Pretty small at the moment, but feedback is always welcome!
Misc. Small Mods
RELz
Tenpenny Home Map Marker
A map marker to the balcony of your Tenpenny Tower Suite.
Couldn't find a mod that added just a map marker and not a bunch of other unnecessary stuff, so here is one. Put it in your /Data/ directory.
A map marker to the balcony of your Tenpenny Tower Suite.
Couldn't find a mod that added just a map marker and not a bunch of other unnecessary stuff, so here is one. Put it in your /Data/ directory.
RELz
Japanese Menace Stealth Suit
Requires Operation Anchorage DLC
Changes the default Stealth Suit you get after completing DLC Anchorage to the style in the mod "Japanese Menace" by BrotherShogo.
http://www.fallout3nexus.com/downloads/images/9106-1-1252462908.JPG
Requires Operation Anchorage DLC
Changes the default Stealth Suit you get after completing DLC Anchorage to the style in the mod "Japanese Menace" by BrotherShogo.
http://www.fallout3nexus.com/downloads/images/9106-1-1252462908.JPG
Realistic Interior Lighting
RELz/WIPz
http://www.fallout3nexus.com/downloads/images/9250-2-1253325190.JPG
http://www.fallout3nexus.com/downloads/images/9250-1-1253500786.jpg
DESCRIPTION
I always thought it was rather silly a room with no windows/covered windows would be bright as day with just a single dirty light bulb with likely dirty electricity (isn't that the name? I can't remember...), so here is my solution to that.
INSTALLATION
Load the two DLC files if you have the appropriate DLC on top of the base file.
Load after everything else, before your merged patch. If you don't have one you should probably check out the guide for FO3Edit and learn how to use it, it's incredibly easy to learn and get ahold of, allowing you to get full compatability with 95% of the mods you use.
I've got two compatability patches for the DLC, thought I haven't really looked at the DLC beyond seeing which ones have lighting templates and changing just tho's, I haven't touched any cells yet and wont for a while.
COMPATABILITY
Should only conflict with other lighting mods, and any mod that edits the... I don't know what it's called, I geuss the header information of a cell, so that's what I'm calling it, if someone knows the correct name of what I'm talking about then please correct me. I'm not aware of to many that do, all mods that add stuff to cells like spawn points (MMM), items, npc's won't conflict unless they directly modify the header (all that is in the header is the lighting information, cell name, and ownership values). The only two mod's that I've seen that conflict are UOP and OWNED!, both conflicts are minor and limited to one or two cells, and IIRC I included the UOP changes in the .esp, and really, any potential conflicts are incredibly easy to fix if you know a little about FO3Edit/Merged Patches. Should also work with any mods that add a (vanilla) lighting template to new cells.
KNOWN ISSUES
At the moment I've just sort of gone over the lighting in every cell (via way of the Lighting Templates for 80% of them, for the others that didn't have a Lighting Template, I attached one to it, hence the potential conflicts in some cell headers) and with a broadsword, made everything darker. Bethesda generally did a really good job in FO3 of placing light where it should be so all I need to do is mess with the ambient light; however sometimes you'll get places where there's no light but a visibly working lamp or something (the statesmen hotel). I generally wont add a light source as it would take WAY to much time and patience to add one to every missing spot in the game, but for "major" area's that look really weird without one I may end up adding a few (Citadel Lab).
The rest of the changes are going to come as I play the game and find stuff that looks odd. Originally I was planning on customising each "friendly" cell (IE Megaton/Tenpenny/various quest houses with friendly NPC's) and making them much brighter while trying to keep the mood, but Bethesda did a much better job in FO3 then Oblivion with their light placement etc. and I find even when it's basically dark as hell theres plenty of light around to see mostly clearly, and I've grown attached to the way it looks. Of course I may still end up changing it, hence the beta/wip tag. I'm also going to see if I can somehow change the template with the night and day cycle (for brighter rooms during the day for certain templates) in a script, thought that will probably not be in the immediate future.
LATEST CHANGELOG
Beta .7
-Adjusted all Templates, generally it's a bit brighter
-Adjusted Air Control Tower - DLC BS
-Adjusted Citadel Armory - DLC BS
-Added Outcast ownership to Fort Independance
I always thought it was rather silly a room with no windows/covered windows would be bright as day with just a single dirty light bulb with likely dirty electricity (isn't that the name? I can't remember...), so here is my solution to that.
INSTALLATION
Load the two DLC files if you have the appropriate DLC on top of the base file.
Load after everything else, before your merged patch. If you don't have one you should probably check out the guide for FO3Edit and learn how to use it, it's incredibly easy to learn and get ahold of, allowing you to get full compatability with 95% of the mods you use.
I've got two compatability patches for the DLC, thought I haven't really looked at the DLC beyond seeing which ones have lighting templates and changing just tho's, I haven't touched any cells yet and wont for a while.
COMPATABILITY
Should only conflict with other lighting mods, and any mod that edits the... I don't know what it's called, I geuss the header information of a cell, so that's what I'm calling it, if someone knows the correct name of what I'm talking about then please correct me. I'm not aware of to many that do, all mods that add stuff to cells like spawn points (MMM), items, npc's won't conflict unless they directly modify the header (all that is in the header is the lighting information, cell name, and ownership values). The only two mod's that I've seen that conflict are UOP and OWNED!, both conflicts are minor and limited to one or two cells, and IIRC I included the UOP changes in the .esp, and really, any potential conflicts are incredibly easy to fix if you know a little about FO3Edit/Merged Patches. Should also work with any mods that add a (vanilla) lighting template to new cells.
KNOWN ISSUES
At the moment I've just sort of gone over the lighting in every cell (via way of the Lighting Templates for 80% of them, for the others that didn't have a Lighting Template, I attached one to it, hence the potential conflicts in some cell headers) and with a broadsword, made everything darker. Bethesda generally did a really good job in FO3 of placing light where it should be so all I need to do is mess with the ambient light; however sometimes you'll get places where there's no light but a visibly working lamp or something (the statesmen hotel). I generally wont add a light source as it would take WAY to much time and patience to add one to every missing spot in the game, but for "major" area's that look really weird without one I may end up adding a few (Citadel Lab).
The rest of the changes are going to come as I play the game and find stuff that looks odd. Originally I was planning on customising each "friendly" cell (IE Megaton/Tenpenny/various quest houses with friendly NPC's) and making them much brighter while trying to keep the mood, but Bethesda did a much better job in FO3 then Oblivion with their light placement etc. and I find even when it's basically dark as hell theres plenty of light around to see mostly clearly, and I've grown attached to the way it looks. Of course I may still end up changing it, hence the beta/wip tag. I'm also going to see if I can somehow change the template with the night and day cycle (for brighter rooms during the day for certain templates) in a script, thought that will probably not be in the immediate future.
LATEST CHANGELOG
Beta .7
-Adjusted all Templates, generally it's a bit brighter
-Adjusted Air Control Tower - DLC BS
-Adjusted Citadel Armory - DLC BS
-Added Outcast ownership to Fort Independance
Helping me find some goofy looking area's as I play along would be fantastic! I also recommend you use a NV or brighter Pip boy light mod, for those (now) terrifying metro tunnels, especially if you use MMM and Feral Ghoul Rampage :ahhh:
Power Armor Rarity Overhaul
RELz
DESCRIPTION
I was always somewhat annoyed with the way Bethesda handled Power Armor in the vanilla game, by the time you could use it you had already seen and could pick up multiple enclave sets... and then at the end of the main quest they give you regular power armor? It also seemed... wrong? That you can/would pilfer the power armor off of every dead person and there would be a huge overabundance of it before you were halfway through the game, and could outfit anyone and everyone with Power Armor, a supposedly rare and awesome piece of technology. And lastly, the above argument aside, it just seemed unlikely that you'd be able to pull 200lbs of dead weight (body) out of an equally heavy second skin when it was working, much less after it's been riddled with holes and ripped apart/melted together (by you, killing the occupant). I also wanted to see more of a progression of armor, rather then just immediately being able to get PA, making Combat and Metal Armor essentially useless.
So this is my plan to change all that, I don't imagine a lot of people will like it but for those that will, here's what this does
-Power Armor is no longer lootable, except for specific Vanilla/DLC 'quests' (you know which ones I mean, if not happy exploring!)
-Power Armor is now a choice the player has to make, you must choose the perk at level 13, and have the Endurance to use it (7 at the moment, an attempt to give a use to the mostly useless Stat that is Endurance); assuming you've gotten the proper basic training for it.
-Power Armor is much rarer now! Due to the above, there are only ~1 - 3 sets of a given type of Armor in the game, either from a quest or hidden (hopefully well) somewhere in the wasteland.
-Due to the rare and technologically advanced nature of PA, you can only repair them with Power Armor Repair Parts you've made from salvaged materials (or you could bite the bullet and use another piece of complete PA, but remember, you'll probably never see that piece again!). You can learn proper maintenance of PA from anyone that does basic training, and the more training you have the more you retain (Upgrade the number of Repair Parts you can make).
-New way's to get basic training (thanks Gryphono).
-Power Armor types arranged in a logical tier system (ala FO1 and 2), basic T-47d being the worst, Enclave having the best (this works for your enemies as well as you!)
-All PA has recieved a buff from vanilla, varying statwise based on the above tiers and, generally, doubling the condition (all but 1 helm has the same HP, and the 1 helm isn't player attainable).
-Probably some other minor thing's I'm forgetting. There's an attached speadsheet for specific stat comparisons.
IMPORTANT: I highly recommend Brotherhood of Steel: Diversification, and Delay DLC to go with this mod. I also recomend you have the DLC OA, The Pitt, BS; support for those will be included in the main file. I will also (eventually) make a Vanilla only file but I can't and won't test it, so the liklihood of problems will be higher.
INSTALLATION
Requires CRAFT.
Place the files you want in your \Data\ directory. Load late, including after FWE. Given the nature of the mod, it's probably best to start a new game, otherwise some funkiness may occur (thought if you haven't recieved PA Training/any PA yet it should be ok, untested).
UNINSTALLATION
Before removing the mod, type in the console player.removeperk XX000EB8 where XX is the load order of Power Armor Rarity Overhaul.esp. Then remove all the files you installed.
KNOWN ISSUES
There's not really any explanation for why you can pry off Ashur's or the Prototype Medic Armor from the corpse, if anyone can think of an easy implementation way to explain it for RP purposes then I'd (probably) be happy to change it.
Although 'feature complete' the balance of stats may not be there yet, bear with me.
LATEST CHANGELOG
v1.2
-Added FWE compatability patch, removes their features and adds nightvision
-Fixed another method with which you could aquire power armor training; taking the perk is now the only way
v1.1
-Added Water Breathing to all helms
-Added 5 - 10 AP bonus to all helms
-Added -1 Charisma to all helms
-Adjusted the PA and Recon Armor leveled lists, increasing the condition of PA NPC's use by .25 - .5, should make your enemies (or friends in the BOS or Outcasts) in PA much tougher
-Replaced Camera's with Conductor's for PA Repair Parts
-Lowered Sensor Modules needed to 2
-Removed the APA MkII Armor reward from a DLC BS related quest
I was always somewhat annoyed with the way Bethesda handled Power Armor in the vanilla game, by the time you could use it you had already seen and could pick up multiple enclave sets... and then at the end of the main quest they give you regular power armor? It also seemed... wrong? That you can/would pilfer the power armor off of every dead person and there would be a huge overabundance of it before you were halfway through the game, and could outfit anyone and everyone with Power Armor, a supposedly rare and awesome piece of technology. And lastly, the above argument aside, it just seemed unlikely that you'd be able to pull 200lbs of dead weight (body) out of an equally heavy second skin when it was working, much less after it's been riddled with holes and ripped apart/melted together (by you, killing the occupant). I also wanted to see more of a progression of armor, rather then just immediately being able to get PA, making Combat and Metal Armor essentially useless.
So this is my plan to change all that, I don't imagine a lot of people will like it but for those that will, here's what this does
-Power Armor is no longer lootable, except for specific Vanilla/DLC 'quests' (you know which ones I mean, if not happy exploring!)
-Power Armor is now a choice the player has to make, you must choose the perk at level 13, and have the Endurance to use it (7 at the moment, an attempt to give a use to the mostly useless Stat that is Endurance); assuming you've gotten the proper basic training for it.
-Power Armor is much rarer now! Due to the above, there are only ~1 - 3 sets of a given type of Armor in the game, either from a quest or hidden (hopefully well) somewhere in the wasteland.
-Due to the rare and technologically advanced nature of PA, you can only repair them with Power Armor Repair Parts you've made from salvaged materials (or you could bite the bullet and use another piece of complete PA, but remember, you'll probably never see that piece again!). You can learn proper maintenance of PA from anyone that does basic training, and the more training you have the more you retain (Upgrade the number of Repair Parts you can make).
-New way's to get basic training (thanks Gryphono).
-Power Armor types arranged in a logical tier system (ala FO1 and 2), basic T-47d being the worst, Enclave having the best (this works for your enemies as well as you!)
-All PA has recieved a buff from vanilla, varying statwise based on the above tiers and, generally, doubling the condition (all but 1 helm has the same HP, and the 1 helm isn't player attainable).
-Probably some other minor thing's I'm forgetting. There's an attached speadsheet for specific stat comparisons.
IMPORTANT: I highly recommend Brotherhood of Steel: Diversification, and Delay DLC to go with this mod. I also recomend you have the DLC OA, The Pitt, BS; support for those will be included in the main file. I will also (eventually) make a Vanilla only file but I can't and won't test it, so the liklihood of problems will be higher.
INSTALLATION
Requires CRAFT.
Place the files you want in your \Data\ directory. Load late, including after FWE. Given the nature of the mod, it's probably best to start a new game, otherwise some funkiness may occur (thought if you haven't recieved PA Training/any PA yet it should be ok, untested).
UNINSTALLATION
Before removing the mod, type in the console player.removeperk XX000EB8 where XX is the load order of Power Armor Rarity Overhaul.esp. Then remove all the files you installed.
KNOWN ISSUES
There's not really any explanation for why you can pry off Ashur's or the Prototype Medic Armor from the corpse, if anyone can think of an easy implementation way to explain it for RP purposes then I'd (probably) be happy to change it.
Although 'feature complete' the balance of stats may not be there yet, bear with me.
LATEST CHANGELOG
v1.2
-Added FWE compatability patch, removes their features and adds nightvision
-Fixed another method with which you could aquire power armor training; taking the perk is now the only way
v1.1
-Added Water Breathing to all helms
-Added 5 - 10 AP bonus to all helms
-Added -1 Charisma to all helms
-Adjusted the PA and Recon Armor leveled lists, increasing the condition of PA NPC's use by .25 - .5, should make your enemies (or friends in the BOS or Outcasts) in PA much tougher
-Replaced Camera's with Conductor's for PA Repair Parts
-Lowered Sensor Modules needed to 2
-Removed the APA MkII Armor reward from a DLC BS related quest
Looking for some bug reports (I hope there aren't thought!) and thoughts on gameplay balance. This one probably won't be to popular due to it's nature but I think it's my best mod yet, so if it appeals to you try it out!
Fort Independence Expanded
RELz
DESCRIPTION
Expands Fort Independence to be more befitting of the Outcasts, a highly technological and military organization.
Based on a cleaned up version Bikkebakke's excellent mod (http://www.fallout3nexus.com/downloads/file.php?id=9033), I've added some more defensive structures, and added some additional guards and turrets.
INSTALLATION
Requires Operation Anchorage.
Place the files in your \Data\ directory.
UNINSTALLATION
Remove Fort Independence Expanded.esp
KNOWN ISSUES
None
LATEST CHANGELOG
v1.3
-completely redid/fixed the navmeshes in both interiors
-fixed a few navmeshes outside
-fixed a typo
-fixed two micro fusion cells that mysteriously got placed tens of thousands of units away in the lower level, causing a havok related crash (cosmic bit flips man...)
-fixed Doc Knox's facegen all of a sudden crashing the game when it tries to render it in the lower levels (I'm telling you...)
-fixed a floating first aid kit
Expands Fort Independence to be more befitting of the Outcasts, a highly technological and military organization.
Based on a cleaned up version Bikkebakke's excellent mod (http://www.fallout3nexus.com/downloads/file.php?id=9033), I've added some more defensive structures, and added some additional guards and turrets.
INSTALLATION
Requires Operation Anchorage.
Place the files in your \Data\ directory.
UNINSTALLATION
Remove Fort Independence Expanded.esp
KNOWN ISSUES
None
LATEST CHANGELOG
v1.3
-completely redid/fixed the navmeshes in both interiors
-fixed a few navmeshes outside
-fixed a typo
-fixed two micro fusion cells that mysteriously got placed tens of thousands of units away in the lower level, causing a havok related crash (cosmic bit flips man...)
-fixed Doc Knox's facegen all of a sudden crashing the game when it tries to render it in the lower levels (I'm telling you...)
-fixed a floating first aid kit
Metro Tunnel House
RELz
DESCRIPTION
***Requires BS****
**Pictures are from various stages of development and don't necessarily reflect the final product, some trophies were likely missing or I later added/moved stuff etc.**
Adds a house and quest to aquire it, in one of the metro tunnels; as well as a method of adding turrets throughout the various metro tunnels to make them less unbearable to travel through.
The original idea for this mod came from my desire to make a house in a somewhat original location months ago, and the only place I could think of that didn't have some sort of house were the metro lines. This was for good reason, as the metro lines are an utter pain to travel through, especially if you use MMM and other mods, but this was also something I had wanted to remedy in the past so I brainstormed some idea's on how to incorporate the two, and several months of procrastination later, this mod was born.
To find and aquire the house, you must find a long forgotten access tunnel, meet some interesting robots and help them get back on their feet. The house itself is a suite in whats left of an underground base, about the same size as the tenpenny player suite but a little bit bigger. A big pet peeve of mine is how most house mods have miles of open rooms that are hardly decorated, except for maybe 800 random crates for storage that are completely superfluous. Bethesda to this day has some of the overall best home designs, if they weren't a little sparse as far as decorations are concerned, in my opinion. So in this mod you'll find similiar design decisions in a house that is fairly small, compact and practical without being cramped.
And in the same vein you'll find the next major part of this mod; with my love for Bethesda's house designs but the fact they were a little boring, I had used Smokindans excellent Trophy mods for those houses for the longest time. It's fun, adds a lot to the homes look, simple and practical, and gives some record of the achievments you've accomplished in the wastes. So I took that idea and kicked it up a notch so for every quest you complete, notable area you visit, enemy you kill, and skill you gain you'll get a (hopefully) pretty cool reminder of it somewhere within the facility or apartment.
And lastly, the third major part of this mod is the ability to add various levels of respawning sentry guns to all of the major metro tunnels. The basic idea is that once you've unlocked the house, you can map out the metro lines and then once you've done that you can set up 4 different levels of (predetermined) sentry guns to help you on your travels - for a cost.
The details of all of this are explained in game in a hopefully immersive way with full voice acting.
In Summary this mod contains:
-Quests to unlock the following
-A simple, efficient home
-Trophies to commemorate your adventures
-A method to add sentry turrets throughout the various metro lines
And some additional notes:
-It is highly recommended you use FO3Edits Master Update Mode, everything is fully navmeshed and I had to change quite a few vanilla navmeshes, so if you do not use MUM you may experience crashes
-If you use MMMs Ghoul Raise, you are also increasing your liklihood for crashes. While awesome, it can be crash happy, especially if you have a lot of mods and even more so in the metro tunnels with Increased Spawns
-Given the above two, any crash complaints will be ignored if you do not explicitly state that you DO use MUM and whether or not you use Ghoul Raise. Bear in mind I'm not saying it WILL crash if you DON'T use MUM and you DO use Ghoul Raise; you're just greatly increasing the risk.
I also recommend you use my (or any other) interior lighting mod to add to the atmosphere. The new cells were designed with them in mind, so if you dont they may seem darker then normal (or some areas might look brighter then normal).
And one last note, the level of the turrets has a dramatic effect on their survivability, to the point that some places (Dupont Circle Station, for example) will require level 4 turrets for them to survive and kill a lot of the raiders. Other places will be fine with just level 1 turrets, so experiment and plan ahead.
***Last Note***
To get the workbenches, infirmaries etc. you need to have purchased them for the Megaton or Tenpenny House.
***Spoiler***
Begin the search in Metro Central
INSTALLATION
Place the files in your \Data\ directory
-OR-
Use the package manager in FOMM for easy un/installation.
UNINSTALLATION
Remove Metro Tunnel Home.esp + Resource Directories as indicated in the .7z
-OR-
Use the package manager in FOMM for easy un/installation
KNOWN ISSUES
-The green of the bushes and tree leaves can sometimes be to dark. If it bothers you, you can increase the ambient lighting in the cell and it should gradually stop; at the cost of lighting.
-You might get an FPS hit, especially as you unlock more trophies. I did all I could to optimize it and it runs perfectly fine on my machine but just be aware if you run an older computer.
-A certain characters voice might be slightly quieter then intended
LATEST CHANGELOG
v1.0
-initial release
***Requires BS****
**Pictures are from various stages of development and don't necessarily reflect the final product, some trophies were likely missing or I later added/moved stuff etc.**
Adds a house and quest to aquire it, in one of the metro tunnels; as well as a method of adding turrets throughout the various metro tunnels to make them less unbearable to travel through.
The original idea for this mod came from my desire to make a house in a somewhat original location months ago, and the only place I could think of that didn't have some sort of house were the metro lines. This was for good reason, as the metro lines are an utter pain to travel through, especially if you use MMM and other mods, but this was also something I had wanted to remedy in the past so I brainstormed some idea's on how to incorporate the two, and several months of procrastination later, this mod was born.
To find and aquire the house, you must find a long forgotten access tunnel, meet some interesting robots and help them get back on their feet. The house itself is a suite in whats left of an underground base, about the same size as the tenpenny player suite but a little bit bigger. A big pet peeve of mine is how most house mods have miles of open rooms that are hardly decorated, except for maybe 800 random crates for storage that are completely superfluous. Bethesda to this day has some of the overall best home designs, if they weren't a little sparse as far as decorations are concerned, in my opinion. So in this mod you'll find similiar design decisions in a house that is fairly small, compact and practical without being cramped.
And in the same vein you'll find the next major part of this mod; with my love for Bethesda's house designs but the fact they were a little boring, I had used Smokindans excellent Trophy mods for those houses for the longest time. It's fun, adds a lot to the homes look, simple and practical, and gives some record of the achievments you've accomplished in the wastes. So I took that idea and kicked it up a notch so for every quest you complete, notable area you visit, enemy you kill, and skill you gain you'll get a (hopefully) pretty cool reminder of it somewhere within the facility or apartment.
And lastly, the third major part of this mod is the ability to add various levels of respawning sentry guns to all of the major metro tunnels. The basic idea is that once you've unlocked the house, you can map out the metro lines and then once you've done that you can set up 4 different levels of (predetermined) sentry guns to help you on your travels - for a cost.
The details of all of this are explained in game in a hopefully immersive way with full voice acting.
In Summary this mod contains:
-Quests to unlock the following
-A simple, efficient home
-Trophies to commemorate your adventures
-A method to add sentry turrets throughout the various metro lines
And some additional notes:
-It is highly recommended you use FO3Edits Master Update Mode, everything is fully navmeshed and I had to change quite a few vanilla navmeshes, so if you do not use MUM you may experience crashes
-If you use MMMs Ghoul Raise, you are also increasing your liklihood for crashes. While awesome, it can be crash happy, especially if you have a lot of mods and even more so in the metro tunnels with Increased Spawns
-Given the above two, any crash complaints will be ignored if you do not explicitly state that you DO use MUM and whether or not you use Ghoul Raise. Bear in mind I'm not saying it WILL crash if you DON'T use MUM and you DO use Ghoul Raise; you're just greatly increasing the risk.
I also recommend you use my (or any other) interior lighting mod to add to the atmosphere. The new cells were designed with them in mind, so if you dont they may seem darker then normal (or some areas might look brighter then normal).
And one last note, the level of the turrets has a dramatic effect on their survivability, to the point that some places (Dupont Circle Station, for example) will require level 4 turrets for them to survive and kill a lot of the raiders. Other places will be fine with just level 1 turrets, so experiment and plan ahead.
***Last Note***
To get the workbenches, infirmaries etc. you need to have purchased them for the Megaton or Tenpenny House.
***Spoiler***
Begin the search in Metro Central
INSTALLATION
Place the files in your \Data\ directory
-OR-
Use the package manager in FOMM for easy un/installation.
UNINSTALLATION
Remove Metro Tunnel Home.esp + Resource Directories as indicated in the .7z
-OR-
Use the package manager in FOMM for easy un/installation
KNOWN ISSUES
-The green of the bushes and tree leaves can sometimes be to dark. If it bothers you, you can increase the ambient lighting in the cell and it should gradually stop; at the cost of lighting.
-You might get an FPS hit, especially as you unlock more trophies. I did all I could to optimize it and it runs perfectly fine on my machine but just be aware if you run an older computer.
-A certain characters voice might be slightly quieter then intended
LATEST CHANGELOG
v1.0
-initial release