subtledoctor Posted August 18, 2022 Posted August 18, 2022 Another issue: I simultaneously for the quests for feathers from the fletcher, and for ale from the halfslinger. I went to the kitchen the got the feathers, was told about the fire elemental. I got the barrel in the cellar but could not use it. I returned to the fletcher and gave him the feathers, closing out that quest. I didn't know what to do with the barrel so I consulted the readme, which directed me back to the fletcher. The fletcher told me he could coat the barrel with a potion of fire resistance, if I get him feathers from the cook. But I already got him the feathers from the cook. Now there are no conversation options with the fletcher to make the fireproof barrel. EDIT - looks like the cook will give me more feathers. I can give those to the fletcher and proceed. But this seems unintended, and rather annoying - it is a very long and circuitous walk from the fletcher to the kitchen, quite annoying to have to do it four times for a little fetch quest. Perhaps there could be a break in the wall to the east of the fletcher's cabin, to make this quicker? Quote
subtledoctor Posted August 18, 2022 Posted August 18, 2022 48 minutes ago, jastey said: He should be at [2061.3056]. cre code is bsmm002. He spawns no matter what so if he didn't for you, I'd be interested in your bg0200.bcs, assuming a looping script block. I feel like the name is familiar - he might have been around before I started the quest. But now he has disappeared. I consoled in the creature and not I can continue. BG0200.BCS: Spoiler IF Global("RE1_HarvestmanLair","GLOBAL",0) THEN RESPONSE #100 CreateCreatureEffect("re1lvhar","",[3880.2520],S) // Shady character SetGlobal("RE1_HarvestmanLair","GLOBAL",1) Continue() END IF Exists(Player1) Global("L#CULCreate","BG0200",0) THEN RESPONSE #100 SetGlobal("L#CULCreate","BG0200",1) CreateCreatureEffect("L#CULST","",[365.1770],S) // Jaryo Iklaja Continue() END IF Global("#L_SarvQuests","GLOBAL",8) !Dead("bdkorlas") // Korlasz !Global("BD_KORLASZ_SURRENDER","GLOBAL",1) Global("#L_KorlaszOpen","MYAREA",0) THEN RESPONSE #100 TriggerActivation("#L_KorlaszExit",TRUE) TriggerActivation("#L_KorlaszSealed",FALSE) SetGlobal("#L_KorlaszOpen","MYAREA",1) Continue() END IF OR(3) GlobalGT("#L_SarvQuests","GLOBAL",8) Dead("bdkorlas") // Korlasz Global("BD_KORLASZ_SURRENDER","GLOBAL",1) Global("#L_KorlaszClosed","MYAREA",0) THEN RESPONSE #100 TriggerActivation("#L_KorlaszExit",FALSE) TriggerActivation("#L_KorlaszSealed",TRUE) SetGlobal("#L_KorlaszClosed","MYAREA",1) Continue() END IF InParty("NEERA") // Neera !Dead("NEERA") // Neera !Exists("NEMEKLIN") // Meklin !AreaCheckObject("BG0200","NEMEKLIN") // Meklin Global("MeklinSpawn","GLOBAL",0) THEN RESPONSE #100 CreateCreatureEffect("NEMEKLIN","",[759.1648],S) // Meklin SetGlobal("MeklinSpawn","GLOBAL",1) END IF OnCreation() Global("Chapter","GLOBAL",7) Global("SorrelSpawn","GLOBAL",0) !Exists("SORREL") // Sorrel THEN RESPONSE #100 CreateCreatureEffect("SORREL","",[4098.1843],S) // Sorrel SetGlobal("SorrelSpawn","GLOBAL",1) Continue() END IF OnCreation() Global("Chapter","GLOBAL",7) Global("BillSpawn","GLOBAL",0) !Exists("BILL") // Bill THEN RESPONSE #100 CreateCreatureEffect("BILL","",[1962.2834],S) // Bill SetGlobal("BillSpawn","GLOBAL",1) Continue() END IF Global("Chapter","GLOBAL",7) Global("Capture200","GLOBAL",0) Global("DukeThanks","GLOBAL",0) THEN RESPONSE #100 SetGlobal("Capture200","GLOBAL",1) CreateCreatureEffect("FFHUNT","",[2189.1318],S) // Flaming Fist Enforcer CreateCreatureEffect("FFHUNT","",[2189.1318],S) // Flaming Fist Enforcer END IF Exists("BILL") // Bill InMyArea("BILL") // Bill Dead("Sarevok") // Sarevok THEN RESPONSE #100 ActionOverride("BILL",DestroySelf()) END IF Dead("Sarevok") // Sarevok Global("C#st_SarevokElminster","MYAREA",0) THEN RESPONSE #100 CreateCreatureEffect("C#STLMST","",[1962.2834],S) // Elminster SetGlobal("C#st_SarevokElminster","MYAREA",1) END IF Global("C#st_HeroOfBG","GLOBAL",1) Global("C#st_SarevokRefugies","MYAREA",0) THEN RESPONSE #100 CreateCreature("c#strfg1",[1962.3058],N) // Refugee CreateCreature("c#strfg3",[2018.3038],N) // Refugee CreateCreature("c#strfg5",[1999.3073],N) // Refugee CreateCreature("c#strfg2",[2071.3125],E) // Refugee CreateCreature("c#strfg3",[1994.3113],NW) // Refugee CreateCreature("c#strfg6",[2018.3141],N) // Refugee SetGlobal("C#st_SarevokRefugies","MYAREA",1) SetGlobalTimer("C#st_SarevokRefugiesTimer","GLOBAL",TEN_DAYS) END IF Global("C#st_HeroOfBG","GLOBAL",1) Global("C#st_SarevokRefugies","MYAREA",1) GlobalTimerExpired("C#st_SarevokRefugiesTimer","GLOBAL") THEN RESPONSE #100 CreateCreature("c#strfg1",[1894.3087],N) // Refugee CreateCreature("c#strfg3",[1955.3075],N) // Refugee CreateCreature("c#strfg5",[2005.3121],E) // Refugee CreateCreature("c#strfg2",[1935.3120],NW) // Refugee CreateCreature("c#strfg3",[2143.3121],NW) // Refugee CreateCreature("c#strfg6",[2096.3072],N) // Refugee SetGlobal("C#st_SarevokRefugies","MYAREA",2) SetGlobalTimer("C#st_SarevokRefugiesTimer","GLOBAL",TEN_DAYS) END IF Global("C#st_HeroOfBG","GLOBAL",1) Global("C#st_SarevokRefugies","MYAREA",2) GlobalTimerExpired("C#st_SarevokRefugiesTimer","GLOBAL") THEN RESPONSE #100 CreateCreature("c#strfg1",[1035.3035],SEE) // Refugee CreateCreature("c#strfg3",[1113.3036],NWW) // Refugee CreateCreatureEffect("c#strfg5","",[1079.3070],S) // Refugee CreateCreature("c#strfg2",[1044.3134],NEE) // Refugee CreateCreature("c#strfg3",[1127.3131],NNW) // Refugee CreateCreature("c#strfg6",[1131.3077],NNE) // Refugee SetGlobal("C#st_SarevokRefugies","MYAREA",3) END IF Dead("Sarevok") // Sarevok Global("#L_BG1PalaceOpen","MYAREA",0) THEN RESPONSE #100 CreateCreatureEffect("#LDPGrd1","",[1890.2746],S) // Flaming Fist Mercenary CreateCreatureEffect("#LDPGrd2","",[2069.2776],S) // Flaming Fist Mercenary OpenDoor("Door0108") TriggerActivation("Dor0108",TRUE) SetGlobal("#L_BG1PalaceOpen","MYAREA",1) Continue() END IF Global("#L_HouseBGate1","GLOBAL",2) Global("#L_HousePrepped","MYAREA",0) AreaCheck("BG0200") THEN RESPONSE #100 AddMapNote([1217.2715],299636) // <CHARNAME>'s House CloseDoor("Port0006") SmallWait(1) Lock("Port0006") TriggerActivation("Door0006",FALSE) TriggerActivation("Door#LBG0006",TRUE) SmallWait(1) SetGlobal("#L_HousePrepped","MYAREA",1) MoveGlobal("BG0006","Rinnie",[303.257]) // Rinnie Continue() END IF Global("#L_HouseBGate1","GLOBAL",2) Global("#L_HousePrepped","MYAREA",1) Global("#L_DoorTimerSet","MYAREA",0) OpenState("Port0006",TRUE) THEN RESPONSE #100 RealSetGlobalTimer("#L_DoorTimer","MYAREA",TWO_MINUTES) SetGlobal("#L_DoorTimerSet","MYAREA",1) Continue() END IF Global("#L_DoorTimerSet","MYAREA",1) RealGlobalTimerExpired("#L_DoorTimer","MYAREA") THEN RESPONSE #100 CloseDoor("Port0006") SmallWait(1) Lock("Port0006") SmallWait(1) SetGlobal("#L_DoorTimerSet","MYAREA",0) Continue() END IF True() THEN RESPONSE #100 SetGlobal("L_FromBG0200","GLOBAL",1) SetGlobal("L_FromBD0010","GLOBAL",0) SetGlobal("L_FromBD0101","GLOBAL",0) END IF GlobalTimerExpired("C#Q05_TalkedToMotherT","GLOBAL") Global("C#Q05_TalkedToMother","GLOBAL",2) THEN RESPONSE #100 SetGlobal("C#Q05_TalkedToMother","GLOBAL",3) ActionOverride("C#Q05002",EscapeArea()) ActionOverride("C#Q05003",EscapeArea()) ActionOverride("C#Q05004",EscapeArea()) ActionOverride("C#Q05005",EscapeArea()) END IF Global("C#Q06_TalkedToPaladin","GLOBAL",3) Global("C#Q05_PeopleMove","GLOBAL",0) THEN RESPONSE #100 SetGlobal("C#Q06_TalkedToPaladin","GLOBAL",4) ActionOverride("C#Q05002",EscapeArea()) ActionOverride("C#Q05003",EscapeArea()) ActionOverride("C#Q05004",EscapeArea()) ActionOverride("C#Q05005",EscapeArea()) END IF Global("C#Q05_PeopleCreation","GLOBAL",0) THEN RESPONSE #100 SetGlobal("C#Q05_PeopleCreation","GLOBAL",1) CreateCreatureEffect("C#Q05002","",[1623.1128],S) // Onlooker CreateCreatureEffect("C#Q05003","",[1629.1159],S) // Onlooker CreateCreatureEffect("C#Q05004","",[1666.1136],S) // Onlooker CreateCreatureEffect("C#Q05005","",[1500.1142],S) // Onlooker END IF Global("C#Q05_PeopleTalk1","GLOBAL",2) Global("C#Q05_PeopleMove","GLOBAL",0) THEN RESPONSE #100 SetGlobal("C#Q05_PeopleMove","GLOBAL",1) ActionOverride("C#Q05002",EscapeArea()) ActionOverride("C#Q05003",EscapeArea()) ActionOverride("C#Q05004",EscapeArea()) ActionOverride("C#Q05005",EscapeArea()) END IF Global("C#Q05_PeopleMove","GLOBAL",1) !Exists("C#Q05002") // Onlooker !Exists("C#Q05003") // Onlooker !Exists("C#Q05004") // Onlooker !Exists("C#Q05005") // Onlooker !Dead("C#Q05002") // Onlooker !Dead("C#Q05003") // Onlooker !Dead("C#Q05004") // Onlooker !Dead("C#Q05005") // Onlooker THEN RESPONSE #100 SetGlobal("C#Q05_PeopleMove","GLOBAL",2) CreateCreatureEffect("C#Q05002","",[1582.2979],S) // Onlooker CreateCreatureEffect("C#Q05003","",[1557.3012],S) // Onlooker CreateCreatureEffect("C#Q05004","",[1473.2986],S) // Onlooker CreateCreatureEffect("C#Q05005","",[1604.3013],S) // Onlooker END IF Global("C#Q07_Rumourcreation","GLOBAL",0) GlobalTimerExpired("C#Q07_TalkedToHimT","GLOBAL") !Dead("C#Q07001") // Uguth THEN RESPONSE #100 SetGlobal("C#Q07_Rumourcreation","GLOBAL",1) CreateCreatureEffect("C#Q07005","",[1971.3099],S) // Commoner END IF Global("bsCreateBeggars","MYAREA",0) THEN RESPONSE #100 SetGlobal("bsCreateBeggars","MYAREA",1) CreateCreatureEffect("bsmm002","",[2061.3056],S) // Blurt END IF InMyArea(Player1) !Dead("bsslav01") // Leonhard Global("bsWorkingWithSmugglers","GLOBAL",1) GlobalGT("bsShucksBrother","GLOBAL",3) GlobalGT("bsSmugglerQuest","GLOBAL",1) GlobalTimerExpired("bsSlaveTimer2","GLOBAL") Global("bsSlaverQuest","GLOBAL",1) CombatCounter(0) !Global("Chapter","GLOBAL",6) THEN RESPONSE #100 SetGlobal("bsSlaverQuest","GLOBAL",2) CreateCreatureObjectOffset("bsslvmsg",Player1,[5.5]) // Messenger Continue() END IF Global("J8#BherenNote","GLOBAL",1) THEN RESPONSE #100 SetGlobal("J8#BherenNote","GLOBAL",2) AddMapNote([750.2720],450678) // Bheren's House END IF Global("J8#RinnieNote","GLOBAL",1) THEN RESPONSE #100 SetGlobal("J8#RinnieNote","GLOBAL",2) AddMapNote([1205.2850],450679) // Rinnie's House END IF Time(DUSK_END) !GlobalTimerNotExpired("K#TimerSunset","GLOBAL") OR(6) AreaCheckObject("BG0200",Player1) AreaCheckObject("BG0200",Player2) AreaCheckObject("BG0200",Player3) AreaCheckObject("BG0200",Player4) AreaCheckObject("BG0200",Player5) AreaCheckObject("BG0200",Player6) THEN RESPONSE #100 StartMovie("BGSUNSET") SetGlobalTimer("K#TimerSunset","GLOBAL",ONE_HOUR) END IF Time(DAWN_END) !GlobalTimerNotExpired("K#TimerSunrise","GLOBAL") OR(6) AreaCheckObject("BG0200",Player1) AreaCheckObject("BG0200",Player2) AreaCheckObject("BG0200",Player3) AreaCheckObject("BG0200",Player4) AreaCheckObject("BG0200",Player5) AreaCheckObject("BG0200",Player6) THEN RESPONSE #100 StartMovie("BGSUNRIS") SetGlobalTimer("K#TimerSunrise","GLOBAL",ONE_HOUR) END Quote
jastey Posted August 18, 2022 Posted August 18, 2022 3 minutes ago, subtledoctor said: But now he has disappeared. Hmm, ok. Will look at it for the next update. 12 minutes ago, subtledoctor said: But I already got him the feathers from the cook. Yes, it's a known loop bug. Just fetch another pair and the fletcher should be ready to fire-coat the barrel. It's not supposed to happen twice. 13 minutes ago, subtledoctor said: Perhaps there could be a break in the wall to the east of the fletcher's cabin, to make this quicker? I see your point. Hmm, I'll discuss whether we want to change the original area art. It would be a bit of work plus Yovaneth is no longer active. Thanks for the feedback. Quote
subtledoctor Posted August 18, 2022 Posted August 18, 2022 I will note,the readme has several instances noting what will happen "in chapters 1-5." I didn't notice the way to move forward to the main seatower quests until after I had investigated the Iron Throne. SO I am in chapter 6... but I have not yet gone to Candlekeep and my name is still unblemished. So it seems like things are proceeding normally... but if there are chapter-based triggers that don't work for chapter 6, then I could wait and continue with the content after Sarevok's treachery is revealed. I don't want to screw things up in my game. Looks like I could do the "helping Shuck's brother" quest up to the point of paying off Leonhard, then pause; and then come back much later for confronting the slavers/breach in the prison/doppelgangers in the tower. Or maybe confront the slavers and then come back later for breach in the prison/doppelgangers in the tower? Also in case there are chapter-based triggers, then be aware that players can stumble into doing the Seatower content in chapter 6, before going to Candlekeep. Quote
jastey Posted August 18, 2022 Posted August 18, 2022 15 minutes ago, subtledoctor said: doing the Seatower content in chapter 6, before going to Candlekeep Currently, the mod lacks in reactions to the PC being searched for I think. So it should work. The quest line is a bit different if Sarevok is already defeated, because doppelgangers aren't eally a thing then any more. Quote
Lightbringer Posted December 11, 2022 Posted December 11, 2022 Finally giving your mod a try. Great so far! I love how well it blends into the rest of BG city. I'll report any issues I find following. I found one minor thing, but I figured I'd post after I have a complete run through. Quote
Lightbringer Posted December 13, 2022 Posted December 13, 2022 (edited) All right! I finished up the mod, or at least what is currently available. Very fun. I love the banter from allies (I had Minsc, Dynaheir, and Imoen, of the vanilla squad). Great humor with several of the quests -- particularly the rats and bunnies. I still have Lars' scribbled drawing. Can't ever throw that away, now can I? I like kittens... I love how the "main quest" of sorts for the mod -- the Sea Caves and the Doppelgangers -- ties in to the larger issues in BG City. Very good integration. The secret area past the otyugh room was VERY cool. I love finding old forgotten places of mystery like that. Releasing what was bound was very satisfying. I hope the ritual room, its purpose, and the ID of the mage on the shelf be embellished upon in the full mod release. I did find a few issues to report. A few seemed to be genuine bugs, and a few were just curiosities that may be working as intended. (Edit: I didn't review other folks' feedback before leaving mine. It looks like a few issues have already been raised. I apologize for the duplicates.) (Edit: I am apparently using EAOB v.2 Gee, I didn't think I was that far behind. ) Curiosities/Anomalies/Feedback: -- Several quests did not award XP on completion, a few of which definitely felt like they should. Since BG1 gives xp for just about any old task you complete, it felt like an oversight to not get a least a few hundred xp here or there. In particular, I was surprised by the lack of XP reward for completing the Confront the Slavers quest. -- The mage "Bouncer" in the slaver fight was apparently high enough level that SCS had him cast Prismatic Mantle! That's an 8th level spell. I didn't expect to be dealing with Maze quite this early in the Saga. It all worked out (for me, not for the Bouncer Mage), and I mostly chalk this up to SCS shenanigans, but I wanted to let you know it happened. Do with that what you will. -- The Mimic's Blood and the Fledgling Mimic felt like there was something else or more important I was supposed to do. Just selling it for some cash to the tower mage felt like I was taking a shortcut. I'm guessing there will be more involved in the full mod release. If not, a simple journal entry saying I should find a buyer would ease my mind that it's just some bonus gold in waiting. -- Given all the things about the sea cave to report to the commander, I kind of expected a sealed ritual room with a bound major demon would have made the list. -- I did not find the adjudant's grave until I hunted around with ctrl-4 as below. This one's probably just on me, as it's right there when you enter the sea cave. Maybe something to make the area stick out a little more? Shovels sticking up out of a mound? It just looks like cave floor for the most part. -- The cleansing of the catacombs felt a little underwhelming. I understand the desire for a peaceful solution, I suppose, but when I hear "cleanse the catacombs of a dark power" I expect some burly fightin'! That design aside, I definitely would not have thought simply talking to the Restless Dead figure counted as competing the quest. If not for seeing the solution in the txt file, I would stay and look for secret doors or triggers that I presumably missed, thinking that I haven't cleansed anything or even found a "dark power" at all.Legit Bugs -- The doppelganger on the tower balcony transformed while I was still on ground level, with no way for me to reach him without going all the way back up through the tower. Wasn't sure if this was intended, or a limitation of the engine. Putting it here, as it seemed quite awkward. I solved it via ctrl-j. -- I had a hard freeze when first attempting to exit the sea caves into the smugglers den with the orc laborers. On reload, the area transition occurred without error. <shrug> Might not be anything to worry about. -- I never found the sea cave exit to the docks. I still got credit for finding it from the Tower Commander. I hunted all over all the sea cave connected maps with ctrl-4 highlighting all interactable objects, and I still never found anything like an exit to the docks. Thus, I never found the beach, the shipwreck area, or the sea troll. The sea troll quest sits unfinished.(Edit: NEVER occurred to me until reading other folks' feedback that the beach, shipwreck, and troll referred to the coastal area south of Candlekeep. I just went back and talked to the wincher a 2nd time, and completed the quest -- because OF COURSE I squirreled away the important looking mystery item on the mystery sea troll when I fought him ages ago on the coast by the shipwreck. ) -- The door to the kitchen cellar never unlocked, even after the chef said she would unlock it. Both chef and assistant have nothing more to say. Both the Halfslinger's Ale and Fire Elemental quest lines remain unfinished. -- Finally, very minor portrait issue. Portraits, Portraits, Everywhere assigns portraits to most NPCs that don't already have one, I assume through some kind of algorithm. The Chef, Chef's Assistant, and the Seatower Farmer's Wife received male portraits, for some reason. I don't know in which mod the error lies, but it's the only time I've seen a gender mismatch through PPE. Maybe something in those NPC's data is confusing PPE? Overall this was a very well done and nice looking mod that integrates very well with the surrounding game. I hope my feedback can be helpful to you as you move toward the full release. Edited December 13, 2022 by Lightbringer Quote
Acifer Posted December 13, 2022 Posted December 13, 2022 It's great to hear that you enjoyed the mod! While Jastey will certainly have more to say about the majority of the issues, I would like to comment on two things that I was involved with 9 hours ago, Lightbringer said: The secret area past the otyugh room was VERY cool. I love finding old forgotten places of mystery like that. Releasing what was bound was very satisfying. I hope the ritual room, its purpose, and the ID of the mage on the shelf be embellished upon in the full mod release. Thank you! I am glad you liked that encounter. The area was supposed to be a little sidetrack apart from all the other quests. Originally I had not planned to reveal the secret about the dead mage and leave it to the imagination of the player, but since several players have already asked about it, I will now put more thoughts into what happened in this room. If there are any suggestions, I would be happy to include them. 9 hours ago, Lightbringer said: I had a hard freeze when first attempting to exit the sea caves into the smugglers den with the orc laborers. On reload, the area transition occurred without error. <shrug> Might not be anything to worry about. This is a bug in the Infinity Engine regarding areas that use 24bit lightmaps. I have changed the lightmaps to 8bit so that this should no longer occur in further versions of the mod. Quote
jastey Posted December 13, 2022 Posted December 13, 2022 @Lightbringer thank you for the detailed feedback, and the kind words! It is very helpful. The Mimic's Blood is actually an original BGII item I added (for EET installs) because "why not". This means that I will not adapt the description, though. There is one instance - in ToB I think where it can be used. I will have a look at the XP rewarding. I know I tend to forget this. The catacombs is one of the original quests from the old crew. There is a lot of fighting and endless skeleton spawns... if you open the graves or annoy the King. If you don't do that and chose the right answers, the whole thing is over rather quickly. I agree, but I don't think we will change the design much. Maybe we could add to it, like a later manifestation after the King is gone or something. From the abbot's words this seems to happen more frequently. 15 hours ago, Lightbringer said: -- The door to the kitchen cellar never unlocked, even after the chef said she would unlock it. Both chef and assistant have nothing more to say. Both the Halfslinger's Ale and Fire Elemental quest lines remain unfinished Thanks. That's a pity. I had a hickup with the script too. Maybe it is improved in the eaob0.7, at least I remember working with this. Quote
Lightbringer Posted December 13, 2022 Posted December 13, 2022 I'm really curious now what the exit to the docks was supposed to be. Did I not see it, or mistake it? Perhaps it was the underground stream where the Orc Laborers were working the boxes? By the dialogue, I was expecting a tunnel exit to the Docks map with the Low Lantern. Quote
jastey Posted December 13, 2022 Posted December 13, 2022 @Lightbringer it was the exit into Spoiler the Temple of the Water Queen. Quote
Lightbringer Posted December 13, 2022 Posted December 13, 2022 4 hours ago, jastey said: The catacombs is one of the original quests from the old crew. There is a lot of fighting and endless skeleton spawns... if you open the graves or annoy the King. Ah, I was respectful to the King. I of course opened the graves, though. I'd have to turn in my Adventurer's Badge to the authorities if I didn't. I was quite confused as to why my character would think to call the Restless Dead "your Majesty", though. Where did we get the idea it was a king of any kind? Quote
Lightbringer Posted December 13, 2022 Posted December 13, 2022 (edited) 3 minutes ago, jastey said: it was the exit into Oh! Okay. Interesting. I thought that point was covered by reporting that there was an exit to Spoiler the Umberlee temple. I'm certainly interested to see what's Coming Soon regarding Spoiler the Umberlants and the sahaugin. Edited December 13, 2022 by Lightbringer Quote
jastey Posted December 13, 2022 Posted December 13, 2022 5 minutes ago, Lightbringer said: I'm certainly interested to see what's Coming Soon regarding Yes, that will include new areas. Which have to be filled with quests, so this will take time. I am currently not working on BST, but when I cycle back, it will be for v1. Quote
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