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Pyroteknics

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Everything posted by Pyroteknics

  1. You should be able to do this using an injector script - Dank Rafft's scripts (the armour one) should be able to do this and you can point it at the LL that Rust Devils or Raiders use.
  2. Yeah found that out the hard way as adb3nj mentioned above with my example of trying to use the container 'VendorDCFallons' to put the armour in as in this example, because its only used once, seems like it doesn't have an object reference. Even adding a new object reference to it in CK and pointing at it with code, while it compiles, doesn't seem to actually add the item to it viewing in game. My topic has slightly side-tracked a little bit going from various mod options on clothing filling up the vendor window etc appearing in shops to actually getting them into the shop preferably without injecting into a leveled list but ultimately related - again just very convenient that the VendorDCFallons container from initial post actually has a unique leveled list VL_Vendor_Clothing in it that always lists everything in it but a lot of other vendors don't and are chance based and pulls randomly from LL assigned to it such as food or chem vendors etc.
  3. That makes perfect sense with difference between object reference vs base form ID. Adding an object reference like you suggested did work in having to add a new one as the field was blank in CK and the script does compile now but strangely the items now don't show up in the vendor? Very odd. While the code for adding to a leveled list worked above, that has issues with vendors that don't have a leveled list without the random element of items not appearing (the 'Chance None' field on any leveled item), again Fallons Basement has its own dedicated LL (VL_Vendor_Clothing) so is a bad example. Maybe it's just the way scripting is without having to directly use CK to add the items to a container (and possibly affecting anyone else using/changing these). Probably safer to stick with the LL and the possible different variations of clothing than overcomplicate things with duplicates!
  4. I tried your suggestion using the object reference to put the armour directly into the container with the following condensed sample: Scriptname CWM_Armor_Inject_Script extends Quest Armor Property ccBGSFO4117_ClothesMercTroublemakerMale auto Const 00072013 Property VendorDCFallons auto Const Event OnQuestInit() VendorDCFallons.AddItem (ccBGSFO4117_ClothesMercTroublemakerMale, 10) EndEvent But now the compiler comes up with a failure showing C:\Users\Pyroteknics\AppData\Local\Temp\PapyrusTemp\CWM_Armor_Inject_Script.psc(4,0): missing EndOfFile at '00072013' - I have no idea what it's looking for? Even tried adding stuff like a semi-colon on the end. Apologies, the script side of FO4 is still pretty new for me. I'm also assuming the 'object reference' is the same thing as 'Form ID'? If so the container 'VendorDCFallons' one is 00072013.
  5. Thanks for that, will have to consider that option. For the script, is there a way of adding stuff directly into the container rather than a leveled list? Seems using the example above ( VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercTroublemakerMale, 1, 10) ) works fine when it refers to a leveled list but doesn't like it if I switch it to the container name (and changing the variable above to from 'LeveldItem' to 'Container' which it is also happy with) saying 'AddForm is not a function'. Also tried just a simple 'AddItem' comes up with it saying the same thing about it not being a function. Example code it doesn't like if trying to add an item directly to a container (shortened showing 2 lines I've tried): Scriptname CWM_Armor_Inject_Script extends Quest Armor Property ccBGSFO4117_ClothesMercTroublemakerMale auto Const Container Property VendorDCFallons auto Const Event OnQuestInit() VendorDCFallons.AddForm(ccBGSFO4117_ClothesMercTroublemakerMale, 1, 10) ...or... VendorDCFallons.AddItem(ccBGSFO4117_ClothesMercTroublemakerMale, 10) EndEvent
  6. Got a small script that adds some armour to the clothing shop Fallons Basement and worked first try (which is a bonus) and can see the new items in the store. But, seems that some items spawn with random prefixes or mods without me doing anything other than specifying the base item ID. For example, if I scripted it to add 10 items of the same form ID to a shop, 6 of those might be unmodified but another 2 might have a different preifx (shadowed, muffled etc), 1 might have a legendary and another with a mod and a legendary. Example screenshot below: Is it possible to make it so it only adds unmodified items so they stack nicely? While not the end of the world it does massively fill out the shop window especially when there are multiple base armours to add which all could potentially have different armour mods. The method I used is following Seddon4494's YouTube video guide that runs a 'run-once' quest that adds the items via a simple script: Scriptname CWM_Armor_Inject_Script extends Quest Armor Property ccBGSFO4117_ClothesMercTroublemakerMale auto Const Armor Property ccBGSFO4117_ClothesMercTroublemakerMaleVariant01 auto Const Armor Property ccBGSFO4117_ClothesMercVeteranMale_Helm auto Const Armor Property ccBGSFO4117_ClothesMercVeteranMale auto Const Armor Property ccBGSFO4117_ClothesMercVeteranMaleVariant01 auto Const Armor Property ccBGSFO4117_ClothesMercAdventurerFemale auto Const Armor Property ccBGSFO4117_ClothesMercAdventurerFemaleVariant01 auto Const Armor Property ccBGSFO4117_ClothesMercThreeDog auto Const Armor Property ccBGSFO4117_ClothesMercAdventurerMale_Helm auto Const Armor Property ccBGSFO4117_ClothesMercAdventurerMale auto Const Armor Property ccBGSFO4117_ClothesMercAdventurerMaleVariant01 auto Const Armor Property ccBGSFO4117_ClothesMercCharmerFemale auto Const Armor Property ccBGSFO4117_ClothesMercCharmerFemaleVariant01 auto Const Armor Property ccBGSFO4117_ClothesMercCharmerFemaleHelm auto Const Armor Property ccBGSFO4117_ClothesMercCharmerMaleVariant01 auto Const Armor Property ccBGSFO4117_ClothesMercCharmerMale auto Const Armor Property ccBGSFO4117_ClothesMercCharmerMaleHelm auto Const Armor Property ccBGSFO4117_ClothesMercTroublemakerFemaleHelm auto Const Armor Property ccBGSFO4117_ClothesMercTroublemakerFemale auto Const Armor Property ccBGSFO4117_ClothesMercTroublemakerFemaleVariant01 auto Const Armor Property ccBGSFO4117_ClothesMercVeteranFemale_Helm auto Const Armor Property ccBGSFO4117_ClothesMercVeteranFemale auto Const Armor Property ccBGSFO4117_ClothesMercVeteranFemaleVariant01 auto Const Armor Property ccBGSFO4117_TalonCompanyArmor auto Const Armor Property ccBGSFO4117_TalonCompanyHelmet auto Const LeveledItem Property VL_Vendor_Clothing auto Const Event OnQuestInit() VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercTroublemakerMale, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercTroublemakerMaleVariant01, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercVeteranMale_Helm, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercVeteranMale, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercVeteranMaleVariant01, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercAdventurerFemale, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercAdventurerFemaleVariant01, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercThreeDog, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercAdventurerMale_Helm, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercAdventurerMale, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercAdventurerMaleVariant01, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercCharmerFemale, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercCharmerFemaleVariant01, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercCharmerFemaleHelm, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercCharmerMaleVariant01, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercCharmerMale, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercCharmerMaleHelm, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercTroublemakerFemaleHelm, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercTroublemakerFemale, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercTroublemakerFemaleVariant01, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercVeteranFemale_Helm, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercVeteranFemale, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_ClothesMercVeteranFemaleVariant01, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_TalonCompanyArmor, 1, 10) VL_Vendor_Clothing.AddForm(ccBGSFO4117_TalonCompanyHelmet, 1, 10) EndEvent Does it need to be added to a leveled list (using 'VL_Vendor_Clothing' which only Fallons uses) or can the script directly add them to a container? Fallons Basement container ("VendorsDCFallons") in CK links to leveled lists as normal but also has an single hazmat suit so assuming it might be possible to do it this way? Thanks in advance.
  7. Thanks for the heads up on this - more digging around! Took a while to think of something that's scrappable but not buildable that didn't have multiple types in the same form list (e.g. rusty cars) and randomly stumbled on a weed whacker. Checking this and other constructible objects named similar to "co_Scrap" all have a recipe filter of just "WorkshopRecipeFilterScrap" with the created object pointing at the item in question. So, I figure if I make a new scrap recipe (as constructible object) like you suggested, change the recipe filter to "WorkshopRecipeFilterScrap" and point the created object back to the original flora for melon vine I'm hoping it may work - not sure if I still need to remove the 'UnscrappableObject' keyword from the original flora but figure I'll have to. Getting late here so putting this info down now just in case and I will likely try this tomorrow and see how it goes. Update - was relatively quick to add the new scrap recipe pointing to the original melon flora and it worked a charm. I'll have to go around changing all my existing settlement melon crops to the new version but got there in the end - many thanks for your help on this, learn something each time with modding FO4!
  8. Ok been playing around more this afternoon and found the 3 references to markers you were on about in the mesh and does seem updating all 3 has changed where the settler has their farming animation. When I checked in game the settler is still off to the side and is to be expected looking at those markers but definitely a lot closer. But, just out of curiosity, I placed an untouched/unmodified gourd plant down right next to my modified smaller melon and both are off to the side so it seems this is how Bethesda coded it? No idea why they didn't make the marker literally X-Y-Z all at zero? Image above left is my smaller melon and is comparable in size to the untouched gourd on the right. Ironically the 2 settlers are performing the 2 different farm animations. Unfortunately now changing the constructible object to the new flora/smaller melon plant makes all the references to the original already built melon plants in settlements unusable (they are the original size/reference) but not entirely unexpected behaviour. In settlement mode they still seem to be highlighted and give food count but unable to actually select them, move them or scrap them (even after removing they keyword 'UnscrappableObject') so not sure if there is a way round or fix to this?
  9. Thank you, that is good to know and the advice about vanilla meshes. I also completely forgot some crops including the melon also have a second mesh for their damaged/destroyed state which I stumbled across afterwards. I'll try your suggestion about cloning the flora object and point the constructible object to it. Will play around and see what happens, at the very least the edible melon is pretty safe change! Thanks.
  10. I wanted to resize the melons in Fallout 4 and I've successfully done this in NIFScope for both the edible melon as well as the crop itself by setting the scale of it to 50% of original. However, when I go to check the farmable/assignable crop in game, the model appears correctly at the reduced size but the assigned settler is still a way off to the side based on the original size of the plantable crop. I can't see a way of changing this in the CK but when checking the flora (FLOR) for it (FloraMelonVine01) there is a blue marker next to the preview of the crop but I can't select it by any method: Looking into the 'workshopobjectscript' doesn't seem to have any reference it either. I have even compared the attached script to the one used for gourds and they are identical but the flora for the gourd has the correct marker location (as this is the original size). Is there some way to adjust this? The only thing that is different when looking at the preview transforms (TRNS) between the melon (workshop_FloraMelonVine01) and gourd (workshop_Gourd01) is some X and Y coordinates but I have never seen/used these before (edit - changing the melons transform info to be the same as gourds didn't do anything it seems).
  11. Interesting way around a single powergrid with multiple of the same builders issue - that's always been one annoyance to me as well wanting to have the same builder type making different items so usually had to resort to placing a machine on a temporary grid and terminal to set it before attaching the machine back again... until you forget and override it!
  12. Maybe it is worth changing the name and locations of stuff like your keyword and script path to original locations and seeing what happens before changing stuff back again bit by bit.
  13. From your in-game screenshot where the terminal is showing New build item <Token.Name=RecipeName> and no ingredients, this was exactly what I had when I first started and was down to the script. Your screenshot showing CK I can see your Terminal Sub Menu entry when you have your Stimpak (index 1) selected the Papyrus Fragment seems to have a lot of text in there which I believe is causing the issues. Try using the following fragment instead: DLC05Init.SetRecipe(0, akterminalRef, LinkTerminalKeyword) You can modify the SetRecipe(0 part and increment it if you have more items in your terminal index - remember, SetRecipe(0 references index 1 in your list, so SetRecipe(1 would reference index 2 and so on to match how many items you have Check your scripts location (normally .\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals) as by default it will create a .psc file (uncompiled script) that has the name TERM followed by 2 underscores and the form ID of your subterminal (e.g. TERM__1234ABCD). Check the contents of this file as it may be blank. The article I wrote (that you've already seen/used) shows an example output of what the contents of the script file should be. Once done and CK is happy, the completed script as a .pex file should appear in .\Fallout 4\Data\Scripts\Fragments\Terminals. Try that and see how you get on.
  14. You can use a site such as ImgBB to upload your screenshots and then post/link them here and they should show with no issue and is what I have done in the past.
  15. Thank you, I finally got there in the end even with getting CK to bundle the files together into a .ba2 archive (for others reading in future, in CK click File then Create Archive). Luckily the CK prompted what files it was about to pack (in my case the new .nif and .dds files) but the save pop-up window only told you what it was going to be in the top-left title of the window that appeared twice - once for the main file which held the .nif files (MyModName - Main.ba2) and a second window immediately after for texture file for the .dds texture files (MyModName - Textures.ba2). Well after all these lessons learned with different snippets of advice across the Internet and your comments I got there in the end - thanks again for your advice! Here's the end result for anyone who's interested of what came from all this - small and lightweight!
  16. As they say from a certain other franchise, "this is the way...". Was definitely very confused seeing some original .nif files not using .bgsm but as mentioned I managed to get the textures to show just by pointing it to the new .dds files so it looks like I don't need to mess with .bgsm files at all. Ideally I'd like to put them in a .ba2 file to keep it a bit tidier. I've seen stuff online mentioning the .ba2 file name is very specific such as MyModName - Main.ba2, MyModName - Textures.ba2 etc including the spaces and dash. What isn't so clear is what goes into what file? The MyModName - Textures.ba2 sounds pretty obvious, hopefully containing stuff in .\Data\Textures\MyModName but where would the new .nif files go? Would they be in MyModName - Main.ba2 or, hazarding a guess, one called MyModName - Meshes.ba2? Appreciate you helping answering my questions!
  17. Another small update on this... First of all, was looking into why NifSkope wasn't loading textures properly with everything being pink and turns out I didn't set the paths it needed and wasn't included on a tutorial video. For anyone else reading this in future you have to click Options in top, Settings, Resources and then you can either click Auto Detect Game Paths button (this picked up both my Fallout 4 and Skyrim paths) but picked up only the Data and Textures folder found in the Fallout 4 game location so I added Textures and Meshes folder as well just in case and things started showing properly instead of just pink models. Second, my comment above about some items not having a .bgsm file, it turns out that only the .dds file name is set and it seems happy with it. In NifSkope, if you click the 3D model on screen then the left menu should expand and automatically highlight BSTriShape then expand BSLightingShaderProperty (in here, the Name string would be where the .bgsm path is set on .nif files that have one, otherwise it's blank) and then BSShaderTextureSet. Since I extracted and copied an existing .nif (for Cram, Dandy Boy Apples etc) a number of these records were filled in and replaced the texture file string ending in XYZ_d.dds to my own starting with the texture path textures\MyModName\NewTexture_d.dds, pressed Enter and the new texture appeared and able to save the file. Now just need CK to see the new .nif files...
  18. There is a similar post to yours that I noticed you also posted on but have also put a reply in there about checking the container (CONT) and terminals (TERM) themselves to make sure they are referenced properly. Check that out if you haven't already about the order items are created and linked. Might get a little confusing going back and forth between topics!
  19. Been playing with this a bit more and have been able to extract the .nif files of existing items and placed them into .\Data\Meshes\MyModName\Model.nif (these are not changing) as well as my new textures into .\Data\Textures\MyModName\Texture_d.dds (I do not have any new versions of the _s.dds or _n.dds as hopefully I can re-use the existing ones or leave it blank?). But having some issues with the materials (.bgsm) as a source to make my own. Just looking through some files to extract some existing BGSM files (Fallout4 - Materials.ba2) using the BAE extractor to use as a base to edit using Material Editor of some existing food items but either I cannot find them in the file or they have different names. The ones I have are... Fallout4 - Materials.ba2 > Materials >> SetDressing >>> FoodAndFoodWare The files I want to use new textures on (even trying search at the top): Cram (does not seem to appear, closest name could be Crabcake.bgsm). Dandy Boy Apples (no entry at all) Dog Food (not appearing, there is similar called Dogmeat.bgsm but believe this is for actual meat from wild dogs etc). Porn N Beans (does exist - PorkNBeans.bgsm) Potato Crisps (does exist - PotatoCrisps.bgsm) Yum Yum Deviled Eggs (no entry at all) As mentioned, tried searching for part of names like 'yum' or 'egg' etc which either brings up no results or files for other items. Any ideas how I could find these missing ones? Looking in CK against those items (as ALCH type) such as Yum Yum Deviled Eggs, I can see the reference to the .nif file under Model but when I click Edit I can see the path name again and it shows a preview but no mention of a .bgsm file? Interestingly, the Potato Crisps one DOES show a .bgsm file? Somewhat confused as why some items have a .bgsm file and others don't...
  20. I put a reply in the other thread for some troubleshooting ideas for the script side of things as now reading your one as well it sounds like they are similar. If you can upload some screenshots of what you see in game (just a terminal linked directly to the manufacturing machine that's powered), a screenshot from CK showing the container (CONT) making sure the Native Terminal is set correctly to whatever you named your new terminal is and also the terminal in CK. In a strange kind of way, it is actually easier to work in 'reverse' creating and linking stuff in CK: 1) Terminal Sub-Menu (the item itself to build e.g. Nuka-Cherry bottle, Nuka Quantum etc) - this needs the papyrus fragment in here like DLC05Init.SetRecipe(0, akterminalRef, LinkTerminalKeyword) (recipe 0 points to index 1 in above window, recipe 1 is index 2 etc) with the sub-menu set to DLC05nativeWorkshopBuilderTerminalSubmenuDisplayRecipe - this is an in-built option. 2) Terminal (this selects the manufacturing machine itself) and the sub-menu set to the terminal sub-menu created above. No scripts are used here. 3) Container - the machine itself. The Native Terminal option is set to the terminal (not terminal sub-menu). 4) Constructible Object - set the Created Object to the container above. You can set the flavour text / description the player sees here. The other post linked above I have put some script info in there along with where the source script files (.psc) and compiled script files (.pex) go so may be tricky going back and forth between posts. Cheers.
  21. Hi, glad you're finding the article I made useful. I'll try and help if I can... When you say the terminal entry is not showing, is this the main terminal or a terminal sub-menu? In this case using my mod as an example, a terminal would be say a Nuka Bottling machine, Vim bottling machine etc and the terminal sub-menu would be the items to manufacture (e.g. Nuka Cherry, Nuka Quantum etc) from said machine. Your container (CONT) should point to the terminal you made. Previously I ended up with an issue selecting an item to build would only show brackets and only ever build the first item listed in the build list regardless of what was selected and was down to the scripts themselves. The main WorkshopBuilderScript.psc I have in .\Fallout 4\Data\Scripts\Source\User\DLC05 alongside the DLC05InitScript.psc. These are the source files but aren't actually edited but used by every machine. The scripts for your terminal sub-menus should be in .\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals (you can place it in a new folder of your mods name if you like) which then the fragment entries that are mentioned in my guide have a small entry such as DLC05Init.SetRecipe(0, akterminalRef, LinkTerminalKeyword) with the recipe number incrementing by one on each entry in the terminal. The finished scripts end up in .\Fallout 4\Data\Scripts\DLC05\Fragments\Terminals as compiled .pex files. Once it's saved in CK, it should turn the source .psc files into compiled .pex files that the game actually reads from and that need to be included when releasing the mod. Hope that helps a bit...
  22. There was another mod (Fully Functional Wild and Fresh Crops) that does what I wanted and then some by using injection and he had a tutorial as well so my small mod I decided to shelve it as that one is far superior! Would still be interested in your script, I'm guessing it could do something like make a Scavenging station but instead of scrap it could, for example, generate chems?
  23. Thanks, this is what I thought it might have to be done this way. Have been trying to watch some YouTube videos on how to do this. I thought the texture file (.dds) sat inside the .bgsm file using the Material Editor program? From what I saw extracting the textures I needed there were 3 types, I think they were called diffuse (TextureName_d.dds), normal (TextureName_n.dds) and specular (TextureName_s.dds) or something with the actual texture in the TextureName_d.dds file. If I'm re-using an existing NIF to make a new item I'm hoping I can re-use the other .dds texture files and just use the new texture I have... I hope. I can see material files (.bgsm) sit in Fallout 4\Data\Materials\MyModName and texture files (.dds) in Fallout 4\Data\Textures\MyModName so curious now how they are linked to each other that the CK can then see?
  24. I think some of the guides I've seen may be confusing me in what is needed as some seem more complex than it needs to be so hopefully someone can point me in the right direction. Basically, looking at making a new item using an existing model but with a new texture, e.g: Make a new food item called 'Fresh Cram', use the model of the existing Cram tin but use my own texture instead so it is its own separate thing to spawn in the world and keeps the original separate. Is all that is needed is a material swap? Or do I need a full blown model (NIF - that could be copied from the source), BGSM etc? All I have right now is a new DDS texture file that I believe goes in Fallout 4\Data\Textures\ModName directory but been looking up how to do the BGSM file Creation Kit can use. I think it may be the latter as looking at Blamco Mac n Cheese is listed as 2 separate entries: BlamcoMacAndCheese = SetDressing\FoodAndFoodWare\BlamcoMacAndCheese.nif BlamcoMacAndCheese_PreWar = SetDressing\FoodAndFoodWare\BlamcoMacAndCheese_Clean.nif Thanks.
  25. As title says, looking at finding a way to add items to a vendors existing shop via script rather than adding it directly, preferably in a new leveled item list to keep it clean. For example, I want to add the clothing from the CC content Capital Wasteland Mercenaries into Becky Fallon's clothing shop. I can see her shop container (VendorDCFallons) points to the leveled list VL_Vendor_Clothing that only has further leveled item lists LLI_Vendor_Clothes_Any_Basic and LLI_Vendor_Clothes_Any_Rare (and some other non-clothing lists) which contains the actual list of clothing items but these are set to roll each item individually. The main leveled item list VL_Vendor_Clothing adds (or 'rolls' for) 18 items found in LLI_Vendor_Clothes_Any_Basic with a 0% chance of no items (but can roll duplicates) so if I add my items into there there is a high chance of them not appearing as ideally I'd like them all to be shown. I can think of 2 ways to get them to be shown: Add the items directly to the shop container VendorDCFallons (which would be messy).Create a new leveled item list and add that to the existing leveled list VL_Vendor_Clothing.In both situations I would need them injected somehow - does anyone know how or know an example mod that does this? I've seen DankRafft's injector scripts and his armour one does list LLI_Vendor_Clothes_Any_Basic but would be affected by the above not showing all items I need. Thanks in advance if anyone can help.
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