Crzyrndm Posted October 6, 2015 Author Share Posted October 6, 2015 http://forum.kerbalspaceprogram.com/threads/117613-After-reverting-to-SPH-VAB-the-parts-don-t-show-%28 Link to comment Share on other sites More sharing options...
Helmut Posted October 8, 2015 Share Posted October 8, 2015 Removing subcategories:FilterRemove{ remove = <name of subcategory to remove>}I can not get this to work.If I write FilterRemove{ remove = Kolonization}then in the game will be only one category 'Kolonization'. Deletes all the others, except this. Link to comment Share on other sites More sharing options...
Indoorsman Posted October 28, 2015 Share Posted October 28, 2015 Jesus, I can't believe I suffered through the default filters for so long... this mod is a god send. <3 <3 <3 <3 Link to comment Share on other sites More sharing options...
Crzyrndm Posted November 10, 2015 Author Share Posted November 10, 2015 v2.4.1.1Recompile for KSP 1.0.5Additional mod icons from user Nils277I didn't see any problems in testing, but... Link to comment Share on other sites More sharing options...
speedwaystar Posted November 12, 2015 Share Posted November 12, 2015 Howdy folks,For my own convenience I've added "Fuel Tanks" between "Kerbonauts & Control" and "Engines", as follows:CATEGORY{ name = Fuel Tanks icon = stockIcon_fueltank colour = #FF90F090 all = true SUBCATEGORIES { list = 0,LFO Tank [0.625m] list = 1,LFO Tank [1.25m] list = 2,LFO Tank [2.5m] list = 3,LFO Tank [3.75m] list = 4,Liquid Fuel Tank list = 5,Oxidizer Tank list = 6,Monopropellant Tank list = 7,Xenon Gas Tank list = 8,Radial Tank }}SUBCATEGORY{ name = LFO Tank [0.625m] icon = cs_size0 FILTER { CHECK { type = category value = Fuel Tanks } CHECK { type = profile value = size0 } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } }} SUBCATEGORY{ name = LFO Tank [1.25m] icon = cs_size1 FILTER { CHECK { type = profile value = size1 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } }} SUBCATEGORY{ name = LFO Tank [2.5m] icon = cs_size2 FILTER { CHECK { type = profile value = size2 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } }} SUBCATEGORY{ name = LFO Tank [3.75m+] icon = cs_size3 FILTER { CHECK { type = profile value = size3,size4,size5,size6 } CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer } }} SUBCATEGORY{ name = Liquid Fuel Tank icon = R&D_node_icon_fuelsystems FILTER { CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel } CHECK { type = resource value = Oxidizer invert = true } }}SUBCATEGORY{ name = Oxidizer Tank icon = fuels_oxidizer FILTER { CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = LiquidFuel invert = true } CHECK { type = resource value = Oxidizer } }}SUBCATEGORY{ name = Monopropellant Tank icon = fuels_monopropellant FILTER { CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = MonoPropellant } }}SUBCATEGORY{ name = Xenon Gas Tank icon = fuels_xenongas FILTER { CHECK { type = category value = Fuel Tanks } CHECK { type = resource value = XenonGas } }} SUBCATEGORY{ name = Radial Tank icon = cs_surface FILTER { CHECK { type = category value = Fuel Tanks } CHECK { type = profile value = srf } }}All works well, except for the Radial Tanks category which simply returns all items of type "Fuel Tank". I'm using the filtering method employed in 00_FilterExtensions Configs/SubCategories_Bulkhead.cfg, which seems to have similar issues.I also tried:CHECK{ type = bulkheadProfiles value = srf}which didn't work (matches nothing), as does trying value = *srf*. bulkheadProfiles seems to be an array, since it's often initialized with something like:bulkheadProfiles = size1, srfI'm not sure if a CHECK {} block can query an array, if that's what it is. So basically, what's the best way to filter for surface-connected items? Link to comment Share on other sites More sharing options...
Crzyrndm Posted November 12, 2015 Author Share Posted November 12, 2015 It does query the entire array (see: Mk2-Mk3 adapter, Mk2-1.25m adapters, etc.), the issue you're having goes a little deeper than that.It looks like most of the stock tanks have srf as a part of their profileIf a part doesn't have any profile defined, it gets tossed in the srf category as wellThe solution to the first problem is probably an extra check to block parts that have profiles other than srftype = profilevalue = srfcontains = false // part has a value not in the listinvert = true // block part if above conditions are met^^ Will work for the majority of stock tanks as they all appear to have a profile definition. However, it will only find blister tanks and I can't currently think of a way to handle dedicated radial booster tanks (ie. no top node, meant to be radial attached) Link to comment Share on other sites More sharing options...
speedwaystar Posted November 13, 2015 Share Posted November 13, 2015 type = profilevalue = srfcontains = false // part has a value not in the listinvert = true // block part if above conditions are metThanks! I'll give that a try. Link to comment Share on other sites More sharing options...
Crzyrndm Posted November 14, 2015 Author Share Posted November 14, 2015 I screwed up the 1.0.5 release packaging and missed all the configs and icons that had been submitted through github since the previous release. Version bumped to 2.4.1.2 with all contributions included, and my apologies to kerbas_ad_astra and WCapelle for initially missing your contributions Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 15, 2015 Share Posted November 15, 2015 (edited) Crzyrndm,there is something strange going on. I'm the maintainer of WASDEditorCameraContinued.When I install WASD by itself, everything is fine. But, when I install FilterExtensions (with the default config) via CKAN, the WASD button goes white (ie: it can't be loaded for some reason). This image from another user shows the problem:http://www.dropbox.com/s/2t2gcyb6gt4w8qh/missicon.jpg?dl=0I assume you have a number of ModuleManager configs, I can only assume that one of them is either overwriting or deleting my icon.Edit: After some testing, I narrowed it down to your dll. No idea what is going on Edited November 15, 2015 by linuxgurugamer Link to comment Share on other sites More sharing options...
Crzyrndm Posted November 15, 2015 Author Share Posted November 15, 2015 v2.4.1.3 to fix ^^ Link to comment Share on other sites More sharing options...
Eunomiac Posted November 25, 2015 Share Posted November 25, 2015 [quote name='Crzyrndm']All the things that make changes are in subdirectories of [URL="https://github.com/Crzyrndm/FilterExtension/tree/master/GameData/000_FilterExtensions%20Configs"]this[/URL] folder. The "default" subdirectory is the one containing all the additions to Filter by Function, the rework folder has a different setup for the stock subcategories. All of the extra [B]categories[/B] are individual .cfg's inside the "default" subdirectory. If you don't want it, delete it. The additional [B]subcategories[/B] in Filter by Function are in the [URL="https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions%20Configs/Default/StockCategories.cfg#L1-L17"]StockCategories.cfg[/URL] (along with the improved cross section and resources categories) The replacement [B]subcategories[/B] in Filter by Function are [URL="https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions%20Configs/StockRework/FilterbyFunction.cfg#L1-L16"]here[/URL]. Just remove that folder if you want the stock layout Filter Extensions uses two root config node types, CATEGORY and SUBCATEGORY [URL="https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions%20Configs/Default/Mod_B9.cfg"]CATEGORY[/URL] nodes set category name, icon, colour of its subcategories, which subcategories are present and in what order, and can restrict what parts show up in their subcategories using the same syntax as the FE subcategories [URL="https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions%20Configs/SubCategories_Stock.cfg#L1-L14"]SUBCATEGORY[/URL] nodes do most of the work wrt which parts are actually visible. They only have 4 possible entries: name and icon, "showUnpurchased" to override the plugin setting, and a set of FILTER nodes which decide which parts are visible. The subcategories are referenced by name when setting up a category and can be added to as many categories as you like. tl;dr Once you have the name of a subcategory, just add it to the category of choice with a unique position (between 0 and 999. Duplicates will overwrite each other) and enjoy (NOTE: No position also works, it just gets added to the end of the list) [B]Writing a set of FILTER nodes to get the parts you want:[/B] Using the [URL="https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions%20Configs/SubCategories_Stock.cfg#L155-L174"]Electric Charge[/URL] subcategory as an example, what I was aiming to do was improve on the stock Filter by Resource EC category by removing all the parts that often have a capacity of no significance (eg. engines with an alternator have one because of how the stock resource generation works, but that doesn't help the player looking for a battery) The parts I wanted [B]must[/B] have storage for the [URL="https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions%20Configs/SubCategories_Stock.cfg#L164"]resource[/URL] Electric Charge [URL="https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions%20Configs/SubCategories_Stock.cfg#L167"]and[/URL] [B]must[/B] [URL="https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions%20Configs/SubCategories_Stock.cfg#L171"]not[/URL] be a part that only has EC storage as buffer (through experimentation this was determined to be [URL="https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions%20Configs/SubCategories_Stock.cfg#L170"]engines, command modules, and generators[/URL]) If you're familiar with any programming languages, that would typically be expressed something like this [code]result = hasResource("ElectricCharge") && !hasModule("ModuleCommand" || "ModuleEngines" || "ModuleEnginesFX" || "ModuleGenerator");[/code] Each CHECK node contains a single condition a part must pass to be visible. Each FILTER contains one set of conditions. If a part passes all the conditions in a FILTER, it will be visible. Multiple FILTER nodes can be used when required (eg. [URL="https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions%20Configs/SubCategories_Control.cfg#L166-L192"]Manned Command[/URL], the KerbalSeat module doesn't have a crew capacity of one or more so it needs to be checked for separately), although the comma separated lists have made that quite rare now The majority of check types are listed in the first post, and I'll probably get some time this weekend to put together atleast a full listing of them (alternatively, check the [URL="https://github.com/Crzyrndm/FilterExtension/blob/master/FilterExtension/ConfigNodes/Check.cs#L220-L261"]code[/URL] that handles the type)[/QUOTE] Absolutely fantastic mod---made even better by your clear explanations! I was having some difficulty understanding the relationship between categories and subcategories, until the above post cleared up all of my confusion and answered all of my questions. I'd actually suggest cutting-and-pasting it into the OP, perhaps under "further explanation"-type spoiler tags: I think it will fill in some of the gaps in understanding how to configure things for more people than just myself :) Thanks for your work on this great tool! Link to comment Share on other sites More sharing options...
Speadge Posted December 5, 2015 Share Posted December 5, 2015 (edited) hi, i checked some pages now as well as different mods, but i cant find a hint, so i end up asking: from time to time i lose my 2nd column / categories when i "revert to SPH / VAB" leaving me no option to select any part. Leaving to KSC and returning to the building "fixes" it. Any idea what could be causing this? Or is it even already known? I really could'nt find anything. Thanks for any hints. Modlist: Spoiler KSP: 1.0.5 (Win32) - Unity: 4.6.4f1 - OS: Windows 8.1 (6.3.9600) 64bit Filter Extensions - 2.4.1.3 AutoAsparagus - 1.1 Chatterer - 0.9.7.86 Community Resource Pack - 0.4.7 Connected Living Space - 1.2.0.1 Contract Configurator - 1.8.3 Contracts Window Plus - 1.0.5.5 Firespitter - 7.1.5 Interstellar Fuel Switch - 1.18 Kerbal Attachment System - 0.5.5 Kerbal Engineer Redux - 1.0.19.2 Kerbal Joint Reinforcement - 3.1.4 InlineBallutes - 1.2.2 Kerbal Inventory System - 1.2.3 KSP-AVC Plugin - 1.1.5 KW-Rocketry-Community-Fixes - 0.4.1 Mach Gauge - 3.0 Modular Rocket Systems - 1.11 QuickScroll - 1.3.2 QuickStart - 1.1.2 RCS Build Aid - 0.7.4 RCS Sounds - 4.3 SCANsat - 1.1.4.4 ShipManifest - 4.4.2 TextureReplacer - 2.4.11 Transfer Window Planner - 1.4 TweakScale - 2.2.5 UbioWeldingLtd 1.0.5 Release - 2.2.2 KSP Interstellar Extended - 1.6.1 WildBlueTools - 1.0.24 Edited December 5, 2015 by Speadge Link to comment Share on other sites More sharing options...
Crzyrndm Posted December 5, 2015 Author Share Posted December 5, 2015 It's a stock bug with the resource scanning system that requires some save file editing to get rid of (I did have a post link to the old forum, but...) Link to comment Share on other sites More sharing options...
Speadge Posted December 6, 2015 Share Posted December 6, 2015 (edited) but...? meehhh I need it Edit: found it: it was the thing about deleting PLANET_SCAN_DATA{] in your savefile. thanks for the reminder Edited December 6, 2015 by Speadge Link to comment Share on other sites More sharing options...
mreadshaw Posted December 13, 2015 Share Posted December 13, 2015 (edited) I know I've figured this out before but for the life of me I can't figure out where Squad is storing some of their icons. I'm looking for the icons used in the stock categories, like Pods, Engines, etc. In FE they are referred to as stockIcon_*. Where are they stored? I'm thinking maybe they are part of an asset file? If so can anyone list the names or better, provide a link that shows a pic and their names? Edited December 13, 2015 by mreadshaw Link to comment Share on other sites More sharing options...
Crzyrndm Posted December 14, 2015 Author Share Posted December 14, 2015 (edited) Some are in an asset file, the rest are in Squad / PartList / SimpleIcons. The following was a complete list, I think it's missing a few now Spoiler internalIcon_plus internalIcon_ionicSymphonic internalIcon_kerlington internalIcon_probodobodyne stockIcon_fallback stockIcon_function stockIcon_module stockIcon_resource stockIcon_manufacturer stockIcon_usage stockIcon_bulkheadprofile stockIcon_aerodynamics stockIcon_cmdctrl stockIcon_crew stockIcon_decals stockIcon_pods stockIcon_propulsion stockIcon_science stockIcon_structural stockIcon_utility stockIcon_subassemblies stockIcon_techlevel stockIcon_fueltank stockIcon_engine fuels_monopropellant fuels_oxidizer fuels_solidfuel fuels_xenongas number1 number2 number3 number4 number5 number6 number7 number8 number9 R&D_node_icon_advaerodynamics R&D_node_icon_advancedmotors R&D_node_icon_advconstruction R&D_node_icon_advelectrics R&D_node_icon_advexploration R&D_node_icon_advflightcontrol R&D_node_icon_advlanding R&D_node_icon_advmetalworks R&D_node_icon_advrocketry R&D_node_icon_advsciencetech R&D_node_icon_advunmanned R&D_node_icon_aerodynamicsystems R&D_node_icon_aerospacetech R&D_node_icon_automation R&D_node_icon_basicprobes R&D_node_icon_basicrocketry R&D_node_icon_composites R&D_node_icon_electrics R&D_node_icon_electronics R&D_node_icon_evatech R&D_node_icon_experimentalaerodynamics R&D_node_icon_experimentalelectrics R&D_node_icon_experimentalmotors R&D_node_icon_experimentalrocketry R&D_node_icon_experimentalscience R&D_node_icon_fieldscience R&D_node_icon_flightcontrol R&D_node_icon_fuelsystems R&D_node_icon_generalconstruction R&D_node_icon_generalrocketry R&D_node_icon_generic R&D_node_icon_heavierrocketry R&D_node_icon_heavyaerodynamics R&D_node_icon_heavyrocketry R&D_node_icon_highaltitudeflight R&D_node_icon_highaltitudepropulsion R&D_node_icon_hypersonicflight R&D_node_icon_ionpropulsion R&D_node_icon_landing R&D_node_icon_largecontrol R&D_node_icon_largeelectrics R&D_node_icon_largeprobes R&D_node_icon_metamaterials R&D_node_icon_nanolathing R&D_node_icon_nuclearpropulsion R&D_node_icon_precisionengineering R&D_node_icon_robotics R&D_node_icon_sciencetech R&D_node_icon_specializedconstruction R&D_node_icon_specializedcontrol R&D_node_icon_specializedelectrics R&D_node_icon_stability R&D_node_icon_start R&D_node_icon_supersonicflight R&D_node_icon_survivability R&D_node_icon_unmannedtech R&D_node_icon_veryheavyrocketry NOTE: These are the names used to address the icons in FE configs. From memory, the "stockicon_" is something I tagged some of them with to reduce crossovers Edited December 14, 2015 by Crzyrndm Link to comment Share on other sites More sharing options...
WuphonsReach Posted December 31, 2015 Share Posted December 31, 2015 Suggestions for additional categories: Decouplers could be broken down into radial / stack Science Parts / Data Transmitter could be broken down into omnidirectional and directional There's no category for fuel tanks or storage tanks? Link to comment Share on other sites More sharing options...
Crzyrndm Posted December 31, 2015 Author Share Posted December 31, 2015 I try and avoid excessive proliferation of categories in the main distribution, so I don't feel like either of the requests should be integrated. However: 8 hours ago, WuphonsReach said: Decouplers could be broken down into radial / stack MM patch to split stack/radial decouplers: @CATEGORY[Filter?by?Function]:FINAL // user customisation { !SUBCATEGORIES {} // delete existing node SUBCATEGORIES { list = 100,Adapter list = 101,Multi-Coupler list = 102,Stack Decouplers // split decouplers into stack and radial decouplers list = 103,Radial Decouplers list = 104,Docking Ports list = 105,Control Surface list = 106,Air Intake list = 107,Landing Gear list = 108,Landing Legs list = 109,Solar Panels list = 110,Power Storage list = 111,Data Transmitter } } +SUBCATEGORY[Decouplers] // copy existing config { @name = Stack Decouplers @Filter { CHECK // not surface attachable { type = profile value = srf invert = true } } } @SUBCATEGORY[Decouplers] // copy existing config { @name = Radial Decouplers @Filter { CHECK // not surface attachable { type = profile value = srf } } } 8 hours ago, WuphonsReach said: Science Parts / Data Transmitter could be broken down into omnidirectional and directional There's no category for fuel tanks or storage tanks? Remote Tech specific parameters aren't currently accessible Any install should have a fuel tanks subcategory in Filter by Function as the second or third entry, and the default pack also includes a Fuel tanks category and subcategories with a more specific breakdown. If you don't have these I need to see logs and a MM cache Link to comment Share on other sites More sharing options...
JohnMcLane Posted January 9, 2016 Share Posted January 9, 2016 This Mod makes the building of my vessels much easier but i have too many parts and want to change some things with the Categories/supcategories. After Hours of reading and trying.... i want to delete mod-parts from the utility-category using: 000_FilterExtensions Configs->SubCategories_Stock.cfg (Like Targa posted Juli 17.) SUBCATEGORY { name = Utility icon = stockIcon_utility FILTER { CHECK { type = title value = Umbra Space Industries invert = true } tried it with different 'value' names (UmbraSpaceIndustries or USI), it wont work... and on other thing is, why i have more categories in the VAB/SPH then in the 'Default'-Folder. For Example the UmbraSpaceIndustries Mods uses a Rover, a Kolonization and a third (dont remember what is was) Category. In the Discription from Juli 29th 2015: 'All of the extra categories are individual .cfg's inside the "default" subdirectory. If you don't want it, delete it.' But there are no such .cfg. I understand how to make an UmbraSpaceIndustries Kategory and it works perfect, but than i dont need the Rover, Kolonization Categories anymore. Thank You! Link to comment Share on other sites More sharing options...
Crzyrndm Posted January 9, 2016 Author Share Posted January 9, 2016 (edited) Possibly the extra categories are created by the USI mods rather than FE (either through code or an FE .cfg in the USI directory). If it's in code (quite likely), then FE is not able to do anything about them (It did at one point, but removing non-stock additions was a buggy nightmare...) As for removing USI parts from Utility, try basing the filtering on the folder, not the name @SUBCATEGORY[Utility] { @FILTER,* { CHECK { type = folder value = USI invert = true } } } Edited January 9, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
JohnMcLane Posted January 10, 2016 Share Posted January 10, 2016 12 hours ago, Crzyrndm said: Possibly the extra categories are created by the USI mods rather than FE (either through code or an FE .cfg in the USI directory). If it's in code (quite likely), then FE is not able to do anything about them (It did at one point, but removing non-stock additions was a buggy nightmare...) As for removing USI parts from Utility, try basing the filtering on the folder, not the name @SUBCATEGORY[Utility] { @FILTER,* { CHECK { type = folder value = USI invert = true } } } Thanks for the support!! The filtering on the folder works fine, of course Saw on the github wiki that there are even more filtering possibilities. I will try them, for the perfect category experience. With the extra categories, i will search in the folders and try around, or ask in the USI-forums. Great MOD Crzyrndm! Link to comment Share on other sites More sharing options...
skYman Posted January 13, 2016 Share Posted January 13, 2016 Is there an option to show all researched but not yet bought parts by default in career mode? If I filter by module they show up, if I filter by function, they don't. Any way to enable it for every filter? Link to comment Share on other sites More sharing options...
Helmut Posted January 13, 2016 Share Posted January 13, 2016 (edited) On 09.01.2016 at 7:12 PM, JohnMcLane said: I understand how to make an UmbraSpaceIndustries Kategory and it works perfect, but than i dont need the Rover, Kolonization Categories anymore. Yeah, I really wanted to do it. As a result, I have just downloaded the source of USI_Tools, KIS and InfernalRobotics mods and removed the function that creates subcategories 'Robotic Parts', 'Eva Items', 'Freight' and 'Kolonization'. But it is very bad and inconvenient way. It would be nice to do it somehow easier. If you need it, here my edited USITools.dll v0.5.4 without creating unnecessary categories 'Freight', 'Kolonization', 'Rover' e.t.c. Do not forget to fix the parts cfg 'category = none' to something else. Edited January 13, 2016 by Helmut Link to comment Share on other sites More sharing options...
Crzyrndm Posted January 13, 2016 Author Share Posted January 13, 2016 4 hours ago, skYman said: Is there an option to show all researched but not yet bought parts by default in career mode? If I filter by module they show up, if I filter by function, they don't. Any way to enable it for every filter? In the space centre scene, there is a rather non-descript black rectangular window like icon in the applauncher. There is a toggle in there to hide/show the unpurchased parts. Filter by Module is unaffected because it's still built by the stock system while Function is outright replaced by FE for maximum ease of use 1 hour ago, Helmut said: Yeah, I really wanted to do it. As a result, I have just downloaded the source of USI_Tools, KIS and InfernalRobotics mods and removed the function that creates subcategories 'Robotic Parts', 'Eva Items', 'Freight' and 'Kolonization'. But it is very bad and inconvenient way. It would be nice to do it somehow easier. After 1.1, FE features are going to be heavily re-evaluated with changes really depending on how much KSP changes. I would like to bring back the removal functionality, but only if I can make a more stable implementation (and if it does come back, it will be much more tightly controlled...) Link to comment Share on other sites More sharing options...
skYman Posted January 13, 2016 Share Posted January 13, 2016 24 minutes ago, Crzyrndm said: In the space centre scene, there is a rather non-descript black rectangular window like icon in the applauncher. There is a toggle in there to hide/show the unpurchased parts. Filter by Module is unaffected because it's still built by the stock system while Function is outright replaced by FE for maximum ease of use After 1.1, FE features are going to be heavily re-evaluated with changes really depending on how much KSP changes. I would like to bring back the removal functionality, but only if I can make a more stable implementation (and if it does come back, it will be much more tightly controlled...) Now that I read it, the way it works makes complete sense to me Thank you for clearing that up and also thank you for your work on this nifty mod. Link to comment Share on other sites More sharing options...
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