BrainTweaks 0.2.8

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Modify bot brains, remove cheats from bots ...

What ?

This is a SPT mod to tweak the bot brains


  • They can no longer throw grenades
  • They can no longer sneak on you sprinting
  • They can no longer reload their weapon like machines
  • They no longer have eternal stamina
  • Rogues are less laser like and are more disturbed when shot at, their hearing is not like the next generation sonar. They should not voluntarily choose head as a target at first shot.
  • Scavs are now really brutes with bad weapons skills and bad hearing
  • Goons reworked a little bit to tone down their head-shooting-habit.
  • BEAR and USEC are reworked to be less laserlike on the head.
  • BEAR, USEC, Scavs, Goons and Rogues now miss some grenades you launch at them (by default they spot 100% of grenades you launch)
  • BEAR, USEC, Scavs (at the moment) now miss some of your tripwires and will blow up on them (thanks to Polarius for testing the feature and giving the idea)
  • More to come ...

How ?

Just unzip in your root directory as any other good mod (this mod contains the `user/mods` directory tree.


If you just want to enjoy, you are ready to go.

If you want to switch some features on/off go to the config directory of this mod (`user/mods/flir-BrainTweaks/config`) and make a copy of the config.jsonc file to userconfig.jsonc. Then edit to your liking.


If you want to tweak the bot brains by yourself:


To avoid losing you brain config each time you install a new release

we have a special directory (`db/userbots`) where you can work.


Look into the `db/bots/*.json` and copy the desired ones to the `db/userbots/`

directory. Then you can edit the files in `db/userbots/*.json` as much as you

want.


Be advised that each entry in your new file is the only one to take effect.


This means that if you only want to modify one setting and let the mod handle the rest

you should remove all the settings you don't intend to manage from the copied file.


For reference, you can use the document created by Solarint


Why ?


Because I don't have SAIN in 3.11


Who ?


This mod is made by me.

I got some inspiration from

Normalized Bots port ~3.11 and FairFight

But the code is mine.

  • Version 0.2.8

    • Fix: user supplied config was not applied (There was a log info telling it was but the default one was applied..., this is now fixed) sorry ;(
  • Version 0.2.7

    • now can tweak health (see related config option, not fully tested yet), false by default to avoid conflict with other mods (see config option for info)
    • fixed bug which would not permit to load user supplied config
    • Explicit log to know if user supplied or default config is loaded
    • pmcbear aligned on bear
    • pmcuser aligned on usec
    • refactored the difficulty tweak apply function (internal change)
  • Version 0.2.6

    • Rogues, Raiders, Goons now can ignore tripwires (in base game they always spot them)
    • Scavs now have a chance to ignore tripwires (in base game they always spot them)
    • USEC & BEAR have a chance to ignore tripwires in base game so I did NOT change it for the time being.
    • removed some logs that were meant for debug only
    • Explicit green log when mod successfully loads
    • Explicit message when mod cannot load because of config file not found
  • Version 0.2.5

    • tweaked grenade sensitivity of rogues
      they are now less prompt to spot your grenades
      scaled depending on their difficulty.
    • tweaked goons (they still are formidable opponents though)
      • longer reaction time to sound
      • lowered vision angle
      • sprays shorter bursts when firing in full-auto (less bullets in your body)
      • wait longer between single shots (birdeye is always single fire)
      • lowered their sensitivity to player grenades
  • Version 0.2.4

    • tweaked grenade sensitivity of:
      • bears
      • usecs
      • scavs

    all of them now are less prompt to spot your grenades.

    The easier they are the less they will spot your grenades.


    Please tell me if you think the bots are now too insensitive to your grenades. ^^


    Please also note this only applies to BEAR, USEC and SCAV brains, all other bots are left untouched for the moment, waiting for some play testing feedback before going further.

  • Version 0.2.3

    • added tweaks for bear
      • longer reaction time to sound,
      • lowered vision angle,
      • lowered chance to hear,
      • bumped scattering a bit,
      • panic when you shoot in a bigger radius around them,
      • sprays shorter bursts when firing in full-auto,
      • longer time before they can choose to target the head,
      • longer waiting time behind cover
    • aligned usecs on bear (some tweaks were missing)
  • Version 0.2.2

    - added tweaks for USEC (BEAR coming next)

    - fix global changes by applying them after tweaks (same issue as grenades)

    - fix rogues hearing being better in easy mode than other modes

  • Version 0.2.1

    - fix the grenade removal by applying it after the tweaks

  • Version 0.2.0

  • I don't think this is working. I die to head-something every raid. The only enemies that don't head-eyes me are scavs. Everything else: PMCs, player scavs, raiders, goons, etc one tap me every time. And it's not a recoil thing - the first shot they take is instantly on my head. They can be full sprinting, do a complete 180 and one tap my head the instant they are facing me.


    It seems to possibly have gotten worse since the most recent update. Is there some way to make the AI's tendency to target the head configurable? Relavent mods include this one, "MOAR+Bagels", "No Boss PMCs", and "Looting Bots", no other AI mods are installed.


    To test - run factory. Engage PMC in close range, once they start fighting you proceed to die to a headshot instantly.

    • Same experience here, it seems like whenever the bot is not "easy" difficulty, they just instantly aim for head-eyes. Additionally, seems like bots prefer to teleport now instead of running. Noticed this behavior on goons at first, but raiders just tp-ed on my head after detecting me, and I don't even know anymore.

    • I am at a loss here. I don't encounter this kind of insta headeye behavior. Nor do I encounter this teleport issue at all. (I am using a debug mod of mine to see bots positions and I can see where they are.

      What I see is that they are quite accurate to detect my sounds and will aim at me even if they don't have a line of sight.

      Some of them guards are really annoying and shoot straight to the head but I expected it because I did not tweak them yet...

      What you should do is try and tweak the bot brain that annoys you most and report a setting that works for you so I can incorporate it after some tests. Sending me the whole modified brain file is enough since I will be able to detect changes.
      I know this will not be perfect in a few releases, the brain tweaking is a long process and will take some time to get somewhat right.

    • I just died to a grenade. Every other time it's head/eyes. I can't move without dying.

    • Same here. PMC almost always headshot me: Head, Eyes, nape etc. Very often from ridiculous angels and distances.

    • I even tried lowering the difficulty to no avail. I looked at the bot brains but there's like: pmc, pmc_bear, bear, etc. Which ones do the PMCs actually use?

  • Can I use with SAIN

    • I tested it with a self compiled version of sain. From what I can tell all the combat brain parts are taken over by SAIN. So it IS compatible(ie: no lock-up). I would not be surprised if SAIN took over most of the functionnalities of this mod to the point it would do basically nothing (appart from taking startup time on your server)

    • I am still not using SAIN myself because the bots do a lot of weird stuff, like going up stairs and teleporting back to the lower floor in a funny loop. Plus the bots are still static taking a spot behind a cover and waiting for you to come during the all raid.


      So ATM SAIN is still off the table for me.

  • flir... small hiccup... started lightkeeper quests.... even with DSP programmed (claymores don't go off), Zachy boy shoots on sight and his guards do too. Had to pop on Demi-invincibility to test multiple raids... found a weird trigger event that either causes it or prevents it from happening....

    If I SHOOT NO ONE AT ALL, before I step onto the lighthouse road... no aggro from Zachy and the boys.

    If I shoot ANYONE (PMC, Scav, Guard, Goons, Rogues, a fricken fish in the water), it's lights out at the gate from Zacy and his boys.

    I currently have Braintweaks, LootingBots, Phen's Roaming Bots (Github), Acid's APBS + ABPS, Waypoints, and Big Brain. Also running the latest FIKA and Headless client.

    I'll test today one by one on the mod stack... see what's causing this.... strangely it was a glitch a while back with a 3.9.x build of SPT for me, but I can't recall what mod caused it to happen.

    Maybe someone else has the same issue? If so, testing help is welcome! lol

    • If you remove Braintweaks do you still experience the same issue ? I don't really see why BT would make them aggro or not but ... this is Tarkov after all and we don't know all the internals, so anything is possible...

    • As a side note I tried Phen's Roaming Bots and did not find the bots really more "roaming". Did you notice any change with this mod ? (I only tested on reserve so far)

  • Thumbs Up 1
  • These guys still constantly 1 tap me D:


    I had a scav hipfire 1 tap me to the face while strafing and getting hit by my bullets, from 50-75m

    • Well the mod does not make them miss or not shoot the head. The mod makes them take a bit longer at the initial engagement start for them to have the authorization to zero in on your head.


      For example a normal scav will have a 55 second delay from its first decision to aggro you before it can opt to target your head willingly.
      This does not mean one or two bullets will not fly in your face, because scattering rng...

      This also means that if it aggros you and take some time to reposition and take a shoot at you, that delay could already be elapsed and you're back to normal target choosing.


      And one other bad luck moment could happen to you: each time one of your bullets touches a scav it will move its aim from 27 to 36 degrees... Which is enough to make it shoot you straight in the face while it was aiming at your stomach... And its scattering will be affected by its overall damage. The more damage the more scattering, so on a long term it should make them bad shooters, but from time to time it could mean real bad luck.


      And make sure those are scavs and not Raiders, because raiders are way more difficult beasts.

  • is it compatible with MOAR?

    • MOAR handles spawning (when, where, how much, with which gear)

      BrainTweaks handles bot "capacity" (line of sight, fov, hearing sense, reaction time to sound, body part targetting...)


      So yes the two are complementary.

      Happy 1
  • How does this mod impact the Goons' behavior? I've tried to finetune them myself, but it's been difficult to do so. I'm fairly certain they can track you through walls and know exactly where you are once they spot you. It's gotten to the point where I just want them to behave like regular scavs but editing the json files has not been successful.

    • The Goons have a range of vision (and FOV) which is insane. And in EFT the "vision" is weird. I maintain a mod named Enemy Markers and did some experiments with raycasting (the same way the game does) and you "see" bots in impossible places because one pixel is reachable... So yes they spot you "magically".


      Then add to this their hearing sense and you're toast. Without SAIN and That's Lit you can only blunt them...


      This mod:

      • reduces the vision range and FOV
      • reduces the target choice at first contact (body parts to choose from)
      • adds a longer time before they can choose any part as a target
      • reduces their hearing (iirc),
      • they have a longer reaction time after hearing a sound
      • reduces their full-auto burst time (how long the finger stays on the trigger) in order to get less bullet in you.
      • Add more time between each single shot (birdeye)
      • Adds a bit of scattering to their bursts (can play against you if they are on your torso and the scattering RNG decides to move 3° up)
      • make them miss some of your grenades
      • make them miss some of your tripwires

      That is what I remember doing. But this may not be enough yet. I need some play testing myself and some feedback. So please don't hesitate to tell my what you think could still change!

      Heart 2
    • So... coming from a very aggressive play style... APEX and TitanFall multiplayer were my hometown for years... Goons with this mod are easy mode.

      Birdeye runs around in the open more often... Knight and Big Pipe suppress in shorter bursts and start running sooner to push... which gives you a better chance to hard angle them from any kind of hardened cover (boulder, building, vehicle).

      Now... in the open... Shoreline east approach to radio tower ... Woods caught out on the road.... you're dead instantly or 3 limbs blacked and running. They do take a moment more to aim, but you're getting suppressed with effective direct point fire just the same.

      It's... fair enough... not OP broken instant reload, 2 bullets per shot, head eyes instantly... but it is also still easy to cheese them if you know how. :)

      Great work flir, this mod rocks!

      Heart 1
    • Oh and I also play with all bots, yes Scavs too, on 100% spawn chance for IMPOSSIBLE with Acid's ABPS and APBS mods behind Braintweaks.

    • Thanks for reply Flir. I'll continue to playtest it. What I've been doing is using dynamic maps and toggling the bosses marker to see what they're doing. What Plot_Device says is accurate. If they spot you outside, it's basically over for you. Shoreline and Woods is essentially a death sentence since they can beam you and have no issues finding you. Fighting them on Customs is way more manageable but still dangerous.

      Thumbs Up 1 Heart 1
    • Zandy... found a new trick for Goons on the 0.2.8 version (0.2.7 had the same effect), Goons can still throw grenades at you, but they also seem to rush when YOUR grenades land near them... so if you can get an M67 on the way to them, they scatter or hard push you every time... gives you a chance to get sights on while they're still in animation.


      Tested on Woods and Customs... bought me 2 more seconds to rotate each time.

      Thumbs Up 1
  • Will this mod work with That´s Lit (if it ever get´s updated to 3.11)?


    hub.sp-tarkov.com/files/file/1453/
  • What about compatibility with other brain mods?

    • Which one in particular ?


      In general each server brain mod does the same kind of things. So Choose one for the features you want and keep it.


      Or learn what each mod does and pick the right load order to apply each mod.

      I already explained in the comment section some interactions with other mods.

  • Does this mod provide a challenge during the game or is it a simplification of bots? If you set the complexity of the bots during the raid, will it have an impact? Or are the settings from the mod a priority?

    • The mod changes brains for each "difficulty" setting. So if you set "impossible" in the settings you will get the "impossible" version.


      The mod changes some settings (from base game) using the same system.

      Mainly it tries to make the bots less laser like on your head in the first 10 milliseconds you see them.

      It removes OP skills like running without loosing stam or making noise, reloading instant...

      It also adds possibilities for the bots to miss the fact you thrown a grenade at them etc...


      example:

      With the mod SCAVS should have chances to miss your tripwires:

      • 50% on easy,
      • 30% on normal,
      • 15% on hard
      • 5% on impossible

      In the base game they will never miss your tripwires and always spot your grenades and run from them.

      Heart 1
  • Mod looks really interesting! Apart from bots throwing grenades (disabled that, never had problems so far) some changes look really impressive like grenade detection (grenadier is the worst damn quest in the game) or tripwire detection, e.t.c

    I went through few brain files, and... I understand that it might be difficult to answer, but enemies are not gonna get too easy, are they? After all, we do play Tarkov for some difficulty, heh
    And also, how that mod works with APBS/ABPS?

    • From what I understand (I did not look at the source code) APBS will make the bots have a somewhat matching level to yours and will change the generation process (which we do not touch at all) to give bots better gear with higher levels.


      We only touch to the brain presets (reaction time, hearing distance, scattering, full auto burst length...), they only touch to the generation presets (ammo, weapons, weapon mods, equipment...).


      Should be safe to use both.

      Thumbs Up 1
    • Yeah, just wanted to be sure. Thanks

      Gonna try playing with this mod

      Thumbs Up 1
    • Btw, trying to look into those brains a bit, where can original files can be found, and what exactly controls the chance of bot running away from grenade thrown into him?

    • Scavs are "assault" (AFAIK)


      Original files are in the "SPT_Data/Server/database/bots/types/" directory


      I use this command line (Linux) to copy original files to my db/bots:

      Code
      for i in ../../SPT_Data/Server/database/bots/types/*; do
          jq 'del(.appearance, .chances, .experience, .firstName, .generation, .inventory, .lastName, .skills)' $i | jq 'del(.health.Energy, .health.Hydration, .health.Temperature)' > `basename $i`;
      done

      This is a basic "jq" usage to remove some unwanted values from the files...

      Heart 1
    • Interesting. Checked your mod files, and while scavs had their

      CHANCE_TO_NOTIFY_ENEMY_GR_100


      lowered from 99 to very low amounts, PMCBear and PMCUsec (brains used by AI PMCs, judging by botmonitor) still have it at 100

  • I found an issue with Scavs. Someone mentioned they are in Combat Mode from start - for me they are idle until directly provoked. I just had an Interchange run where I run directly into an idle scav, face to face. He was just standing doing nothing. Once he looked into my eyes he started doing stuff. Later same raid I run into a group of 4 scavs... all of them standing idly in a single spot.


    PMC bots are not affected by this issue. They also provoke scavs making them unstuck. I do not know what happens to them once PMC leaves or dies.

    Thinking 1
    • I assume you mean that scavs are idle when using this mod only ? And if you remove this mod your scavs are entering combat mode again ???


      I did not notice that. On which map did you observe this comportment?


      Are you sure you don't have any other mod touching the bots' brains ?

    • Quote

      I assume you mean that scavs are idle when using this mod only ? And if you remove this mod your scavs are entering combat mode again ???

      Yes, only with your mod.

      Quote


      On which map did you observe this comportment?

      I noticed it on Interchange, Ground Zero and Woods so I think we can assume it happens everywhere.

      Quote

      Are you sure you don't have any other mod touching the bots' brains ?

      Other than BigBrains, no.

    • I have not changed the "Hearing" of the scavs. Probability to hear, distances and reaction time are left as vanilla.

      I have not changed the "Look" either.


      In fact I only changed those settings so far:


      I have only tested on Factory, Customs and Reserve yet. I'll go and test on the mentioned maps to make sure. I have BigBrain installed too (waiting for SAIN... to use it) so I think we can discard this mod from the suspect list :p

      But as Drakia says on his mod: this mod is meant to be used as a library and will do nothing by itself. So it should not change the bot behaviours at all.

    • Quote

      I have not changed the "Hearing" of the scavs. Probability to hear, distances and reaction time are left as vanilla.

      Well something is definitely going on. I was sprinting at them from behind a corner and they did nothing. When I run from behind they did not react even though I was like 10 meters away. Maybe reapplying default values would do the trick?

      Anyway, scavs staying idly instead of roaming around (let's say, a sawmill on Woods) is a strange behavior. I will try to make some more testing at night/early morning tomorrow.

    • I went to ground zero and confirmed this: I ran into a scav's face and it did not even see me. He was just idling around while I was putting my gun barrel into his left nostril...


      Then in the garage I spotted two of them and they spotted me when I arrived, but a PMC had already engaged them 20 seconds earlier...


      I'll investigate this more...

      Thumbs Up 1
  • Thank you so much for this. 3.11 was basically unplayable without SAIN

    Heart 1 Thumbs Up 1
  • I assume the red-error "[BrainTweaks] no config file found!!!", during server-start, is because of a missing custom config-file?

    • Nope. This means neither the default config/config.jsonc nor the config/userconfig.jsonc is found.


      This is not good at all. Are you sure you unzipped the full archive into the root folder ?


      This should give you a directory: "user\mods\flir-braintweaks\config" containing the "config.jsonc" file. If you don't have this file alongside a README.md you are missing something...


      When you see this message, the module aborts and does not load.

  • Thank you for your work!

    Heart 1
  • I assume we either use your mod or FairFight mod but not both at the same time?

    • Fairfight mainly rebalances the Rogues (ExUsec) and mine do this and more.


      If you only want to go on Lighthouse kill rogues, Fairfight is enough


      If you want to be able to tweak all brain types BrainTweak is the way.


      If you install both, make sure Fairfight is loaded last because it does modify less things (basically only ExUSECs) but i would advise against it because you would always wonder which mod is doing what...


      Choose one and keep it simple :p

  • So this essentially will make them braindead?

    Happy 1
    • Not really. It just blunts them a bit. Don't expect the goons or the raiders to be braindead :p


      Just makes sure they do not shoot straight to your head in the 10 first millisecond they see you.

      Thumbs Up 1
  • thanks for sharing the mod. as soon as i read "bots don't throw grenades" i downloaded can now turn off the head and thorax keeps 1hp from dad gamer mode, as i only had that on due to being killed by granades twice in a row in labs

    Heart 1
    • Take care some rare bots seem to find a way to throw a grenade once in a while... but overall it's way better now.

    • thanks for the warning. yea i dont mind dieing like 1 in 5 or 6 raids but when it happend twice in a row i went looking for somthing to help whilst sain is unavailble

  • Little Question since the Grenade detection has Changed (Lovely Mod Already), will the Ai still instantly detect my Tripwires like Vanilla or for once ignore them from time to time?

    • I have no idea if the tweak affects the tripwire detection... Could you test and report back ?

    • i will try it :)

      Thanks again for creating this mod :)

      Heart 1
    • Did some small Test Runs on Customs and Factory with Scavs.

      So far as i noticed when they are in Combat Mode aka. "running after the Player" they tend to ignore the Tripwires (only running away after they got triggered) other then that i often saw them just being disarmed.

    • So do you manage to get some kills with the tripwires ? Or not at all ?

    • None at all.

      Crying 1
  • Nice work. I love your brain logo picture :D

    Thumbs Up 1
    • This is a Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) asset from https://pngimg.com/image/86617...


      I have no skill in graphics, but thanks anyway :p

  • You are awesome. Thanks for this!

    Heart 1
  • ill bugcatchillin try it as i want light mod for it not heavy mod!

    Heart 1
    • light mod it is... 8)

  • Great mod, easy to configure and backup with clear instructions! Thank you flir! :thumbup:

    Heart 1
    • Thanks for the kind words.

  • Does this mod affect the frame rate?

    • Pretty sure it's a no cuz this is pure server side tweaks

    • It is server side and only changes ratios applied to already existing calculations. So no.

  • The most annoying issue I have with non-sain default bots in 3.11 is they seem to have a sixth sense on dodging grenades thrown at me, which makes them impossible to do grenade quests (hell, I've seen them even dodge the big boom grenade mod SOMEHOW). That would be my one request for the mod if it's possible.

    Heart 1
    • Yep this is definitely something on my list!

    • Wonderful! Thank you

    • I'm a bit naughty myself in that I directly edit the spt data configs (make a copy first) - and in there one of the things i tweak are the "Grenade" sections of each bot type (lot of work as there's over a dozen) - I change "grenadeprecision" to 0.4 for everyone. 0.1 is the std setting with some deadly types being lower than that. I tweak lots of other stuff like bot response times, their body part health values, hearing range, basic aim scatter and time to narrow the aim (ur toast - or at least need to run for cover - if you can't nail em in the first volley or two) - but the one i cannot figure out in 3.11 configs is the way they run so quickly - so i'll try this to see if it fixes that :) There's also configs in globals.json for each bot class - I can't figure out how they relate to the "Bots" folder stuff so just duplicate my tweaks in both.

      Thumbs Up 2
    • I don't know if this can help you NerfBotGrenades

    • Oh I meant throwing grenades at bots, not bots throwing grenades at me. but thank you!

  • Thanks for trying to do something with bots AI for 3.11, for SAIN not being around anymore.


    So mod like No Boss PMCs by DrakiaXYZ still necessary, correct? Or they might conflict?

    Because Drakia said, you need his mod too, when you use other bot spawn mods that controls their difficulty, to not get BOSS brain PMCs.


    So I guess your mod is safe to use with other mods that control bots spawns and their difficulty settings?

    • You definitely need No Boss PMCs by DrakiaXYZ (I use it myself).


      My mod only tweaks each brain independently.


      DrakiaXYZ disallows PMCs from being able to choose the Boss brains.

    • If other mods do change brain settings then the one that is loaded last will "win".


      So this would not "conflict", but could just slow down your server start for nearly nothing.


      That being said my mod also removes some cheats from all bots (insta-reload, super-stealth, eternal stamina) and remove their ability to throw grenades.

    • SAIN confirmed a new version soon™

    • What? no way....

    • Should be there someday. I compiled it from the source yesterday and it "worked"... kindda.

      Bots were running backwards and not shooting at me, always searching cover.


      But at least it compiled and did something in 3.11... so :thumbup: . It will come.

  • So, should I drop files to db/userbots from db/bots to use it or just extracting in game directory is fine?

    • You can just extract in the server files as usual (the zip contains a user/mod structure)


      If you don't intend to tweak bots yourself you can stop here and play :p


      If you want to change bot behavior for yourself copy a bot brain from `db/bots` to `db/userbots` and happy hacking !


      Same for config: If you want to disable some feature (say you like your bots spamming grenades at you) you can copy `config/config.jsonc` to `config/userconfig.jsonc` and adapt to your taste.


      All this is just to avoid losing your changes upon next release :p

      Heart 1
    • Thanks for clarifying and mod! I really needed "no grenade" after dying 3 times in a row in ground zero from grenades ^^

      Happy 1
    • Same here! In fact this mod started because I was so annoyed of being grenade spammed...


      Be aware that I still see some bots throwing nades from time to time. But clearly not as much as without this mod. This will be one of my next quest: remove all the freaking nades from their pockets :p

      Heart 1
    • Ok so I released 0.2.1 because talking about nades I felt like my last raid had a tad too much ...

      Heart 1
    • Haven't tested yet and you already updated couple times well done :thumbup: , gonna test tonight after work with latest version to see how its work and I definetely believe its better than vanilla.

      Happy 1
  • My next target is to tweak usecs and bears, then continue raiders (at the moment I only tweaked raiders to disallow them head-shot at first sight)

  • Thanks for this, eager to give it a try!

    Heart 1
    • Eager to get feedback and suggestions...

  • page not found.............

    • Try again, the project was still private :rolleyes:

    • I'm so bad at releasing a new mod I always succeed to b0rk something :S