Q: Edited DEFAULT.UNIT using in SAVE ?

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Vonthoma
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Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

Okay, was able to edit the DEFAULT.UNIT file and even could use that values in any SRU game ...
I even could use my SAVE game to start a new game,

BUT is it possible to use in my old SAVE game that new DEFAULT.UNIT values
(double energy and military production, and "merchant marines" with small attack and defense values)

I even could pretend my old save game, is the starting situation of the 1914 sandbox game ...
No problem to use that in a new game, but is there ANY possibility to include that in my save game ?


Here the edited DEFAULT.UNIT (even aligned in columns !!! to read it better)
Image
https://drive.google.com/file/d/15XQnxO ... sp=sharing

and here is the save game I want to use (renamed as the cache for SR1914.sav)
https://drive.google.com/file/d/1tKHIeL ... sp=sharing


Any idea ?

How does this work
-> Some data in the .Scenario or the accompanying .CSV file can be used as overrides of cached data


Or not possible
Thanks

Okay wasn't able to include following changes to my SR1914.sav
// SR5ID, ModelCode+EquipName , ClassNum, PicNum, (YearAvail - 1900), (OutOfProd - 1900), `market availability`, TargetType, MoveType, Initiative, StealthStr, CarrierCapacity, Regions , NumSquadInBatt, Crew , UGTo , ReplaceBy, RefitTo, AbandonTo, Speed, MisislePtsCapacity, SpotType1, SpotType2, TechReq1, TechReq2, DaysToBuild, Cost , IGCost, URCost , Weight , SupplyLevel, TransportCap, MoveRange, TurretArc, FuelCap , CombatTime, SupplyCap, SoftAttack, HardAttack, FortAttack, LowAirAttack, MidAirAttack, HighAirAttack, NavalSurfaceAttack, NavalSubAttack, CloseCombatAttack, GroundDefense, TacAirDefense, IndirectDefense, CloseDefense, GroundAttRange, AirAttRange, SurfaceAttRange, SubAttRange, UPGRADEUnit, MISSILEUnit, IndirectFlag, BalisticArt, NBCProt, TurretRot, LimitedFiringArc, TurretImmed, LongDeckCarrier, DirectDef, ECMEquipped, NoEffLossMove, RiverXing, Airdrop, AirTanker, AirRefuel, ShortDeckTakeOff, LongDeckTakeOff, Amphibious, 0, 0, BridgeBuild, UGDemol, EngineeringUnit, DockToUnload, StandOffUnit, MoveFirePenalty, NoLandCap, HasProduction, SupplyMoveOnly, LowVisibility, NavalPort, uBase, uIndustry, uUrban, uTransport, uBridging, uRubble, uSynth, 0, uContainer, OnePerHex, Chem, StratNuke, TacNuke, MisLaunchAuth, GuidedMis, NoBuild, DefRes, NoResearch, UsesLargerPicSize, HasShadow, LaunchType, MisislePtsValue, NuclearYield, uContainX, uSpecialty, uEntrench, Pollution, uProdTech, uBuildCap, uStoreType, uStoreCap, GndMoveCost, NavalMoveCost, uRawSourceX, HexReq1, HexReq2, uBuildClassMask, FireSNDA, FireSNDB, FireSNDC, `Death sound`, `Move sound`, 0, `pic 1`, `pic 2`, `pic 3`, `pic 4`
&&UNITS
20301 , "Merchant Marine" , 20 , 700 , -1900 , , 6 , 6 , 10 , 9 , 25 , , * , 1 , 20 , , , , , 40 , 0 , 99 , 0 , , , 30.000 , 50.000 , , , 4150.00 , , 0.000 , 40000 , , 9550.000 , 120.000 , 0.000 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 300 , 200 , 400 , 10 , 1 , 1 , 1 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0, 0, 0 , 0 , 0 , 1 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0, 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , , 0 , , 0 , , , , , , , , , , 0 , , , , 31 , 31 , 43 , 35 , 34 , 0, , , , ,

&&RAWPROD
21010 , 1.000 , , , , , , , , , , , 0.0 ,
21011 , 0.500 , , , , , , , , , , , 0.0 ,
21014 , , , 1.000 , , , , , , , , , 0.0 ,
21017 , , , , 1.000 , , , , , , , , 0.0 ,
21018 , , , , 1.000 , , , , , , , , 0.0 ,
21019 , , , , 0.250 , , , , , , , , 0.0 ,
21020 , , , , 0.250 , , , , , , , , 0.0 ,
21021 , , , , 0.250 , , , , , , , , 0.0 ,
21022 , , , , 0.150 , , , , , , , , 0.0 ,
21025 , , , , , 1.000 , , , , , , , 0.0 ,
21028 , , , , , , 1.000 , , , , , , 0.0 ,
21029 , , , , , , 0.800 , , , , , , 0.0 ,
21032 , , , , , , , 1.000 , , , , , 0.0 ,
21035 , , , , , , , , 0.200 , , , , 0.0 ,
21036 , , , , , , , , 0.400 , , , , 0.0 ,
21037 , , , , , , , , 0.400 , , , , 0.0 ,
21038 , , , , , , , , 0.800 , , , , 0.0 ,
21039 , , , , , , , , 0.240 , , , , 0.0 ,
21040 , , , , , , , , 0.500 , , , , 0.0 ,
21041 , , , , , , , , 0.500 , , , , 0.0 ,
21042 , , , , , , , , 1.000 , , , , 0.0 ,
21043 , , , , , , , , 1.000 , , , , 0.0 ,
21044 , , , , , , , , 2.000 , , , , 0.0 ,
21045 , , , , , , , , 1.000 , , , , 0.0 ,
21046 , , , , , , , , 2.000 , , , , 0.0 ,
21055 , , , , , , , , , , 1.000 , , 0.0 ,
21056 , , , , , , , , , , 0.100 , , 0.0 ,
21057 , , , , , , , , , , 0.010 , , 0.0 ,
21065 , , 1.000 , , , , , , , , , , 0.0 ,
21066 , , 1.000 , , , , , , , , , , 0.0 ,
21070 , , , , , , , , , , , 2.000 , 0.0 ,
21071 , , , , , , , , , , , 0.200 , 0.0 ,
21072 , , , , , , , , , , , 0.400 , 0.0 ,
21073 , , , , , , , , , , , 3.200 , 0.0 ,
21074 , , , , , , , , , 1.000 , , , 0.0 ,
21075 , , , , , , , , , 0.100 , , , 0.0 ,
21076 , , , , , , , , , 0.010 , , , 0.0 ,
21077 , , , , , , , , , 0.200 , , , 0.0 ,
21078 , , , , , , , , , 1.600 , , , 0.0 ,
21079 , , , , 0.100 , , , , , , , , 0.0 ,
21301 , , , , , , , , 1.400 , , , , 0.0 ,
21302 , , , , , , , , 2.600 , , , , 0.0 ,
21303 , , , , , , , , 1.800 , , , , 0.0 ,
21304 , , , , , , , , 3.400 , , , , 0.0 ,
21305 , , , , , , , , 0.600 , , , , 0.0 ,
21306 , , , , , , , , 1.000 , , , , 0.0 ,
21310 , , , , 0.700 , , , , , , , , 0.0 ,
21320 , , , , , , , , , , 0.200 , , 0.0 ,
21321 , , , , , , , , , , 1.600 , , 0.0 ,
Vonthoma
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Posts: 42
Joined: Aug 18 2007

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

Found a way to edit the save game with the new values,

only problem is that BG has used a old DEFAULT.UNIT file to build the MP1914 cache game ...

with #include you could force any code into the save file, when you use it as a chache file and start a new game , but the problem is you need the REAL files, which have been used to build the original chache file the save file is from.

As all SCOUT units from the 1914MP are wrong, it isn't possible to use the default.unit file ...
anyway the production IDs seems have been the same, so I was able to CHANGE the production from energy and military, now AI has a chance.

Thanks
Vonthoma
Warrant Officer
Posts: 42
Joined: Aug 18 2007

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

moved
... looks interesting,
is it an own "Scenario" or does it work with all SRU scenarios ?
Or even with a save game ?

Would love that for our 1914 MP game with my brother,
but with RUBBER :-)

PROBLEM 1:
as AI has terrible problems with ELECTRICITY , after 10 years they are broken,
how much more does a coal plant produce ?
To give AI live back, I fear that plants need to produce 100% more ....

PROBLEM 2:
Military goods, same Problem, all AIs produce at least 100% to few

PROBLEM 3:
Merchant Marines, AI uses them to attack enemy ports ...
so Merchant Marines, have to be protected.
So best would be to change MERCHANT MARINES to following values .. but also give them 1km/5 points attacking value to every NA value !!!
That would be great and simulates that AI uses some landing boats ...
Image


Could all this be used with our save game ?

thank you for your modding efforts, that game needs it to be playable

PS: Okay , had a look at all that files, as I see it couldn't be used for my settings for many reasons.

Any way, maybe you could answer following question, would be nice ...

1.) Seems the save could be used to build a "cache" for a new scenario, where my brother and I could continue ?

2.) Maybe you could help, in that default.unit WHICH value is for energy production ... in my game a coal power plant produces 220 000 ... none of that values fit !
one of that could it be , seems the middle one, but if so, many other buildings are broken ... 80.000, 160.000, 16438 (this seems how much ind goods it cost to produce)
or is it that near the end 250.00 ...

21042, "Power - Coal", 21, 327, , , , 2, 0, 0, 0, , *, 1, , , , , 21998, 0, 0, , , , , 80.000, 160.000, 16438, , , 0.000, 0.000, 0, , 0.000, 0.000, 0.000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2160, 2160, 2160, , 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, , , , 3, , , 250.000, 39, 0, , , 0, 0, 16, , , , , , , 90, , 0, , , , ,
___________________________________________
PPS: :-) okay seems that Table at the end is doing the production ?
&&RAWPROD

3.) So after I change that I have to build a new chache ...

WORST game to MOD, I have seen in a while,
lol and they wonder, why nobody tries to really mod the game !
Vonthoma
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Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

evildari wrote:Hello,

this mod is almost a total conversion (but still on earth) - it runs best in its own gamefolder since the technology descriptions cant be set per sandbox.

A savegame has all unit data "baked" in ie. even if you change the default.unit file you will see no effect in your savegame.


1. The only way would be, to use your savegame as base, and start a "new" game with a modded scenario to your liking.

2. For electricity there are 2 direct ways to achieve that - in the .WMDATA files you can set the base node(=facility) production. (Beware that game uses now several .wmdata files)

And in the .unit file under &&rawprod you can set the factor to this facilities production. (use libreoffice calc or similar spreadsheet program to edit this)
With modding the technology effects of the powergrid and powerplant upgrades you can improve that too.

In my mod i balanced the productionscosts of energy of all ways to generate energy - so coal is not the only way to go, now petrol is viable too - if you can get it cheap.
But if you go on a productionspree you still need lots of Powerplants. In this case you could even decrease the amount of electricity used for the production of industrial & consumer goods.

Remember that all your production is changed by the locations supply%

3. yes, almost any data change needs a recache (if you just change the facilities output and make quick test, comment the OOB section in the scenario file)

..nop this game is easy to mod - see my mars mod what can be done ! (there you have real electricity issues - since almost everything needs it !)
Vonthoma
Warrant Officer
Posts: 42
Joined: Aug 18 2007

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

... Hello and thank you for your answer...

Found a way to edit the save game with the new values,

only problem is that BG has used a old DEFAULT.UNIT file to build the MP1914 cache game ...

with #include you could force any code into the save file, when you use it as a chache file and start a new game , but the problem is you need the REAL files, which have been used to build the original chache file the save file is from.

As all SCOUT units from the 1914MP are wrong, it isn't possible to use the default.unit file ...
anyway the production IDs seems have been the same, so I was able to CHANGE the production from energy and military, now AI has a chance.

Thanks
Vonthoma
Warrant Officer
Posts: 42
Joined: Aug 18 2007

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

evildari wrote:Hello,

1. The only way would be, to use your savegame as base, and start a "new" game with a modded scenario to your liking.
3. yes, almost any data change needs a recache (if you just change the facilities output and make quick test, comment the OOB section in the scenario file)

..nop this game is easy to mod - see my mars mod what can be done ! (there you have real electricity issues - since almost everything needs it !)
Hello maybe you could help me again,
sorry to HIJACK your Thread, but not many people are active anymore ...

As I used the SR1914.scenario
file, it changes the diplomacy back to the starting settings ...

so if I don't want to change anything apart the
changed values, which are in a file called UPDATE.UNIT

If I start the game with this settings it works but it changes also Diplomacy etc.

SO WHAT IS THE MINIMUM I NEED TO START THE GAME with ONLY the changes from UPDATE.UNIT values !
WHICH LINES I COULD DELETE ?

Help would be great ...
_______________________________________________________________________________________
_______________________________________________________________________________________
_______________________________________________________________________________________

// SCENARIO DEFINITION - The Great War - 1914
// ifset key: 0x01: Load CVP; 0x02: Load Rest of Source; 0x03: Load all; 0x04: Load Cache

//___________________________________________________________
#ifset 0x01
#include "SR1914.CVP", "MAPS\"
#include "SR1914.REGIONINCL", "MAPS\"
#endifset


//___________________________________________________________
#ifset 0x02
#include "DEFAULT.UNIT", "MAPS\DATA\"
#include "DEFAULT.PPLX", "MAPS\DATA\"
#include "DEFAULT.TTRX", "MAPS\DATA\"
#include "DEFAULT.TERX", "MAPS\DATA\"
#include "SR1914.WMDATA", "MAPS\DATA\"
#include "DEFAULT.NEWSITEMS", "MAPS\DATA\"
#include "AllSourceLoad.INI", "INI\"
#endifset


//___________________________________________________________
#ifset 0x02
&&MAP
mapfile "SR1914"
&&END

//___________________________________________________________
#include "SR1914.OOF", "MAPS\"
#include "SR1914.OOB", "MAPS\ORBATS\"
#include "AllLoad.INI", "INI\"
#include "The Great War - 1914.csv"
#endifset

//___________________________________________________________
#ifset 0x04
&&SAV
savfile "SR1914"
&&END

#endifset


#include "LocalText-Regions.csv", "SCENARIO\", Y
#include "The Great War - 1914-Text.csv", "SCENARIO\", Y

#include "UPDATE.UNIT", "MAPS\DATA\"


&&GMC
startymd: 1923, 5, 4
defaultregion: 1188
scenarioid: ZVZVG
difficulty: 3, 2, 2
resources: 2
initialfunds: 2
reservelimit: 0
aistance: 3
startyear: 0
techtreedefault: 0
nocapitalmove: 0
regionequip: 1
limitdareffect: 0
limitmareffect: 0
wminvolve: 1
wmduse: 1
fastbuild: 0
govchoice: 1
grouployaltymerge: 1
groupresearchmerge: 1
relationseffect: 0
limitinscenario: 0
mapmusic: 0
mapgui: 3
mapsplash: 53
campaigngame: 0
victoryhex: ,
victorytech: 0
regionallies: 1389
regionaxis: 1188
fastfwddays: 0.000
svictorycond: 0
gamelength: 0
missilenolimit: 1
alliedvictory: 1
restricttechtrade: 0
approvaleff: 1
wmdeff: 1
debtfree: 0
noloypenalty: 1
nosphere: 0
spherenn: 5
scenarioid: ZVZVG
&&END
Vonthoma
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Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

evildari wrote:The diplomacy and event settings are in the file "The Great War - 1914.csv"
Since it is already in your cache, you may try to remove it here, to prevent an overwrite to your cached save.

Also try to comment out the .OOF and .OOB parts since they are already part of your save and every region build/lost some facilites and units.

Woooow THANK YOU

will try that

Wish you a wonderful and pleasant day,
oh better life :-)
Vonthoma
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Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

ooohhh seems that relations to each other are in that file

#include "SR1914.CVP", "MAPS\"

but that file is needed to start the game
So have to build one, where there is at least one nation so I could start the game , save and use the save ...
Vonthoma
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Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

Vonthoma wrote:ooohhh seems that relations to each other are in that file

#include "SR1914.CVP", "MAPS\"

but that file is needed to start the game
So have to build one, where there is at least one nation so I could start the game , save and use the save ...
Strange deleted all, apart of one country, to start the game ... and STILL the game changes all diplomacy setting STRANGE
Vonthoma
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Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

Okay wasn't able to solve the problem with changing treaties between countries ...

seems the inserted scripts fired somehow, but at least could insert the complete

PRODUCTION TABLE

Energy production x 2
Military production x 4
and changed the two "merchant marines" to give them defense and attacking values ...

and also all game settings could be changed and they are saved (Fog of war and such things)

__________________________________________________________________________
so the scenario file only has somehow

// SCENARIO DEFINITION - The Great War - 1914
// ifset key: 0x01: Load CVP; 0x02: Load Rest of Source; 0x03: Load all; 0x04: Load Cache

//___________________________________________________________
#ifset 0x01
#include "SR1914UPDATE.CVP", "MAPS\"
// this file only consist of the definition of Äthiopia to start the process
#include "SR1914.REGIONINCL", "MAPS\"
#endifset
//___________________________________________________________
#ifset 0x02
//#include "DEFAULT.UNIT", "MAPS\DATA\"
//#include "DEFAULT.PPLX", "MAPS\DATA\"
//#include "DEFAULT.TTRX", "MAPS\DATA\"
//#include "DEFAULT.TERX", "MAPS\DATA\"
//#include "SR1914.WMDATA", "MAPS\DATA\"
//#include "DEFAULT.NEWSITEMS", "MAPS\DATA\"
//#include "AllSourceLoad.INI", "INI\"
#endifset
//___________________________________________________________
#ifset 0x02
&&MAP
mapfile "SR1914"
&&END

//___________________________________________________________
//#include "SR1914.OOF", "MAPS\"
//#include "SR1914.OOB", "MAPS\ORBATS\"
#include "AllLoad.INI", "INI\"
//#include "The Great War - 1914.csv"
#endifset
//___________________________________________________________
#ifset 0x04
&&SAV
savfile "SR1914"
&&END

#endifset
//#include "LocalText-Regions.csv", "SCENARIO\", Y
//#include "The Great War - 1914-Text.csv", "SCENARIO\", Y

#include "UPDATE.UNIT", "MAPS\DATA\"
// this file only has the edited production table in it and two edited lines of that "merchant marine" ships , which the AI uses as landing ships ...

&&GMC
startymd: 1923, 5, 4
// the starting time of the SAVE game, when you saved it ...
and below the rest as it is in every other scenario file !

______________________________________________________________________________________________________________________

Seems to work , of course Äthiopia is resetted back to the starting values of 1914 ! as you need it to start the game ...
and even there is no where anything new, about the diplomatic settings, they are all changed somehow ...
seems the script are fired, when you start the save game NEW ...
evildari
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Posts: 629
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Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by evildari »

#ifset 0x04
&&SAV
savfile "SR1914" <<-- this is the name of the original cache file (unless overwritten) - use the name of your savegame in the cache folder
&&END
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
Vonthoma
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Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

evildari wrote:#ifset 0x04
&&SAV
savfile "SR1914" <<-- this is the name of the original cache file (unless overwritten) - use the name of your savegame in the cache folder
&&END
yeah thanks, I have overwritten it with my save ...
because when I started to change everything, I thought, there are more code in other files,
which points to that name, so used the same name, to be on the secure side :-)

If everything will work out, I will have to wait, as my brother is on holiday and it was our MP game.

So changed Energy production to double and Military to 4x , also merchant marines, are able to defend itself.
But fear AI will be broken again in 10 years :-O , if not in 5 !

The stupid thing is , that the diplomatic settings are reset to some strange values, but there is no where a file, which is doing that !
think it is made from the scripts , but don't have a clue !
evildari
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Human: Yes

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by evildari »

The scripted events are also in that csv file (the setup of relations are events)
maybe including a modified (with removed entries - though i dont know much about events) csv may help you.

look there about events:
https://supremeruler.gamepedia.com/Events
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
Vonthoma
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Posts: 42
Joined: Aug 18 2007

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Post by Vonthoma »

evildari wrote:The scripted events are also in that csv file (the setup of relations are events)
maybe including a modified (with removed entries - though i dont know much about events) csv may help you.

look there about events:
https://supremeruler.gamepedia.com/Events

So now I am sure that is the problem , because when you start the game new , with the save game as cache
the

real in game time is set to 0

and all events with
eventtime 0
triggers


SO THE PROBLEM could be solved, when it would be possible to tell the game, that
it should start also with the ingame time at the correct time ...

1.) SO QUESTION, even we could set with
startymd: 1923, 5, 4
the optical time, we also have to set that "time" which checks events to the correct value !
What parameter is that, which is being checked from "eventtime"
"ingametime"

or could I set with
fastfwddays: 0.000

the correct ingametime ?

or with
startyear: 0
(Seems it didn't do anything )

say in my case 10 would that set the real ingame time to 1924 , so events for 1914 wouldn't trigger ????
_______________________________________________________________________________________
PS:
So

fastfwddays: 368.000
would be 10 years, and the game would start in my case 1933, 5, 4

In my case even more worse, as all SCRIPTED EVENTS are calculated ...
LOL War against everyone :-) and not how the situation was in 1923 in my save game :-(

but of course the better solution to set the correct save game date ,
as the ingame time counter would be correct !


2.) Second question, how to calculate "eventtime" to REALTIME ... some events have eventtime values, which have to be the correct value , when it happens in history.
SO HOW COULD I CALCULATE that, if I want to include the events from 1936 or all the other scenarios in my "modded" game or in my case save game.
What is 1 year ?
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