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Lukong1515

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Everything posted by Lukong1515

  1. I would ask Onunius, but I can't tell if their busy, lazy (I'm lazy too, but if Onunius doesn't want to do it fine) or not really good at coding specific-use cases. Well before I was asking for Copy Properties Feature for Bodyslide (Which I attempted to Delete 2 threads over and got locked), but now its needed more than ever. I just figured out how to Convert a NIF from Fallout 4 Meshes without using 3DSMax, 3DSMax NIF Plugin and Blender NIF Plugin. All that needed to be done is Import Converted.OBJ/.FBX > Right-click on Shape /> Properties > Geometry Tab > Uncheck "Skinned" > Okay then Export as NIF (If not done then NIF causes Game to Crash) also if you see no changes its cause you also need Add Material or Texture Paths in Shader Tab If your like me and trying to use Multiple Meshes that need a single Texture or Material file or 1 thing changed in Properties, but don't want to do everything 1 by 1 then you need this feature. I would put it in Mod Request, but I need help understanding why it isn't needed, and if someone can code either in the spare time or code like Onunius (Not trying to upset Onunius).
  2. I had a different approach. Than FBX & Bodyslide, OBJ & 3DSMax, but I'll keep it mind
  3. I just learned about that approach today, it is working pretty well so far. I just figured how to get Nif into Blender via 3DS Max Plugin > Export as .obj (Boneless Mesh) or .fbx (Bone Mesh like Bodies) > Use Blender to import .obj or .fbx. I'm making a Full Updated Tutorial while I'm creating my WAR RADs FALLOUT!!! Mod, but I'll release the Project is over so nothing left out and everything is done throughly. I want to make sure everyone knows how to do everything from start (extracting files) to finish (plugin). Also I realize that from a glitch in another mod, how this mod idea works.
  4. Will came by looking for a way to fix bones in Blender 2.78a from 3DS Max 2016 convert of a Nif to .obj (As this seems to work with Non-Bone Meshes)...realize if I ===Import ".NIF" with Bones into 3DSMax > Export .FBX from 3DS Max > Import .FBX into Blender > Blender saying its there, but I can't see it (Reel moused to 150, realized...) > Tap S for Scale (While "Armature" is Selected) > Type in 1000. I get the Model with Bones, but unlike .obj & .3ds which has them as mesh and bigger .FBX has them ready for posing with tiny bones (EDIT ===In Blender > Must Go to Right Bar -All Scenes- under Armature > Armature.00x > Makes you go into Edit Mode > Tap "A" or x2 until all is Selected > Beside Edit Mode Button near Bottom Left > 2 buttons to Right -Left is Add- > Hover Cursor over to See Pivot Center for scaling and rotate > Use Individual Origins > Taps "S" and type 10...I think from here one can redo the bones manually), but the poses are difficult to do. I'm currently writing a Tutorial.
  5. I dont know why its there, is it an error or is NifSkope Reading it
  6. I think if the dude above actually tested his finding we could have known if it worked...why don't people take time to prove something works or not :wallbash: isn't that the whole reason for what you came here for :facepalm: . Its like seeing all those solutions posted and a reply is Thanks...I'll try later... :geek: what are you so thankful about...you don't know if it works... Thanks for at least responding, but you were milliseconds from the answer and choose not to post...kind of a dck move
  7. https://www.youtube.com/watch?v=whU3f-DZ5zM This mod seem to be the prime proof of how MGS5 Models can be Extracted > Converted to a 3D Modeling Editor > Edited > Converted to Game Model Format > Return back into MGS5 archives. So I was wondering if anyone can post a A to Z on How to Find a Model/Data/Texture, Extract a Model/Data/Texture, Convert a Model/Texture or Edit Data then return back into archives. Cause from what I just tried -My SSD Wear Count went up- unpacking ".dat" Chunks, texture, 01, 00 and data...I don't understand (With File names all over the place and its not like your going to mod the whole game...so why extract the whole archive). Anyways seeing as I most likely won't be modding MGS5 (Cause of the 60GB The Mod Tools use up and I don't have knowledge on Scripting, etc), here are the mods I wish to create. Config & Show all iDroid Controls INFO: What the Mod would do is allow you to change all keys in iDroid by adding them to Menu Assignment Section of Key Assignment Menu in Pause Menu (If not then through some .ini File using Virtual Keys) - iDroid (As a secondary Config): Space/Enter/Select Key, ESC/Exit Key - Map: Zoom In/Out/Switch, Reset Coordinates, Toggle Map/Nav - Mother Base > Staff Management: Auto Assign, Sort, Select/Deselect aka Multi-Select, Direct Contact aka Lock Staff, Switch Disp Bionic Arm Kits INFO: What the Mod would do is give you 2 or more unique Bionic Arms or Bionic Arm Upgrades (So you can have Multi-Functions of 1 Bionic Arm)...also so how make it so Bionic Arms are available for all Soldiers - Crossbone: Allow Player to equip extra Weapons or Items per upgrade (+2/4/6) = Animation, Mesh & Texture Design: Allows Soldier to Pull Weapons out of their Hands (Would need Animation) the same way Skulls can (Lore way of Multiple Weapons Carry), and the Arm would be design with Female Parasite Glove and Male Parasite Forearm (Not Size from each, but the Design Detail from each, Black Bumpy Outer Forearm Mesh & White Strap Inner Forearm with Yellow Ring on Fingers & Female Knuckle Shape & Backhand detail on a Bionic Mesh), but in case anyone wants Female only, Male only or Male Glove w/Female Forearm Design then it would be available as well cause of the Gun Customization via Blacksmith, also the Arm still can be used as a Weapon. You will have Hip & Back weapon showing while Weapon is in Hand, but I think an Option to Hide Weapons would be nice. = Weapon Equip GUI A: Sortie Prep > Select Equipment > Add "Bionic Arm Kit" to list (The Load Chart would have 6 Slots between Secondary & Support Weapons, like how others show, but only with the Names to save space) = Or Weapon Equip GUI B or A+B: iDroid > Mother Base > Customize > Bionic Arm Kit (Use this to rearrange Weapons, but if your in Sortie and the Player equips weapons that aren't in loadout then It would require a Weapons Drop) = Weapon Switch GUI A: Most weapons have a LIGHT ON/OFF and Suppressor ON/OFF key so if a Bionic Arm was given 2 column of Slots (1-3 Lights & 1-3 Suppressors) and multi-Tap Light/Suppresser to cycle (Tapx1 = Move to 1st Weapon, Tapx1 = From 1st to 2nd, etc) through Weapons so it Weapon be Secondary Weapon > Bionic Arm > Light (3 Weapons) or Suppressor (3 Weapons)...I wish I could make it so hold down a key = Dual Wield = Or Weapon Switch GUI B: When you open your Primary or Secondary Weapon Switch, the weapon are the Top and Bottom like Support Items if it were a 4 axis...but then that means your Limited to 2 Primary & 2 Secondary more = Or Weapon Switch GUI C: just make Primary & Secondary Weapon Switch have the same amount of slots as Support Weapons...though this means +2/4/6/8/10/12 Slots in the 6 Upgrades for putting 1 Slot more in Primary and Secondary each (Using Or Weapon Equip GUI B or A+B as Customize Weapon to Config which weapons to download onto arm)... = Digitization Compress Method: aka Deployment Cost for or to Download each weapon into the arm or something (I can't explain it as lore with MGS5) == Cost of Developing Arm (10K GMP only per Lvl) and Deploying (1K GMP) the Arm == Cost of Deploying the Digitized Weapons would go down per upgrade making 1 or more Weapons free == Lvl1 (2 Slots) = Most Costly 1 isn't Free, 1 is Free == Lvl2 (4 Slots) = Cheapest 2 isn't Free, 2 is Free == Lvl3 (6 Slots) = Cheapest 3 isn't Free, 3 is Free If Weapon Switch GUI C: == Lvl4 (8 Slots) = Most Costly 3 isn't Free, 5 is Free == Lvl5 (10 Slots) = Most Costly 2 isn't Free, 8 is Free == Lvl6 (12 Slots) = Cheapest 1 isn't Free, 11 is Free If these Cost can't be done - Then Deployment cost Increase by 2000 per level (Level 3 =7K GMP and Level6 =13K GMP) - Vertical Gripper (This idea came after, had to rethink Crossbone): Allows player to climb any vertical surface (Like Zelda Breath of Wild or GTA5 Grab Anything Mods aka Using Ragdoll)...cause from what I thought I saw in commercial was no predetermined "ladders"...nope (Supply Drop on little house couldn't hope on roof or climb on cardboard box like in Peace Walker...I don't know) Develop Suppressor Kit as Item INFO: Basically an Item like Cigar, that recharges/repairs/refills suppressors and only upgrades Suppressor 1 Level up if equipped/in inventory like armor. Just as the The Suppressor Case does when you walk by it instead you can use it within your Items Wheel and it also bumps the level of suppressor up (I just found out Lvl3 = Infinite...Why didn't they Spread it out...15 Upgrades and they couldn't put 5 Upgrades for Suppressor) = Lvl1 = Have 1 Backup Suppressor Refill (This Refills all Suppressors) = Lvl2 = Increases all Suppressor Lvl1 to Lvl2 = Lvl3 = Adds 1 Backup Suppressor Refill = Lvl4 = Adds 2 Backup Suppressor Refills (With Crossbone Mod then it would Add 2 Refills on Lvl3 & 4 Refills on Lvl4) = Lvl5 = Increases all Suppressor Lvl1 to 2, Lvl2 to 3, but not Lvl1 to 2 to 3 - Deployment Cost per Level: Lvl1 =500, Lvl2 & 3 =1500, Lvl4 & 5 =3000 - Develop Cost per Level: Lvl1 =5000, Lvl2 & 3 =15000, Lvl 4 & 5 =30000 Other than That - Shoot and Drive, being able to Snipe out of a stopped Jeep is something that only Movies seem to be capable of doing - Metal Rex as Vehicle - Other Bionic Kits: Chain Knuckle (Long Range CDC), LaserShot (Megaman Buster), Dragonbreath (Flamethrower) - True Ocelot & Quiet (With Unique Abilities and all) - (Swamp Snake DLC) Water we can boat on and swim, being able to deploy through Ocean, sea battles with Submarines/Battleships/Planes/Skidoos, war room and huge drop off many Soldier on land and siege a place (The reason that was probably left out was related to D-Day)
  8. That is good they are updating NMM cause when I first came to NexusMod back in the start of 2016...NMM crashed and froze on me compared to MO for Skyrim. As for Fallout 4, MO still has its problem, but the freezing and crashing of NMM has kept me away.
  9. In response to post #43213925. #43215075, #43215235, #43217915 are all replies on the same post. This is so TRUE, I wish MO had this, but all I can do is disable other mods and enable the 1.
  10. Are the Mod ID# going to be search-able without using Google? - Work better with Mod Organizer or combine NMM efforts with MO? - Allow Accounts to filter out games (Some way to tell nexus only search through Mods I have games for vs going through long list of games) - Comment History (Also Searchable)
  11. I was wondering if you could change how spoiler works, instead of having huge line spaces inbetween, could get rid of the line spaces and allow commenters to add Line Break themselves.
  12. Not a modder, but I think you have to put each item in different slots (Like 33=Body and 57=Free). Look at mods that have modular armor and see where they put there stuff (Fo4edit > Armor > Read the info). I know what I'm saying doesn't completely answer your question and my answer is very vague, but I hope someone else can better help you
  13. I know this is late, but check my specs (Using Speccy) and take into account how old my PC is and the fact it is a Laptop (Cause Desktops are stronger than Laptops) Laptop Model Model: Dell Vostro 3446, 2014 CPU: Intel i3-4005U, 1.70Ghz, 2xCore GPU: Nvidia 820M, 2GB RAM: 8GB, DDR3, 800Mhz Storage: Samsung 850 EVO SSD, 500GB OS: Windows 7, 64-bit I can run Skyrim with more mods than Fallout 4, though I play at Low Settings, I don't notice Lag. This same Laptop also plays GTA5 & MGS5 as well and when were they made about 1 Year after my Laptop and I'm playing them okay. Conclusion YOUR DESKTOP'S POWER IS OVER NINE HUNDRED THOuSAND!!! :pirate: (Besides your desktop is upgradeable)
  14. Sorry to hijack the Thread, but which pipboy do you use to edit the Pipboy (I see Pipboy, Low Player, Dusty and LowVault81...for Fallout 4...do I have to Edit all of them). I want to make the Screen Bigger which requires I move a couple of other things around.
  15. I wanted to make something similar, but with Diamond Show Radio as a Club as apart of an Under Lounge/ Underground Settlement where Diamond Show Radio is animated (2 Version in-game Singer/Spotlight & Broadway), so the Guy who sings "anything goes" does toe tapping and runs up the wall -similar to Lisa's Tapping Episode from Simpsons- like an actual play. And the Host comes on stage and does his advertise,but we get to see his quirkiness on stage. As for how it worked is basically you build a Doorway/root cellar that lends to underground in which you "dig" (Dirt walls you scrap) for more space (you can place things in lounge area), but you place a Door on a Wall that leads to 1 of the Under Lounge's Room, in this case the Door is "Diamond Club Radio", the Door acts like another World Opener/Root Cellar Door that leads to a closed/non-open world room/area. If somehow you can send Settlers to the Under Lounge and assign them as Bouncer to a Door, what the Dialog allows you to do is control what goes on in room when you enter so for Diamond Radio it would be Broadway or Spotlight, the bouncer can help control amount of people (for low-end pc), tell you Raiders snuck in (Allows you to have a hostage situation) and from there a glowing underground backyard pond that lights up the cave in background. The idea of The Under Lounge came from the fact that I have a Low-End PC, I'm seeing a lot of mods for increaing Building Limit and Settlers Limit so I figured rather than spawn more things in that can slow you down and seeing as you can only build so much Up and out, why not Build underneath in your Settlement that leads to another large empty "world" to another small "world" room unless having the other rooms -Whipball**, Shooting Range**, Dojo**, Pool Table*, Chess*, Cleaning***, Fishing***, Workout***- don't slow you down**, can be played on surface* and are apart of another mod idea for settlers***. My Problem is I need 3DS Max to edit Mesh and sadly I have to lie to get it otherwise its 30 day trial and I only need 3DS Max to convert mesh.
  16. Let me elaborate - You need to BUY 3DS MAX if your not a Student (I'm not a Student, I didn't want to Lie, but there seems to be no option for either a 3DS Max Mesh Converter/Cheaper/Smaller -3DSMax 2014=6GB- or unless you want to risk putting your Credit Card on-line instead of buying it or "the Converter" if exist, on Steam...I looked this up 3DS Max isn't on Steam) - NifScope doesn't model Nif, but View it and attaches mesh together And pretty much some of the only things that stop some people from 3D Modeling for Fallout 4...3DS Max (Why 6GB? I don't mind Blender's Size) unlike Skyrim which can be modded a lot easier, has Blender Support and was around for a long time. I don't want to come off as pirate cheapskate as I already suggested to 3DSMax for Mesh Converter (And I would pay $5-15 for it +$1 per Plugin/Extension, as I do work) because not everyone is going to edit with 3D cause there going to make a Career from it (I'm more into Construction/Plumbing and Crafting with Cardboard or Lego, but I notice Modders are getting feed up with the Request). If there is a simple Nif to 3DS Max to Blender to Fallout 4/etc please could someone direct me to it...sorry if all the is stupidness is said and I hurt some of you fans/supporters of 3DS Max unless if you believe I shouldn't mod at all. Shoot if Blender did this, I would pay them too also sorry if I didn't do that much proofreading.
  17. I need a straight answer for Blender 2.77 and Fallout 4 to edit Meshes & Animations. I heard about NifScope, Outfit Studio, but getting PyFFi & Python to work is different.
  18. In response to post #39482295. #39482420, #39482535 are all replies on the same post. You had me at Kumbaya, Brother/Sister, same thing I said for my co-workers who play Fallout 4 too, I don't want to just make great mods, but mods everyone can have and enjoy (Same I said for Computer Programs, wishing that I could use Mobile, Windows & Mac all at once...now there is Youwave). I didn't read the whole post, but I think people do make money or at least avoid debt -paying for Bandwidth & Space- for running sites like this through ads so Stealing Mods leads to less Visits and Less Visits leads to loss in Ad Revenue. Also did the person who created this site even get any revenue cause if Skyrim alone has 100k in Mods and possibly all mods combine together on this site is like 5TB + Traffic + Download Speed (I get 1-3MB...other sites its like 500KB) + Extra Stuff must cost a lot. Also Sites nowadays don't give content away with ad block is enabled also its why I think this website keeps count of Downloads like Google Play and Unique Downloads & Endorsements, its probably done so Advertisers know that the site is good to advertise on and there not getting dupped.
  19. Sorry to bring this up, I'm trying to use Blender to Edit meshes in Fallout 4, but I'm having a problem -dead/old links, no links, not recognize- get the Plug-ins -NIF Import, PyFFi- and necessary tools -Python, Nifscope- for Blender 2.77 or for Blender 2.49b.
  20. In response to post #34135140. At least its 20secs I tried a fix and it from good to bad to if I take all mods off then I can load (Only ~70 Plugins)
  21. Not just that they don't take into account what they dig through, at first I said I don't mind that kind of challenge, its very clever and different, but when I thought to run to a rock to see if the Radpion couldn't dig through it and it did... Then I thought Beth at it again...with the white vans...its great they dig, but its bad they go through rocks like its the ground...and to top it off 1. You can't use Grenades close 2. You can't aim close to yourself
  22. I was wondering, cause I know the PerkUI is like GIFs with a Background and a few HUDs. Would it be possible to switch the GIFs out with diverse 3D Models (Bobbleheads by Chucksteel and Bobble Girl by Justice and AnTiWoMaAgNoT, but both have something off from Vanilla) and animate them (If this can be done and a tool can be developed (3D Pose & Animation w/Rail/Time/Multiple-Move System) then this would make it easier to make/add Perks)
  23. Okay so Suggestions - Please Add Lootifcation Script (Option for Random Percent or Replace Vanilla (-Enchant) and Option for Working with other Mods like Combining UNP MiniDress Mod with UNP Pattern Leggings Mod so If 1 Item is Found then Another is used like 10 items/type/class of A mod and 5 items/type/class of B mod so 1-5A=1-5B, 6-10=1-5B so 1 & 6 =1B so Leather Helm/Armor=Legging 1=YES vs NO=Leather Armor=Legging 1, Leather Helm=Legging 2 NO vs YES=Leather Helm= Legging 1, Metal Armor=Legging 2...maybe based it on catergory, price range, weight range, etc)...the person who made Lootifcation mod has very hard Instructions to understand - Breakdown Mod needs to take into account the Value/Priority of Each Material as I tried to Breakdown TERA Weapons and the No.5 to 16 Swords & Lances (Swords) made from Quicksilver, Malachite and Moonstone didn't get the script and I can only think this was because only 1 of each Item was required...therefore (Cause I don't know or can tell what the script is doing) that it couldn't pick which item to use due to low amount cause I'm assuming you based your script on the Highest Amount of the Item Required so I mainly changed 22 weapons (Copy Item to & change Condition > Copy Ingot to Reward > Copy Item to Used > Delete Extra Items)
  24. Okay now I see Tera Stuff (Thanks) Anyways I'm trying to create a Smelt Mod for Tera Armors and Weapons...then hopefully I can make a Smelting Mod for Any Mod that Users adds to their game based on Rules, but it feels like it would require a Program (Don't know any languages) or MCM...and if I had a hard time using CK...the following well never happen Example - Simple 1. (Probably change all requirements into higher number...Steel Sword needs 2Steel Ingot while Steel Dagger needs 1 Steel Ingot???) Give 1 less Ingot for every 2 Ingot - Simple 2. Bonuses Give 1 ore/lesser Ingot for Odd number (I don't know how the Bonus would work), Give back Soul Jems when disenchant (Less XP) if Enchanted, yield more Materials if tempered (+Ore/Lesser Ingot Per Level) - Overhaul 1.Smelt by Item instead of by Outcome/Ingot (Seeing as Skyrim by Default doesn't allow you to Smelt in Bulk...Skyrim...devs...facepalm...it would only make sense to choose what your going to smelt if your going to Smelt in Bulk...if not then it fails cause Users are smelting there own stuff...hence why Devs never included it in game...but if it was done with way Player could smelt their armors without smelting things by accident - Overhaul 2.Multi-Choose/Amount (Preview + Bulk), Blacklist Item for No Smelting (Like adding to Favorites or just Blacklist Favorites), Give SkyUI a replacement for Tan & Smelt (Only SkyAway does that, but there is need for SkyCraftUI) - Overhaul 3. (Optional Mod)Unique Enchants for Armor & Weapons: Skill Growth, Carry Weight, Attack/Cast Speed, Revive, etc and Smelt/Tanning Enchants yields higher Outcome - Overhaul 4. (If Overhauled) Has a Recipe then based on Most Expensive or Category Material when Smelting Give 1 ore for coming 1 short of ingot (Odd Number) and 1 ingot for every 2 Required. (Steel Sword = 2 Steel Ingots and 1 Iron Ingot = 1 Steel Ingot + 1 Steel Ore + 1 Iron Ore...in which I know 1 Iron Ore = 1 Ingot) - Overhaul 5. (If you decide to smelt by Outcome rather than Item) If it was made with either Leather or Metal then use Smelt to recover Melt, but Lost Leather, a versa. Cause for some add reason Studded stuff never has smelting Thanks for Clarifying (I was watching the Status Menu and didn't see TeraArmors Load) In 2020 I plan to make SkyCraftUI...just joking I takeback everything I found TES5Edit...with Automaton Tools...THEY WILL RUE THE DAY I MOD, RUE I TELL YOU, RUE, MHAHAHA
  25. Your not the only one, seeing all these bodies and armors needs to hit the floor instead of being complex, but I understand your Idea. Basically each Armor needs a Label (T6M, T3M, Skinny, Breeze, Robert, etc Armor) OR Needs to be put into a Folder (T6M Armors, T3M Armors, Robert Armors, etc), have bodies labelled (T6M, T3M, Skinny, Breeze, Robert Body) and then the script it so the Right Body switches when the Right Armor is equipped. And from there being able to add to the "jar". I find this idea more robust -if that is the right word- like Connecting an Android to a Computer to Transfer files via USB Cable vs Shutting down the Phone, Taking out the Battery then the MicroSD and putting it into an Adapter then putting the Adapter into a Computer The idea would allow multiple bodies and armors to be installed at the same time without exiting the game and changing the body via Mod Installer or Launcher. Cause I'm assume neither Modder has somehow told game these Armors are for this Body and neither does game know...so its just a matter of Labelling. Maybe you collobrate with the following 1. Mod Organizer - They don't put the files actually in DATA Folder so that allows for a multiple Bodies without Actual Files being Overwrite So you Drop Bodies in a Folder and Label Each so (T6M Folder, T3M Folder, Skinny Folder, Robert Folder > Mesh & Texture)Drop Armors in Body Folder (T6M > Armor, Underwear, Clothing, etc > Mesh & Texture) so game know which armor belong and therefore rename without doing it manually (Let the computer do the work)The point of using Different Folder Names -besides Mesh & Texture- so you can mix & match like if you want T6M Armor, but Skinny OutfitFolder Structure Suggested Example: Mod (Comma is Separate Folder & "=" Level in Folder, [is The Folder]) = T6M, Skinny, T3M == [T6M] Mesh (Body), Texture (Body), Armor (Default) and SO-SO's Clothing Mod Mesh/Texture, Clothing, etc are Optional === [T6M] [Armor] So-So's Clothing Mod (Could be put in "Clothing" Folder), So-So's Clothing Texture Mod (So either MCM you can change the texture, or In-game "Craft-o-Mod" = a Generic Requirement -1 Leather if Light, 2 Tin Can if Medium, 2 Scrap Metal if Heavy Armor- for all Armors & Clothing to Change/Convert Mesh or Texture for access to any mod's Mesh or Texture like AddItemMenu by Towawot, but requires Item to gain) == [skinny] Mesh (Body), Texture (Body), COBRA's Outfit (Example), Armor 2. Mod Configuration Menu - To Make a plugin for how the Mod Works == Relabel Armor & Switch Body Automatically == Lock 1 Body then use the Armor that Matches with that Body and if the Outfit doesn't match with Body then switch body (Say you Got T6M & T3M Leather Armor (2 Same name/design, but different Body), but an Outfit from Skinny so you locked T6M for Armors, but for the Outfits it will Override Lock and switch to Body = Pip-Boy tells you what body you have (EFF, possibly add Perks like +Barter, +Melee, +Run, +AP via Folder) 3. The Weapon Mod Menu == Being able to Change the Outfit like how a gun is modded (No Item Required, but if so Something like Sewing Needle, can carry 1000, no weight, change (For Variants like Red shirt, Blue Strips, etc) or if possible add as many together...for mods that use variants...if possible group variants
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