Everything posted by Dagger323
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I've stayed away from the "Longer Days" mod because of the numerous reported issues it has with train scheduling/speed and other reported spawning problems. After testing the "Timescale" mod for some time, it seems to evidently be bug-free, and I haven't noticed any apparent issues with it affecting spawns. It will slightly change the train scheduling; since trains are loosely tied to time schedules, they will show up at a different frequency relative to real-world time in some scenarios, though this is totally acceptable and expected behavior for a mod that makes timescales longer. Overall trains spawn about the same with it installed, they will just not be showing up as often in real-world time due to the length of time it takes for in-game hours to pass (which will also change based on which version of the mod you use). The mod seems to have no effect on train speed though unlike the way "Longer Days" apparently affects them, making them move around the map at a snail's pace. Based on all the negative reports I've read regarding Longer Days, and my own experience using Timescale, I'd recommend sticking with wickedhorseman's Timescale as it is a newer mod that uses a native solution as opposed to script files and should cause far less problems as a result.
- 744 replies
-
-
- 1
-
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
Glad to hear it's improved things for you. If only there was a way to completely fix the train spawns in settlements, I'd be quite satisfied…
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
Yes it does. It shows blips of train routes all over the map, which will turn white indicating a train has spawned in once that blip comes close enough to the player.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
Vestigia, from my experience, caused persistent FFFFFF errors, at least when using the optional gameconfigs that increased ped pools. I believe it far too radically edits the game's pools to the point of instability. What did seem to help for me was installing the "An Experimental Game Config to Help with the pop-in and spawn issue" mod from AbdelrahmanMahmoud on Nexus, which I linked before in this thread, but I will link again here for convenience: An Experimental Game Config to Help with the pop-in and spawn issue at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com) After having used it for a considerable amount of time, I can confirm that it absolutely has improved the ped and wildlife spawns in my game while seeming to be very stable and causing no notable crashes. Your mileage may vary, but it has been effective for me at returning my ped/wildlife spawns almost completely back to vanilla. The only thing it doesn't solve is the train spawns; it may help slightly with them, but it isn't a complete solution in that regard by any means. Trains still seem to be the most stubborn problem to resolve. Test the mod for yourself and see what results you get from it. Granted, it's not going to automatically allow you to just go in and start adding back tons of problematic mods again, because they will still break the spawns if enough of them are installed (or if certain ones are installed that cause enough of a problem on their own), so don't count on that. But from my experience it definitely helps compensate for a lot of what you're probably still not getting in terms of vanilla levels of ped and wildlife populations.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
That single scenario is not nearly enough to determine whether your spawns are working or not. You still very easily could have a lack of trains spawning in other locations, and may very well still have minimal numbers of trains in Valentine (merely seeing one pull in with passengers could easily be a rare fluke, as it was with me until I removed enough problematic mods to see them more frequently). Go back and read what I said about witnessing regular trains pulling in at all stations, especially in every settlement. Rhodes is an important one, as is Saint Denis and Annesburg (not including the two trains that are regularly refueling sitting in the Annesburg depot). Comparing your current spawning frequency to vanilla is also imperative.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I have only ever used Smoking Complete and Realistic Gun Metals out of those mods you listed. I haven't personally experienced spawning issues with them installed. But you need to test each and every mod you use for yourself, one by one. Only you can determine if they're causing you issues. Do not just rely on the testimonies of others. Certain combinations of mods might also be affecting things for you that without that specific mod list may not affect someone else's game. TEST EVERYTHING FOR YOURSELF.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
The majority of the fixes in that mod don't seem to have any negative effects on spawns, including increases to pedLodBias, which I have personally also tested by manually editing that and even the vehicleLodBias values in the system.xml. However, the same cannot be said for the LOD scale (which if I remember right is not altered by that mod at all). I mentioned previously in this thread that any increase in the LOD scale will immediately have detrimental effects on spawns due to the fact that you are rendering many more high resolution textures further away from the camera, straining the game's resources. I recommend staying away from any changes to the LOD scale for this reason.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I have never once experienced lingering spawning issues that persist affecting saves themselves after problematic mods are removed, so I don't personally believe this is something to worry about. To be safe and thorough though, using a fresh save file as a baseline during troubleshooting might be a good idea.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I don't see that being very beneficial. Neither I nor anyone else actively troubleshooting this issue is an advanced coder of any sort. We're merely modders who (mostly) know how to test for spawning issues and identify problematic mods, not how to fix them. Hastening to find a conclusion with the knowledge and tools we currently have available is futile. The most effective methods right now for troubleshooting and identifying spawning bugs have, in my opinion, already been presented. And the best place for presenting potential new info is still in this thread. This isn't going to get solved by a group in private voice chat going over the same things that are already being discussed in this thread. At the end of the day, people still have to test for themselves. I have no way to know what specific mod lists people are trying to use, and with the amount of variables involved, there is no quick easy method for troubleshooting. Nor will there be. The best option is simply to be thorough and cover all bases, making sure to test for train spawns as I mentioned before and combining that with the script monitoring that koazzz777 described. In addition, testing mods one by one is also crucial. The most you can hope for right now is simply to mitigate the spawning issues as much as possible by removing problematic mods you've identified and make compromises for what you're willing to deal with if you still want to use certain mods. I realize that you and many others want this problem resolved, as do I. But without more advanced technical coding knowledge and an extensive understanding of how the game's engine works, or without someone with that experience involved, this situation is not going to be concluded any time soon. Or ever. Which is a reality we may have to come to terms with. Though I hope not.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
The last thing we need is yet another discord server. This is the problem that numerous users replying here have already pointed out with this community: everything's hidden behind discord servers, not out in the open where people can find the information easily and accessibly. It's the very reason I made this forum thread the way that I did. If people have information to share, there is absolutely no reason why they shouldn't be sharing it here.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
That's exactly what I'm trying to do. If you read my previous comment, I explained to koazzz777 that his testing method was incomplete, because he left out a very important aspect of troubleshooting that is critical to perform in order to cover all bases. If he'd done that, then I'd say his testing method would have been the most thorough presented so far. Instead he dismissed it and made excuses for why there's "too many variables" to test for trains in settlements, despite apparently not thinking there were too many variables to check train spawns in the wilderness previously as per my suggestion, even going so far as to confirm that my method was "foolproof". The "back and forth" is me trying to ensure thoroughness and consistency in testing methodology; nothing more. I'm not going to just not say anything if I recognize a blatant aspect of troubleshooting that someone isn't doing. It's also a bit difficult to "come together" to solidify testing methods when the person you're responding to randomly decides to leave the thread as soon as you ask them to verify something they missed.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I'll see what I can do later when I get the time but frankly it seems unnecessary. There's no reason you shouldn't be seeing them if you've cleaned your game folder of all mods and are visiting Emerald Station at the approximate times I mentioned before. Use the Railroad Engineer mod to help monitor when the train icons are approaching Emerald Station and wait for them by the station to pull into the stop. If those icons remain grayed out and pass by the station without a train showing up, then something is still inhibiting your spawns.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I am not challenging your info regarding the game's internal scripts and AB's Scripthook. I think much of what you've provided is most helpful and informative. I am strictly challenging your claim that you got your mod list working without evidently bothering to test for train spawns in towns and compare the results to vanilla, because that will invariably cause confusion and misinformation amongst others and make them think that strictly looking at scripts in the wilderness is all they need to test for. I'm further challenging your implications that train spawning in settlements can't be compared between vanilla and modded states of the game, because that is simply not true. You can absolutely recognize the spawning patterns in vanilla and compare the frequency of train spawns to the game with mods installed, and they should be generally consistent. If they're not, and if you consistently DON'T see trains spawn in at multiple different settlements when monitoring the icons on the map using the Railroad Engineer mod, then you absolutely have a problem. The same thing is true of the train spawns in the wilderness, which you did evidently troubleshoot. So once again I am confused as to why you're acting so resistant to testing for trains in settlements, which is equally important. It's also important to point out that train spawning will break in settlements before it breaks out in the wilderness, further necessitating the need for testing there. There are rough train schedules, just not strict ones. The game will generally create and track train routes at certain places at a certain time and not at other times even if the player is present or not present. Emerald Station proves this. From roughly 7:30 or 8 to 11 in the morning, there will be three trains that should appear there, one right after the other, at Emerald Station. This happens like clockwork every morning. If you head there at noon or 1 in the afternoon, those trains will not show up until considerably later when a train from Flatneck makes its way back up to Valentine and then past the oil fields toward Emerald again. If you monitor the train icons on the map with the Railroad mod you will see these icons come through Emerald at roughly that same time even if you are elsewhere in the game (they just won't be spawned in because the player is too far out of the vicinity, but should turn white and a train will appear as soon as you ride in close enough). The icons in the Railroad Engineer mod should consistently turn white and a train should be spawned in once it draws near to you (there are rare occurrences when they don't, but again those occurrences are rare, and they spawn in consistently enough that a pattern allowing direct comparisons between vanilla and modded game states should definitely be able to be determined). A good place to test for this is in Rhodes if you wait outside the station on the side facing the tracks and monitor the icons. If you're having issues, the train icon will move right past you on the tracks remaining grayed out and you won't see a train. In vanilla, you will consistently see a train once that icon is near enough to the station. Annesburg is the same deal. Icons will move through the settlement past the station but will remain gray and no train will be visible if mods are breaking your spawns. Uninstall your mods, go back there, and wait for the train icons to approach. Bingo. Trains appear again. This happens all throughout the world and can be confirmed at pretty much every major settlement. I'm not interested with whether or not the Railroad Engineer mod is 100% totally identical to vanilla train spawns (even though from my troubleshooting I've found that it is). I'm only interested with using it to monitor what the train spawn behavior is like without ANY OTHER mod present, and what the spawning behavior does as soon as other mods are introduced. It is absolutely dependable for that, because it is a constant in each test. And using it that way, it will help to reveal which other mods are problematic. If you have doubts, you can always remove the Railroad mod and test and see if your results are the same (which I almost guarantee they will be). You're right. I don't care about your or anyone else's specific mod list. And I fully recognize that that's not what this thread is about. What I do care about though is testing methodology, specifically thorough testing, and not posting results making claims that you've fixed your game by following a specific testing method that wasn't as thorough as it should be. Testing for trains in settlements should be a given and an absolute no-brainer, and I don't consider ANY testing method to be adequate unless that is performed. When I asked if you'd done that, I expected you to say, "yes I did, and here's what I found," or "no I didn't, but I'll get back to you once I do." Instead, you've skirted around it and came up with various reasons for why it's supposedly too inconsistent to compare between vanilla and modded (it's not, and that is either the result of being ill-informed or disingenuous). And that's despite the fact that you've literally already been testing for trains in unpopulated areas for days following me making you aware to do that. Lol. I'm also not sure why you took any of this so personally. It was merely an expectation on my part for you to be meticulous and diligent when posting results and testing methods, without blatantly leaving something out that others might not know to look for. I appreciate all the information and data you've provided so far. I just see no reason for you not to follow through completely instead of dipping out of the thread as soon as you're asked to check something you've clearly missed.
- 744 replies
-
-
- 1
-
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
Have you actually tested train spawns in settlements and towns at all? Because my point still stands: you absolutely need to do this to determine if you are regularly seeing them. I'm not talking about "fully understanding" train spawns. These are very straightforward and simple tests that will immediately tell you if you have a generally working game with normally functioning trains or not. There are many variables in everything we've been testing. That's the nature of an open world game. It doesn't negate the need to test anyway. I've done enough test runs to know that what I said about the train spawning in towns/settlements is as consistent and reliable as what I said before about trains spawning near Flatneck Station and along the route past Bard's Crossing and past Riggs Station towards Wallace Station. You claimed before that my method was, and I quote, "detailed enough to check the claims and is foolproof." So I'm unsure of why you're now refusing to test my other suggestions, unless you're afraid that testing for trains in settlements will reveal that your game spawns are still not functioning as expected.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I appreciate the information you've provided. But have you tested for train spawns in towns? Rhodes, Valentine, Saint Denis, etc? Because they are the biggest determiner of train spawns working correctly. The route past Flatneck Station that I mentioned before is good for testing wilderness train spawns, but that's only half the equation. Using the Railroad Engineer mod, and waiting in a populated town, should nearly always result in a train spawning and coming through the town once an icon shows on the map that a train is approaching and you wait for it to come past you. In vanilla, that's what happens; however, if mods are breaking the spawning, then the icon will remain grayed out and no train will appear no matter how long you wait. The tests must be conducted at every town and settlement. Rhodes, Saint Denis and Annesburg (not counting the two trains that are always sitting idle in the Annesburg depo) almost never show trains when mods are breaking spawns. Valentine will, but usually only around 9–10 P.M. at night. To conduct these tests, you must be IN TOWN and able to witness the train pull into or past the station, not be out in the wilderness and merely follow the train into a town or settlement, and not ride into town on your horse and witness the train already there waiting at the station. You must ALREADY be in a town or settlement and see trains regularly pulling through. If you can confirm that the trains are spawning normally in settlements with the current mods you have installed, then I'd say your game is functioning acceptably. If not, then your spawns are still not working correctly.
- 744 replies
-
-
- 1
-
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
Once again, though, I must reiterate to others what I've said before about testing for TRAINS, not just peds and wildlife. It seems many newcomers to this thread are focusing too heavily on everything else and not troubleshooting the train spawning nearly enough, particularly in the manner that I clearly laid out a couple pages back in this thread. Train spawning breaks quicker than other spawning does and must be tested the most thoroughly out of everything. I encourage people to go back and read what I've said about train spawns previously before assuming their game is fixed or in an acceptable state just because they're seeing mostly normal amounts of peds and animals.
- 744 replies
-
-
- 3
-
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I've been using V2 the entire time for the very reasons kaozzz777 stated. I'm still having problems with trains, but perhaps the issue is even worse with AB's Scripthook; having not used it for months, I couldn't say either way.
- 744 replies
-
-
- 1
-
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
It's gotten to the point where I won't even bother downloading a mod if the mod page does not allow bug reporting and have an open comment section. I refuse to support lazy mod authors who just want to put stuff out there but are unwilling to be responsible when it comes to fixing their own creations. An example of this I can immediately recollect is the mod author of "Roleplayer's Dream". The mod originally had an open comment section (and bug reporting if I remember right), in which I posted a request to fix an issue present at the time where the mod would stop functioning almost entirely if the player was to respawn or reload from another save point in-game and not remain in the same continuous game session. Instead of responding the mod author immediately closed the comments down and removed bug reporting as soon as I posted the comment. Needless to say I will not be downloading any future releases from said author.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I completely agree with you by the way (just in case I didn't make that clear in my previous response, and you're not someone who's annoying me lol). I am still experiencing wildlife and ped spawning issues, but not to the degree that I was in the beginning, and not to the degree of the train spawning problems. I'm mostly just going to put up with it until a fix is found. If I could get the trains working, I'd be pacified. As it is, it's very frustrating to play the game as if trains haven't been invented yet as of 1899 lol.
- 744 replies
-
-
- 1
-
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I edited more into that comment since you saw it I think lol. I hate to come off contemptuous but frankly I get annoyed having to hand-hold people that clearly don't bother reading through the thread, doubt what you, I, and countless others have already confirmed, and then force me to have to explain over again what I've already described two dozen times before. This is certainly a very widespread problem, and at this point there is no way that essentially everyone who has modded the game is not or has not experienced it to some degree, whether they're aware of it or not. At the end of the day, it comes down to each and every player needing to troubleshoot their own game and any and EVERY mod that they intend on using. This issue is far too vast to just figure on jotting down a list of bad mods. At this point, it would be more productive to make a list of mods that DON'T cause the problem, because there are evidently far fewer of them than the ones that do.
- 744 replies
-
-
- 1
-
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
Go and test wickedhorseman's Firearm Cosmetics (vanilla version), as well as Arthur Morgan's Hat Remastered. Both are texture mods that use streaming files that will absolutely break spawns and prove to you what we've been saying. File streaming is absolutely an issue, though evidently not the only one. I'm not sure what you expect me to do aside from informing people that they need to troubleshoot their own game's mods and look out for the spawning problem. There are simply too many mods that cause the bug for me to make any sort of comprehensive list, and I don't have the time to test everything else that I'm not using and don't plan on using in my own game. "Providing steps to reproduce" is literally just installing mods and checking for ped, wildlife and train spawns with the mods installed lol. This is about as straightforward as you can get; unfortunately it's also very tedious and time consuming, and there's nothing I can do about that. I can't troubleshoot other people's games for them. That's something everyone is going to have to do for themselves. There's certainly enough people that have confirmed this issue at this point to negate any notion that this is all just "b.s." just because I'm not going out of my way to type up some big long (and frankly unnecessary) step-by-step guide next to every problematic mod I encounter. Anyone who would think that this is b.s. is simply an ignoramus, and I'm not going to waste time trying to convince them. The vast amount of evidence in this thread speaks for itself.
- 744 replies
-
-
- 1
-
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I completely agree with you; you assessed it perfectly. I wish more authors would take it upon themselves to speak publicly about this problem and be open to receiving new information when they are unaware of something instead of immediately getting their backs up whenever you try and inform them. It's not a personal attack at all; it's an effort to bring awareness of the problem to the entire community where there is blatantly underinformed users and still not enough discussion on the subject.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
Unfortunately that isn't quite how it works; that Colt Navy revolver mod still uses file streaming as the install method, not file replacement. This can be confirmed by opening the install.xml in the mod folder and seeing the line "<StreamingFiles>Streamer</StreamingFiles>". File replacement is not just a matter of substituting a modded file in place of a vanilla one in the game; if that was the case then most modded horse .ymt/.ytd files would be totally fine (but from my troubleshooting I've found that they can contribute to the train spawn bug). Instead it is how the files are substituted in. They can either be streamed in (known to cause issues) or installed as file replacements (believed to not cause issues, or at least not as many). I would still say to download it and try it for yourself and confirm whether or not you notice any spawning issue with it. But given the confirmed issues with file streaming, I think mod authors need to be moving away from using streaming files at this point. The problem is that far too many people in the community are still under some delusion that only large texture file mods are the culprit and that smaller files don't cause any problem. I just responded to the mod author of the newly released "Blackwater Terrain Textures Overhaul" in the comments section of the (also) newly released "Artwork Inspired Hat" mod (Artwork Inspired Hat at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com)). I had requested that the author of the Artwork Inspired Hat mod upload the hat mod using the file replacement method as opposed to using file streaming, considering that streaming files which specifically affect player clothing textures are widely known to be one of the biggest and most immediate direct contributors to the spawning issue — to which the mod author of the "Blackwater Terrain Textures Overhaul" responded and basically said that I was totally misinformed and that only large texture mods needed to use file replacement while smaller mods were fine. As long as we have people in the community, especially mod authors, with this mentality, and with evidently very little or no actual experience troubleshooting this issue themselves, this will continue to be an ongoing problem.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
Sorry for the delay in response; I've not been on here in a couple days. I believe the issue causing the fading in and out on your end is likely due to the Increased Level of Detail. That absolutely causes a spawning problem and a texture loading issue, because you're forcing the game to render a much higher number of textures further away from the camera than it was intended to do. I certainly saw a reduction of wildlife and peds when I used it and had far more abnormal texture pop than without it, so I stopped using it. There is actually a way to get a higher LOD by just manually editing values in the gameconfig, system.xml, visualsettings.dat and the timecycle files that alleviates the texture pop in, but unfortunately it still causes the spawning issues due to the greater number of textures it's loading into the distance. I'd stay away from any increases in LOD for now if I were you. I tested and still use tons of custom horse models/coats, particularly from the Realistic Cowboy Horses mod collection, and while my initial testing didn't reveal any noticeable impact on peds and wildlife, I have since concluded that it does contribute to reducing the number of trains. The potential solution would be to load in custom horse models and textures using the file replacement method as opposed to streaming them in, but I have no idea how to install them that way. Unfortunately, modded horses are something that I simply can't do without at this point, so I'm still going to use them regardless.
- 744 replies
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I've downloaded dominatorgt's install file and followed his instructions for installing the texture mods (though I'm only using it for the environmental textures and not the upscaled windows or registers), but it took a long time to decipher what he was trying to say because of the language barrier and the fact that he uses a translator. The problem is that I've seen zero improvement with his method, because I didn't notice a spawning issue with the environmental texture mods before even when they were installed via the "incorrect" file streaming method. The other problem is that I don't know how to implement more mods into using his file replacement method that might be currently causing the spawn issues through being loaded as streaming files. And finally, the "Upscaled Animals AIO" mod by garbageman42069 does apparently use the new file replacement method, and it ABSOLUTELY still causes a massive spawning problem with trains, peds, and wildlife. As soon as I installed the mod I saw animals practically vanish from the world with only about three birds in the sky and one or two deer in the Heartlands. So either that mod is still loading incorrectly, or the file replacement method is not all it's cracked up to be. And if the latter is the case, then we're essentially back to square one and no working solution has yet been found at all. Just some food for thought.
- 744 replies
-
-
- 2
-
-
- ambience
- discussion
- issues
- npc
-
+3 more
Tagged with: