Fallout 2 mod Mutants Rising...

.Pixote.

Antediluvian as Feck
Modder
"Mutants Rising is a free, game-sized total conversion mod for Fallout 2, picking up the saga of the Chosen One 20 years after the events of Fallout 2. The Protagonist, who is an orphan in Cassidy's care, must find a way to replace Cassidy's failing heart, find the Chosen One, who has gone missing several years ago, stop an army of hostile mutants and look for information about his or her real parents."

This reveal is my attempt to garner enough interest to actually finish the mod. So I will be showing all of the game that we have been making for the last 10 years. The only thing left to finish is approximately 300 scripts, maybe 40% of the total scripts. The team has grown and dwindled over the years, currently there are only 3 people still chipping away at the mod. This is a call out for people who are familiar with Fallout scripting and who are willing to assist. Now before people get excited and offer, first look over what we have made and think about what's required. We don't want to teach people how to script, this is something you need from the get go. If you only half interested and aren't willing to commit to actually finish the game, don't bother replying. People who are interested please leave a message with Ardent, our lead designer / scripter, from there we will let you into the main website.

ardent.mutantsrising@gmail.com
Discord Server - https://discord.com/invite/xksN4KVx
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The images and text I'm providing will be major spoilers for the game, each location will be shown in its own separate spoiler tag - basically in the order you would experience game, but the beauty of Fallout is you could go wherever you wanted and play the game however you wished. You will see the:
  • Main Menu
  • Main Map
  • Talking Heads
  • Town Descriptions
  • Splash Screens
  • Ending Screens
  • Location Image
  • The actual maps of every location
Certain maps have hidden locations (roof tiles that hide parts of the map for story/quest purposes), all of this will be revealed. Every major location has a talking head, there are 5 companions for the player to find, each with detailed individual backstories and quests to improve the skills of the companion. On top of that there are also a dozen temporary companions that the player can use for quests / story purposes.

I will update the first page as I upload more images - locations, so keep visiting the first post to see Mutants Rising.



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Towns
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I. Elko

Description: Elko is a small, isolated town founded by the Chosen One some 20 years before the game starts. Elko's population is made up from the survivors of Vault 13 (now turned wastelanders), Arroyo tribals and various people who settled in town over the years. This is the very first town of the mod.

Technical information: After the mutant attack, Elko disappears from map, and instead - Destroyed Elko appears (the same trick as with Arroyo in Fallout 2);

Sub-locations: Elko Vault, Destroyed Elko, Shufflestop;

Expected level of the PC on arriving at the location: Lvl 1 in Elko, Lvl 2 in Elko Vault and Destroyed Elko, Lvl 3 in Shufflestop.

XP: About 6000 XP it total (Elko: 2000-2500 XP, Elko Vault: ~250 XP, Destroyed Elko: 200-400 XP, Shufflestop: ~3000 XP)

Number of marked quests: 16 (Elko: 12, Elko Vault: 2, Shufflestop: 2)

Notable equipment: Sharpened spear (Elko), Radio (Elko, Elko Vault), Zip-Gun (Shufflestop, Baxter), Flare Launcher (Shufflestop),

CNPCs: Cassidy (temp), Baxter (perm), Luigi Santiago (temp)

Enemies: rats, giant ants, silver geckos, small radscorpions, Matatu (no armor), pig rats, mole rat Ben, Ishmael (no armor), Luigi Santiago (leather jacket)

Karma titles: none;

Talking heads: Cassidy;

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Cassidy
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Main Town

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Main Town Basements

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Farm Area

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Tribal Area

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Cemetery Basement

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Plateau

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Plateau Cave

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Destroyed Elko

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Elko Vault

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Elko Vault Level 2

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Shuffleshop

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Shuffleshop Sewers

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II. Dayglow

Description: Dayglow is a peaceful agricultural community where humans, ghouls and super mutants used to live in peace, at least until the mutants suddenly went crazy, caused ruckus in town and left into the unknown.

Technical information: None;

Sub-locations: Ackerman Ranch;

Expected level of the PC on arriving at the location: Lvl 3-4;

XP: 3500-4500

Number of marked quests: 15

Notable equipment: Pipe Rifle (Ackerman Ranch), Sledgehammer (Ackerman Ranch), Leather Jacket (Police station, Dayglow), 10mm pistol (shop), Flare Pistol, Rus Hardin's Revolver, Dynamite (shop);

CNPCs: Dogmeat (perm);

Enemies: small radscorpions, giant radscorpions, ghouls (no armor, leather jacket);

Karma titles: none;

Talking heads: Terrance;

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Terrance
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Dayglow Entrance

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Dayglow South

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Dayglow Ranch

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Abandoned Farm

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Abandoned Farm Basement

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III. Wendover

Description: Wendover is a pre-war highway truck stop re-settled and made into a trader town on the way towards Salt Lake City. There's a wacky religious cult in Wendover, a band of slavers and two other gangs of wastelanders. The town is very atomized, but will have to either come together before the imminent mutant attack or be destroyed.

Technical information: Wendover may be attacked by mutants; Either a "destroyed" version of town will have to be displayed, as in Elko, or one of the maps will need to switch the player's location on entry (like in V15 in F2);

Sub-locations: Norman Vault;

Expected level of the PC on arriving at the location: Lvl 5;

XP: 4800-7600

Number of marked quests: 19

Notable equipment: Hunting Rifle (shop), Scoped Hunting Rifle (upgrade at Valerie's), .44 Desert Eagle (shop and Norman quests), Ext. Mag. Desert Eagle (upgrade at Valerie's), Shotgun (Normans), Assault Rifle (later Norman quest), Mean Kicker (slavers, shop), Throwing Spear (slavers, shop), Spiked Knuckles (shop), Jury-rigged laser pistol (Stingers), Flame Pistol (Stingers), Crowbar, Hatchet, Tire Iron (slavers, shop), Harpoon Gun (unique item, slavers' loot), Ballistic Fist (shop, special conditions);

CNPCs: Doc Camden (perm); Owen (temp); Candice (temp);

Enemies: slavers (leather armor), gangers (leather jacket), Normans (robes), Supermutants (after the town's destruction);

Karma titles: Religious Nut;

Talking heads: Zachariah Mullen;

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Zachariah Mullen

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Slaver Camp

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Main Town

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Church Basement

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Airfield - Junkyard

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Airfield Basement

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Control Tower

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Norman Vault Main Entrance

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Norman Vault Back Entrance

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Norman Vault

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IV. NCR15

Description: NCR 15 is the modern day Vault 15 - a stronghold for NCR. The vault is completely picked clean (as it should be by now). The town is completely in turmoil after being attacked by mutants. Few survivors are left.

Technical information: n/a;

Sub-locations: NCR Farm; Darwin's Ranch;

Expected level of the PC on arriving at the location: Lvl 4 if coming during one of Dayglow missions, otherwise probably around Lvl 5-6;

XP: 6500-9500

Number of marked quests: 14

Notable equipment: .44 Desert Eagle (cops), Shock Baton (cops), Assault Rifle (NCR military), Shotgun (Diaz's men), various melee and unarmed weapons (Diaz's men); Leather armor (quest reward);

CNPCs: Snake (temp);

Enemies: rats, radroaches (V15), looters (leather jacket), NCR police (combat leather jacket and combat armor), one would be mobster and his thugs;

Karma titles: none;

Talking heads: none;

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Town Entrance

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NCR 15 Town

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Town Basements

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Darwin's Ranch

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Vault Entrance

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Farm

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Vault Level 1

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Vault Level 2

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Vault Level 3

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V. Las Vegas

Description: The largest town in the region, an important industrial complex and a resort all at the same time. Las Vegas is threatened by the approaching mutant army and Dude's actions will lead either to a successful defence or to the city's downfall.

Technical information: The PC is very likely to return several times to Las Vegas, and its quests will be designed for a wide range of player levels; You can end the game prematurely in Las Vegas, if you are kidnapped by the Organ Leggers and made their unconscious donor.

Sub-locations: Junkjacker Den;

Expected level of the PC on arriving at the location: Lvl 6-7;

XP: We should aim for around 25000-40000 XP

Number of marked quests: 30

Notable equipment: A wide variety of items, the availability of which will change over time; Some readily available equipment will most likely include: metal armor, assault rifle, flamer, laser pistol, shotgun, lockpicks, geiger counter etc.

CNPCs: Fernando the Kid (perm); Elvin (temp);

Enemies: many various opponents - TBD;

Karma titles: A karma title for each main Don - TBD;

Talking heads: Dirty Dirk;

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Dirty Dirk

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City Entrance

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City Entrance Sewers

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Star Bar

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Star Bar Level 2

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Star Bar Sewers

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Casino Strip

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Casino Strip Level 2

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Casino Strip Sewers

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Las Vegas Industrial

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Las Vegas Industrial Level 2

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Las Vegas Industrial Sewers

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Las Vegas Farm

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Las Vegas Ruins - Ghoul Town

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Ghoul Town Sewers

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Junkjacker Den

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Junkjacker Den Level 2

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Junkjacker Den Basement Car Park

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VI. Khans

Description: The Khans is an abandoned coal mine settled by the restituated raider klan known as the Khans. The Khans are essentially a bad-guy faction, and doing quests for them means evil karma. This location is either found by doing a mission for Dirty Dirk, or has to be found on foot. Information that the Khan territory extends east of Wendover is available in several towns before.

Technical information: n/a;

Sub-locations: Caravan Ambush Area; Fake Khans' Base; Bakersfield Outpost; Armor Caravan;

Expected level of the PC on arriving at the location: Lvl 8-9;

XP: 8800-14000

Number of marked quests: 11

Notable equipment: Tommy Gun, Little Tom (shop), M60, Laser Rifle (shop, when Kahgan's Hand), Explosive Spear (Fake Khans); Throwing Hatchet (Fake Khans); Service Rifle (NCR military/rangers); Black Armor (NCR Rangers); Combat Shotgun (NCR Rangers); 14mm Pistol (NCR Troopers); Cattle Prod (NCR Troopers); Sniper Rifle (end reward); Rocket Launcher (end reward); Ballistic Fist (end reward); Tesla Lance (end reward); Laser Rifle Ext. Cap. (end reward);

CNPCs: none;

Enemies: Fake Khans (leather jacket), NCR Troopers (Combat Armor), NCR Rangers (Combat Armor), Muerte Legion (Metal Armor);

Karma titles: Kahgan's Hand;

Talking heads: Kahgan;

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Kahgan

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Khan Entrance

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Khan Cave

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Kahgan's Cave

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Fighting Cage

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Vault 22 Entrance

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Caravan Ambush Area

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Bakersfield Outpost

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Armor Caravan

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Fake Khans' Base

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VII. Vault 22

Description: Vault 22 is an inhabited Vault discovered by the Player Character by chance during one of the quests for the Khans. It currently serves as a bio/genetics lab for a certain Dr Greenwood who likes to call herself the Ghoul Queen. There are other groups in the Vault too, and they are all fighting for survival.

Technical information: This area is accessible at Level 12 at the earliest, due to the fact that the Player will be trapped here and must have means to tackle the quests; Also, this is where you can end the game prematurely, playing a dumb character and letting yourself be transformed into a trog.

Sub-locations: none;

Expected level of the PC on arriving at the location: Lvl 12;

XP: 6000-8000

Number of marked quests: 8

Notable equipment: Trog Spear, Pump Action Shotgun, Laser Pistol, Plasma Grenade, Electronic Lockpick, Longevity Formula, Plastic Explosives, Micro-fusion cell;

CNPCs: none;

Enemies: Radroaches, Mad Dogs (Metal Armor), admins (no armor), kids (no armor), automatic turrets, trogs;

Karma titles: none;

Talking heads: Ghoul Queen;

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Ghoul Queen

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Vault 22 Level 1

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Vault 22 Level 2

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Vault 22 Prison

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Vault 22 Surface

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VIII. Groom Lake

Description: A divided town tucked away behind inhospitable wastelands, standing guard over the dark secrets of the old world. The town is on the brink of all-out civil war which the Player Character can either help prevent or help ignite the first real sparks.

Technical information: n/a;

Sub-locations: Abandoned Trading Post, Area 51;

Expected level of the PC on arriving at the location: Lvl 12-13;

XP: 7500-12000

Number of marked quests: 22

Notable equipment: Miranda (Modded 223. Pistol), Mason's Sniper (Modded Sniper Rifle), Combat Armor (should be available at the Area 51 Garrison or/and as loot), Service Rifles (as Combat Armor), Special Flamer (Area 51 to battle the Xenos effectively), Thermo-Herder, Hatchet;

CNPCs: Damien Pickett (temp);

Enemies: GL Militia (Leather Armor Mk II and Combat Armor), Kristinos Thugs (Combat Leather Jackets + Mar w/ Metal Armor Mk II), Mason's Proletarian Guard (no armor, Combat Leather Jacket, Metal Armor), Attacks Dogs (GL Militia), Wanamingos/Xenos (Area 51 + Side-quest), Radiation (Area 51);

Karma titles: Proletarian Vanguard, Unscrupulous Mercenary, Honorary Deputy, Flunky;

Talking heads: Murray Forks;

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Murray Forks

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Groom Lake Entrance

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Groom Lake Trading Post

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Groom Lake West

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Groom Lake West Basement

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Groom Lake Salt Flats

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Abandoned Trading Post

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Area 51 Entrance

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Area 51 Level 2

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Area 51 Level 3

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IX. Cedar City

Description: Cedar city is one of the current strongholds of the BOS after their previous base was destroyed by an earthquake (although it was in fact destroyed by sabotage). The whole base is full of darker undertones with much more going on behind the scenes than meets the eyes.

Technical information: n/a;

Sub-locations: Fort Skrap;

Expected level of the PC on arriving at the location: Lvl 14;

XP: We should aim for 10000-15000;

Number of marked quests: 16;

Notable equipment: Power Armor, advanced weaponry (to be determined), combat implants;

CNPCs: Father Malkin (perm);

Enemies: Radiation (Fort Skrap), fire geckos/giant roaches (Fort Skrap), humans (Combat Armor mk.II / Power Armor), one mad mutant ;

Karma titles: most likely, a series of reputations denoting Dude's rank in the Brotherhood (Initiate, Knight, Paladin etc.);

Talking heads: Sgt. Weathers;

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Sgt. Weathers

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Cedar City Outskirts

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Outskirts Sewers

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BOS Base

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BOS Base Level 2

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Sewers/Hidden Base

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Cedar City Slums

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Cedar City Slums Sewers

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Mines Level 1

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Mines Level 2

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Mines Level 3

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Caves

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Caves Level 2

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Caves Level 3

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X. Red Sands

Description: Red Sands is a pre-war air force base resettled by a mysterious and powerful faction from the east known as Vermillion League. The mutant army has overrun the facility in order to obtain weapons and ammo to continue the attacks and to launch a full-scale onslaught on Las Vegas.

Technical information: n/a;

Sub-locations: none;

Expected level of the PC on arriving at the location: Lvl 15-16;

XP: 12000-20000;

Number of marked quests: 6

Notable equipment: Hardened Power Armor (high Science and Repair required - and a suit of Power Armor ofc), Gauss Pistol (given by Corben), advanced weaponry (to be determined)

CNPCs: none;

Enemies: Super Mutants; Radiation;

Karma titles: none;

Talking heads: GAX;

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GAX

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Red Sands Entrance

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Red Sands Level 1

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Red Sands Level 2

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Red Sands Level 3

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XI. Radiocity

Description:
Radiocity is a pre-war media and propaganda center. It was a location of prestige, where all major media companies had their establishments, as well as a number of government bodies and agencies. Currently, the city is occupied by the mutant army, and the Poseidon Broadcast Station specifically is used as a base of operations by Morrow, his associates and his minions.

Technical information: n/a;

Sub-locations: none;

Expected level of the PC on arriving at the location: Lvl 17-18;

XP: 20000-30000;

Number of marked quests: TBD

Notable equipment: AA Machine Gun (Brute), many other high-end weaponrary (TBD);

CNPCs: Brute (temp);

Enemies: Super Mutants; Automatic turrets and traps;

Karma titles: none;

Talking heads: Morrow;

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Morrow

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Radiocity Entrance

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Radiocity Level 2

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Radiocity Level 3

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Radiocity Subway Station

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Radiocity Subway Maintenance

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Mt. Grafton Station

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Mt. Grafton National Research Complex

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Research Complex Interior

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Research Complex Interior Level 2

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Research Complex Roof

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Research Complex Basement

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The random maps are based on the maps from the Restoration Project, but have been refined. Unnecessary clutter has been removed, the maps feel more sparse. The coastal maps have been changed into river/pond maps, the main map has no coastal areas.

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The mountain maps have their 'cliff edge' returned, something I unfortunately removed from the Restoration Project maps, live and learn.

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The city maps have new ground tiles, hopefully they improve the feel of the location.

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There are 4 special random maps where the player has the choice to use as a permanent base to store their items. Each is meant to have a story attached to them as well as a small chance of encountering a bunch of raiders.

The Chapel

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The Gas Station

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The Farm

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Abandoned home

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Abandoned home - Hidden Bunker.

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The game will have a series of 'special' encounters, nothing too silly, or too over the top.

Planet of the Apes homage

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One location has a series of increasingly difficult Deathclaws spawning in. The place offers the player the chance to farm experience, but at a very high risk.

The Reactor

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The Reactor spawning pond

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More soon...
 
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Good luck with the programmer hunt! I would gladly help with that but alas, I am too busy with FY.
 
One word: IMPRESSIVE !!!
Hopefully this will be soon or later finished!
 
I will say one thing, that there is still something to work on the maps, some maps are not 100% finished.
City maps have too many extra decorations (let's name them junk) that you need to carefully get rid of this will relieve the perception of the location.
 
Dunno. Although it's not the style of what I'm doing with any of the maps in Fallout Yesterday, I feel the extra level of detail sets Mutants Rising apart in a good way. It's refreshing to see someone take the art style in a more different direction after 20 years.

What most people aren't aware is that all Fallout 1 maps, the less detailed ones when compared to Fallout 2, were all built by one person - Scott Everts. So it might not be just a stylistic reason behind the simple design of those maps but lack of manpower. There was also the novelty reason of showing the Fallout art for the first time. Why would I need to exaggerate when I'm presenting the artwork for the first time ever?

In Fallout 2, Scott had two additional mappers helping him and one of them, the guy who I think worked on Broken Hills, NCR and SF sucked really bad. All of his maps looks squeaky clean and unfinished going against what is considered "normal" for Fallout world's state. They even go against descriptions such as SF being heavily nuked in the Great War. Can't see it dude!

Ideally, the Fallout engine would have each location have completely unique art without any tileset use but no one can produce that. Let alone have the engine handle it due to huge amounts of unique art assets required to be implemented.
 
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You see the maps with a full overview screenshot right now. The actual game is supposed to be played in a lower resolution, thus the experience is completely different and you'll never see all the objects at the same time.
 
I have no problem making small improvements with any of the maps, fresh insight is always welcome. Locations have very specific purposes, Ardents briefs are quite detailed but also allowed the flexibility to change things for the better. Places like Radiocity were very tricky to make, just because of the technical difficulty of building multi story buildings that are actually funcional. I can see why the original games tried to avoid stuff like that.

You see the maps with a full overview screenshot right now. The actual game is supposed to be played in a lower resolution, thus the experience is completely different and you'll never see all the objects at the same time.

As well the roof tiles hide the majority of stuff, every location is designed to be explored...the maps with roof tiles have a completely different feel.
 
Did MR get some more attention now with the shout out for help? like, more people joining discord?
I guess the help your looking for is a quite a rare find in its own kind, as its seems quite a specific one
 
Places like Radiocity were very tricky to make, just because of the technical difficulty of building multi story buildings that are actually funcional. I can see why the original games tried to avoid stuff like that.

Original Fallout 1 engine had 3 level elevations accessible as a single "elevation" but it was very slow so they split it in 3 "separate" elevations.
That's why you'll find some really tall early scenery objects (column, stairs) and animations for going up and down the stairs.
 
Did MR get some more attention now with the shout out for help? like, more people joining discord?
I guess the help your looking for is a quite a rare find in its own kind, as its seems quite a specific one

People being interested is nice, but it doesn't finish the game, we need scripters. I welcome any discussion about the merits or issues of the game, but I do want to actually play this thing one day. Ardent is still scripting a few nodes each day, but at that pace the game won't be finished until 2026.
 
People being interested is nice, but it doesn't finish the game, we need scripters. I welcome any discussion about the merits or issues of the game, but I do want to actually play this thing one day. Ardent is still scripting a few nodes each day, but at that pace the game won't be finished until 2026.
how did you capture your maps?
and may I use your maps in a video?
 
Posted on the front page. Let me know if I should add/change something.

As a huge PotA fan this is my fav:

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"Mutants Rising team wants you to finish their scripts!"

hmmm isn't that sounding a bit negative when putting it like that? :)
but maybe thats just my view. Anyways good to see in on the front page
Haha maybe. I was having that poster with Uncle Sam in my mind. I can't change it but I have nothing against an admin changing the title. I want the mod done so if there's a more encouraging title go a head!
 
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