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Circus Tent - Illusions deal Real Damage

AranneasAranneas Member Posts: 282
Issue: The illusory werewolves in the circus tent attack you for full damage at all times.

Expected Behaviour: The illusions in this quest should only be dealing damage after you attack them.

Repro steps:
1. Enter second or third floor of the circus tent.
2. Allow the werewolves to attack you.

Comments

  • Troodon80Troodon80 Member, Developer Posts: 4,110
    Aranneas said:


    1. Enter second or third floor of the circus tent.
    2. Allow the werewolves to attack you.

    @Aranneas, they are hit my character, but they don't deal any damage. Can you attach an affected saved game from prior to entering the second or third floor?

    Do you have any mods installed? Could there be any area of effect spells active? Any protections such as Fire Shield?

  • AranneasAranneas Member Posts: 282
    edited November 2013
    No protections, no AoE spells.

    I do have several mods active at the moment, it's possible one or more of them may be affecting the situation. I'll dump my log here:
    // 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]
    ~TOTDG/SETUP-TOTDG.TP2~ #0 #0 // Colours of Infinity: Tales of the Deep Gardens
    ~TOTDG/SETUP-TOTDG.TP2~ #0 #1 // NPC Reactions (Aerie, Viconia, Jaheira, Anomen, Haer'Dalis, Keldorn)
    ~TOTDG/SETUP-TOTDG.TP2~ #0 #2 // Add Deep Gardens to the Worldmap - suggested component. If this component can't be installed due to incompatibilities, skip it.
    ~ASSASSINATIONS/SETUP-ASSASSINATIONS.TP2~ #0 #0 // Assassinations mod for Baldur's Gate II: v10
    ~ISNF/ISNF.TP2~ #0 #0 // Colours of Infinity: I Shall Never Forget
    ~SETUP-AMBER.TP2~ #0 #0 // Amber the NPC MOD for BGII:SoA: v3
    ~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3020 // Replace +1 magical weapons with Fine ones: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4160 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6041 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v27
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v27
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #2 // Traveler's Stone: 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #22 // Sensible weapon restrictions (based on Ghreyfain's Ashes of Embers): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #23 // Anomen gets sensible proficiencies in SoA (Ghreyfain - CTDproof): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #25 // Flexible alignment restrictions for paladins and druids: 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #31 // Mage (unkitted) proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #36 // Abjurer proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #41 // Conjurer proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #46 // Diviner proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #51 // Enchanter proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #56 // Illusionist proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #61 // Invoker proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #66 // Necromancer proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #71 // Transmuter proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #76 // Wild Mage proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #77 // Pure-class fighter proficiency level attainable -> Grand Mastery (5 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #82 // Berserker proficiency level attainable -> Grand Mastery (5 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #87 // Wizard Slayer proficiency level attainable -> Grand Mastery (5 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #92 // Kensai proficiency level attainable -> Grand Mastery (5 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #100 // Monk proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #104 // Barbarian proficiency level attainable -> Mastery (3 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #111 // Pure-class Cleric proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #116 // Cleric of Talos proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #121 // Cleric of Helm proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #126 // Cleric of Lathander proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #131 // Pure-class Druid proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #136 // Totemic Druid proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #141 // Shapeshifter Druid proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #146 // Avenger Druid proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #151 // Pure-class Thief proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #155 // Assassin proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #161 // Bounty Hunter proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #165 // Swashbuckler proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #171 // Pure-class Bard proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #175 // Blade proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #181 // Jester proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #185 // Skald proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #190 // Pure-class Paladin proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #194 // Cavalier proficiency level attainable -> Mastery (3 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #200 // Inquisitor proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #205 // Undead Hunter proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #210 // Pure-class Ranger proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #216 // Archer proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #220 // Stalker proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #225 // Beastmaster proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #229 // Fighter/Mage proficiency level attainable -> Mastery (3 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #234 // Fighter/Cleric proficiency level attainable -> Mastery (3 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #239 // Fighter/Thief proficiency level attainable -> Mastery (3 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #245 // Fighter/Mage/Thief proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #251 // Mage/Thief proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #256 // Cleric/Mage proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #261 // Cleric/Thief proficiency level attainable -> Proficiency (1 star): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #264 // Fighter/Druid proficiency level attainable -> Mastery (3 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #270 // Fighter/Mage/Cleric proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~B!TWEAK/SETUP-B!TWEAK.TP2~ #0 #275 // Cleric/Ranger proficiency level attainable -> Specialization (2 stars): 4 14Feb2010
    ~FULLPLATE/SETUP-FULLPLATE.TP2~ #0 #1 // Full Plate And Packing Steel: Between You And Harm (alternate armour system): v2
    ~FULLPLATE/SETUP-FULLPLATE.TP2~ #0 #102 // Full Plate And Packing Steel: Field Improvisation (convenience tweak, remove restrictions on combining protective items): v2
    ~FULLPLATE/SETUP-FULLPLATE.TP2~ #0 #204 // Full Plate And Packing Steel: Little He Knows Where a Foe May Lurk (everyone can backstab at x2, thieves/assassins do better): v2


    I suspect I've cleared the save already but I'll see if I can get a new one.

  • AranneasAranneas Member Posts: 282
    edited November 2013
    @Troodon80 I've left werewolves in both AR605 and AR606 that haven't been attacked yet, so if you want to check this out you can probably just MoveToArea to get there. If you can't reproduce it's probably down to one of the mods doing it - most likely a component of Sword Coast Stratagems, I don't think any of the other stuff messes with existing creatures or flags

  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @Aranneas, I cannot replicate the issue on your save game; which is even more surprising, since if a mod altered a creature flag then it should stay the same for all creatures in a given area when you save it.

    The werewolves don't attack when using the MoveToArea command (that was quickly rectified), but when I do get them to attack they deal no damage upon a successful hit.

    I'll move this to Not An Issue, for now, and if you could start a new playhtrough (after you have completed the current game, of course, I wouldn't ask that you restart for something like this) with a fresh installation of the game/no mods and then try again, we can take another look at this if it is still an issue. :)

    Aranneas
  • AranneasAranneas Member Posts: 282
    Sounds good to me. I'll bookmark it for when I'm done the current play.

  • lansounetlansounet Member Posts: 1,182
    edited November 2013
    @Troodon80 The creature reference is saved but the creature spawned is the one from your files. Anyway I'm pretty sure this is caused by SCS too since I encountered it and it was already the case in an older version of SCS.

    Quick investigation leads me to think it's caused by the custom script assigned to ILLUWERE.CRE which contains no less than 55 occurences of EquipMostDamagingMelee() which breaks the regular behaviour.

    Aranneas
  • AranneasAranneas Member Posts: 282
    @lansounet could we just pop the script from an unmodded vers of the game into override folder to test?

  • lansounetlansounet Member Posts: 1,182
    edited November 2013
    The regular script is WTASIGHT.BCS instead of DW#something.BCS (custom install time script I believe so the name might change) and it will prevent them switching to their damaging "weapon".

    So you have to edit the ILLUWERE.CRE's script references, not the script itself, most likely an unmodded ILLUWERE.CRE will do jsut as well.

  • AranneasAranneas Member Posts: 282
    lansounet said:

    The regular script is WTASIGHT.BCS instead of DW#something.BCS (custom install time script I believe so the name might change) and it will prevent them switching to their damaging "weapon".

    So you have to edit the ILLUWERE.CRE's script references, not the script itself, most likely an unmodded ILLUWERE.CRE will do jsut as well.

    alright, so:
    *backed up the .cre
    *switched out the scripts in DLTCEP
    *started a new game, moved to AR605

    for the first attack, the werewolves correctly deal no damage, but every subsequent attack they deal full damage.

  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @Aranneas, how large is your override folder? Disregarding dialog.tlk modifications, would it be feasible for you to archive your override folder and upload it somewhere?

  • AranneasAranneas Member Posts: 282
    edited November 2013
    446 mb before archiving, I'm compressing it now...

    I might be able to use my dropbox but I think it's full of anime pictures (which I will probably need) atm

  • lansounetlansounet Member Posts: 1,182
    edited November 2013
    They shouldn't switch to their damaging weapon unless you attack them, that's always been their behaviour.

  • AranneasAranneas Member Posts: 282
    edited November 2013
    It's possible I misreported the first attack dealing no damage, but I believe that was the case. I can test it again to confirm.

    @Troodon80 override.rar is 127 mb in size. do you know of somewhere I could host that quickly? otherwise I could split it up into 3 parts or so and email it

    currently re-archiving my override as multiple rars so that I can e-mail it on request. gonna go test the damage situation again to confirm.

  • Troodon80Troodon80 Member, Developer Posts: 4,110
    Aranneas said:

    @Troodon80 override.rar is 127 mb in size. do you know of somewhere I could host that quickly? otherwise I could split it up into 3 parts or so and email it

    Whoa.

    Erm... I just take a look at downloading the mods and installing myself in that case.

  • AranneasAranneas Member Posts: 282
    Troodon80 said:

    Aranneas said:

    @Troodon80 override.rar is 127 mb in size. do you know of somewhere I could host that quickly? otherwise I could split it up into 3 parts or so and email it

    Whoa.

    Erm... I just take a look at downloading the mods and installing myself in that case.
    hehe. possibly wise, the full package is only 86 mb to download. you'll want to get some coffee for while SCS installs tho ^.^

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