP2~ #0 #1500 // Required component for Scrollable Mage Spellbook: Beta 0010
~TOBEX/TOBEX.TP2~ #0 #1600 // Required component for Scrollable Priest Spellbook: Beta 0010
~TOBEX/TOBEX.TP2~ #0 #1700 // Required component for Scrollable Chargen Mage Spell Selection: Beta 0010
~TOBEX/TOBEX.TP2~ #0 #1800 // Required component for Scrollable Level Up Mage Spell Selection: Beta 0010
~TOBEX/TOBEX.TP2~ #0 #1900 // Required component for Externalise Mage Spell Hiding: Beta 0010
~TOBEX/TOBEX.TP2~ #0 #2000 // Recommended component for Allow 99 Priest Known Spells Per Level: Beta 0010

First of all to don't write bullshit i want to point out what should happen when the 'Remain Hidden On Pickpocket Success' is activated.
I go in stealth, approach the person i want to steal from and activate the thieving button and when my robbery is succesful he should remain in stealth. But always by clicking the thieving button the character leaves the shaddows by himself (normal behaviour). I thought this hack should bypass this behaviour or am i wrong?

Edited by coolraft, 24 September 2010 - 03:39 PM.


#238 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 24 September 2010 - 04:40 PM

The leaving shadows message that you get is actually an engine bug. It is caused by the stealth button being deactivated when you click the thieving button.
You should notice that the character is still shaded when you click stealth, followed by thieving. If your next pickpocket is successful, the character will remain shaded.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#239 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 24 September 2010 - 07:05 PM

The leaving shadows message that you get is actually an engine bug. It is caused by the stealth button being deactivated when you click the thieving button.

Noticed that too, and it's annoying, though fairly trivial I guess. Is it fixable?

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#240 coolraft

coolraft
  • Member
  • 11 posts

Posted 24 September 2010 - 11:26 PM

The leaving shadows message that you get is actually an engine bug. It is caused by the stealth button being deactivated when you click the thieving button.
You should notice that the character is still shaded when you click stealth, followed by thieving. If your next pickpocket is successful, the character will remain shaded.


Nope,
the character remains only 4-8 seconds shaded although the pickpocket was succesful. But that's normal vanilla behaviour.
I tried severals installations by the way, the 'stay invisible when pickpocket succesful'  hack never works for me how it should do.
What can i do, post or upload to solve this?

Edited by coolraft, 25 September 2010 - 12:25 AM.