[RELZ] Arwen's NV Realism Tweaks [thread #4]

Post » Tue May 17, 2011 10:45 am

One option would be to move the timescale changes into the med-tec module, since the two are now so tightly interdependent.

I don't see that as a very good option, as it would mean that only the users of my Med-Tec module would be able to use a slower than default Timescale, wtihout having the die-in-your-sleep issue. Plus my Options Menu (which includes my timescale selections) is in my Realism Core module . . . where it belongs. My main goal is to finish my mod and to do this in the way that works best for my Full mod (using all my modules, not just 1 or 2 of them). My Med-Tec module is my own Needs module, and that is the one that the rest of my mod is designed to work best with (since this is what my mod is balanced for). If users don't want to use my Med-Tec module, that's their choice, but I cannot ensure that the rest of my mod will work with other Needs mods, and I am not going to nerf my own mod just to make it more compatible with other mods.

Well, it seems like you were right after all a few threads back concerning the devs making changes to Energy Weapons in a patch. Josh Sawyer confirmed in http://www.gamesas.com/index.php?/topic/1141220-screenshot-evidence-that-overchargemaxcharge-means-nothing-to-dt/page__view__findpost__p__16708387 that he plans on implementing a built-in DT bypass for all energy weapon ammo (except for flamer fuel) and he has also made individual tweaks here and there to some of the energy weapons in the next patch.
So, I'm sort of wondering how you're going to go about with Energy Weapons now, seeing as this fix will be implemented in the next patch. Will you keep your current changes the way they are so that they overwrite the new changes, or will you take the changes into consideration and perhaps build off of them to enhance them even more?

I figured that the weakness of the energy weapons was a bug/oversite. I'll have to see what the pathc changes and then see if I prefer the Dev's solution or mine. If they attach the DT reducers to the ammo, like I did, it will be very easy to just remove my DT changes.
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Casey
 
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Post » Tue May 17, 2011 4:00 am

I don't see that as a very good option, as it would mean that only the users of my Med-Tec module would be able to use a slower than default Timescale, wtihout having the die-in-your-sleep issue. Plus my Options Menu (which includes my timescale selections) is in my Realism Core module . . . where it belongs. My main goal is to finish my mod and to do this in the way that works best for my Full mod (using all my modules, not just 1 or 2 of them). My Med-Tec module is my own Needs module, and that is the one that the rest of my mod is designed to work best with (since this is what my mod is balanced for). If users don't want to use my Med-Tec module, that's their choice, but I cannot ensure that the rest of my mod will work with other Needs mods, and I am not going to nerf my own mod just to make it more compatible with other mods.


Then why bother making it modular at all? There are other options out there for adjusting timescale without dying.
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Flutterby
 
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Post » Tue May 17, 2011 12:13 am

Imp, there is NOTHING wrong with the way my timescale works, or with the way that I have thee needs based on the timescale. I haven't even released my new Timescale change, or any other of my main modules yet, so PLEASE stop criticising what I am doing, when you haven't even seen these parts of my mod yet. I'm not going to agrue about this.

I've done this in the bast way I know of, and I LIKE the way it works. My Mod is Modular, there are 4 main mods (plus my Camera module), and the Realism Core is the ONLY required module, the others are completely optional. I tried to accomodate more mods with my FO3 Tweaks, and ended up with 9 modules . . . plus a half dozen compatibility patches . . . and people still complained that my mod was not compatible enough. My mod is complicated enough, without breaking it up into a dozen or more modules.
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michael danso
 
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Post » Tue May 17, 2011 5:08 am

I'm not suggesting more modules. And I wouldn't be making this suggestion at all, except for the new timescale related bugs that New Vegas has introduced that cause timescale and needs to be inextricably linked. Your core module may be the only required module, but if it forces your users to exclude other mods because of one of its features, the value of modularity is lost.
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Khamaji Taylor
 
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Post » Tue May 17, 2011 4:07 pm

You gotta love Arwens threads. There's always so much drama going on, really shivers my heart.

I'm not suggesting more modules. And I wouldn't be making this suggestion at all, except for the new timescale related bugs that New Vegas has introduced that cause timescale and needs to be inextricably linked. Your core module may be the only required module, but if it forces your users to exclude other mods because of one of its features, the value of modularity is lost.


I agree with the Imp, then where is the sense in making it modular at all?

I don't see that as a very good option, as it would mean that only the users of my Med-Tec module would be able to use a slower than default Timescale, wtihout having the die-in-your-sleep issue. Plus my Options Menu (which includes my timescale selections) is in my Realism Core module . . . where it belongs. My main goal is to finish my mod and to do this in the way that works best for my Full mod (using all my modules, not just 1 or 2 of them). My Med-Tec module is my own Needs module, and that is the one that the rest of my mod is designed to work best with (since this is what my mod is balanced for). If users don't want to use my Med-Tec module, that's their choice, but I cannot ensure that the rest of my mod will work with other Needs mods, and I am not going to nerf my own mod just to make it more compatible with other mods.


Wow, more then 10 times my my my...seems like she already made up her mind. To me the mod sounds like a one way ticket.

Imp, there is NOTHING wrong with the way my timescale works, or with the way that I have thee needs based on the timescale. I haven't even released my new Timescale change, or any other of my main modules yet, so PLEASE stop criticising what I am doing, when you haven't even seen these parts of my mod yet. I'm not going to agrue about this.

I've done this in the bast way I know of, and I LIKE the way it works. My Mod is Modular, there are 4 main mods (plus my Camera module), and the Realism Core is the ONLY required module, the others are completely optional. I tried to accomodate more mods with my FO3 Tweaks, and ended up with 9 modules . . . plus a half dozen compatibility patches . . . and people still complained that my mod was not compatible enough. My mod is complicated enough, without breaking it up into a dozen or more modules.


Sure there is something wrong with it. Imps timescale works better, then why use yours? On the other hand I don't think you have the right to prohibit critics claimed by users or people that follow this thread. We're still in a free world, aren't we? I'm not going to argue about that... :D

I think you totally missed and defaced the point of being modular. Modular means granting multiple choices and customize all your change to customer wishes. Is that to much work?

If you feel offended by people that start to complain about all the work you do, then why even bother about thoose people and make a mod at all? This is not Star Search...it's just a modding community...more downloads won't make you more famous... :rolleyes:

Come one, you're couraged, you have heart, you're popular...now this would be more then a motivation for me to customize my mod and not deal my customers ultimatums...hey, but I'm not you.
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Eibe Novy
 
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Post » Tue May 17, 2011 5:36 am

i may be off on this but if someone really wanted to use another timescale mod wouldnt they just have to comment out arwens scripts. i did that with a couple of oblivion mods that did stuff i didnt want and im assuming its the same for fallout. arwen is making her mod in her image and its up to the individual user to adapt it to their specific tastes.

for example, i dont agree with arwens take on damage increasing with skill..........so i will simply remove that part of the mod and keep using all the stuff that i do like, which is pretty much everything else. everyone is happy and its not that much work. :) disabling a script is easy although i dont know if there are going to be other scripts dependant on that particular one or whatnot. i dont know jack about scripting so someone can correct me if im wrong.

as far as compatiblity is concerned i have faith in wrye bash.........or nash or whatever the hell its being called for new vegas.
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C.L.U.T.C.H
 
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Post » Tue May 17, 2011 4:17 am

Wrye bash is good for stat changes and leveled lists, but I doubt it can resolve incompatibilities between scripts. Anyway, it isn't about one timescale utility being better than another, it's about necessity - timescale mods have to include needs tweaks now, and needs mods have to include timescale tweaks. I don't know how your code is structured, but if the timescale related stuff is all in its own quest script, another option would be to add a button to your config menu that disables/enables that quest. I could also make a compatibility patch, but I think we'd all prefer to keep file count bloat to a minimum. I've been getting a lot of requests from people wanting to run both ART and IMCN, so it has to be resolved somehow.
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Add Meeh
 
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Post » Tue May 17, 2011 1:15 am

You gotta love Arwens threads. There's always so much drama going on, really shivers my heart.

And yet it barely ever happens in the FO3 thread, where the mod is actually mostly complete.
I think you totally missed and defaced the point of being modular. Modular means granting multiple choices and customize all your change to customer wishes. Is that to much work?

I think ART's modularity has been more about being able to decide how harsh you want your game to be. You might not care about all the damage complexity of the Med-Tec module, or you like the core module but think the hardcoe module is too hardcoe. I think it's less about modularity for the sake of compatibility.

Wow, more then 10 times my my my...seems like she already made up her mind.

Yes, it's her mod. Made for herself. Doing what she likes. That she happens to be sharing. You keep referring to mod users as customers, but that's not what we are. She is not obliged to solve compatibility issues or change things in a way because some people are requesting it.
Sure there is something wrong with it. Imps timescale works better, then why use yours?

I don't know how Imp's timescale works but is it truly undeniably better, and not just a matter of taste? If there is something truly wrong with ART's method I doubt Arwen would leave it like that.
If you feel offended by people that start to complain about all the work you do, then why even bother about thoose people and make a mod at all? This is not Star Search...it's just a modding community...more downloads won't make you more famous...

Considering how often she has considered pulling the mod and keep it to herself, I have no doubt that being 'famous' is the last thing she's worried about. This is a ridiculous assumption.
On the other hand I don't think you have the right to prohibit critics claimed by users or people that follow this thread.

What's the point in continuing to discuss it if she's not going to change it anyway, and has good reasons for doing so? It's the headshot realism thing all over again. Criticism is fine but it doesn't mean she has to agree, and just repeating it has no use at this point, when the mod is still far from done.
I've been getting a lot of requests from people wanting to run both ART and IMCN, so it has to be resolved somehow.

Or people can accept it is incompatible, at least for now. The mod is only partially finished, the module you suggest moving the timescale tweak to doesnt even exist yet. I think this whole compatibility discussion should be left until all the modules are at least somewhat done, so we can see what we're talking about. Arwen is obviously more interested in finishing her own mod first than dealing with compatibility issues with other mods and that makes sense to me.
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Kaley X
 
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Post » Tue May 17, 2011 10:33 am

Well said! Even though a bit too kindly said in some aspects IMO XD
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Quick draw II
 
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Post » Tue May 17, 2011 4:35 am

out of curiosity squeekers, what did you do to make skill still matter if damage no longer scales with it?
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Shiarra Curtis
 
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Post » Tue May 17, 2011 2:04 pm

if the timescale related stuff is all in its own quest script, another option would be to add a button to your config menu that disables/enables that quest. I could also make a compatibility patch, but I think we'd all prefer to keep file count bloat to a minimum.

I haven't looked at NVSE much yet but OBSE and FOSE have an IsModLoaded function... if NVSE has it, you could check for Realism Core and disable Arwen's needs quest that way.
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Wane Peters
 
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Post » Tue May 17, 2011 11:26 am

Sure there is something wrong with it. Imps timescale works better, then why use yours? On the other hand I don't think you have the right to prohibit critics claimed by users or people that follow this thread. We're still in a free world, aren't we? I'm not going to argue about that... :D
I think you totally missed and defaced the point of being modular. Modular means granting multiple choices and customize all your change to customer wishes. Is that to much work?
If you feel offended by people that start to complain about all the work you do, then why even bother about thoose people and make a mod at all? This is not Star Search...it's just a modding community...more downloads won't make you more famous... :rolleyes:
Come one, you're couraged, you have heart, you're popular...now this would be more then a motivation for me to customize my mod and not deal my customers ultimatums...hey, but I'm not you.

See, this is exactly the sort of stuff that really annoys me. I find it very rude to make a statement in a mod's release thread . . . stating that another mod's "timescale works better," when I haven't even released my NVSE version of my Realism Tweaks yet.

I personally don't enjoy drama . . . and there would be a great deal less if people would read my responses and give me the benefit of the doubt, rather than feeling like they have to jump all over me for doing things in a way that works for me (since I'm the one actually doing all the worke here). Now pay attention, as this is the last time I am going to repeat this:

1.) There is NOTHING wrong with the way my timescale works, or with the way that I have the needs based on the timescale. I haven't even released my new Timescale change, or any other of my main modules yet, so PLEASE stop criticising what I am doing, when you haven't even seen these parts of my mod yet. I'm not going to agrue about this.

2.) I am not going to leave out any of the NVSE scripts that I wrote for my Realism Core, just to make my mod compatible with other mods. My own version of my Realism Tweaks (which I'm building and play testing) is WAY more complete than what I have released, a good chunk of my other modules are already done. My complete Realism Tweaks mod is a lot more very complex than just my Realism Core, and I have a design plan that I really have to stick to if I'm going to have any chance of releasing my other 3 modules in the next few weeks.

So, I can either throw my plans out the window, scratch all the work I have put into my other modules, and just start trying to please everyone (which is not even possible, so I'm guessing that I would last about two weeks, before frustration would win out) . . . or I can keep moving forward. I cannot do both.
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Rach B
 
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Post » Tue May 17, 2011 10:42 am

Why are there still complaints about Arwen saying this is her mod and she does whatever she wants with it? It is HER MOD after all, therefore she can decide to put whatever she wants in it. If you honestly don't like it, then stop complaining and try another mod. Or wait for another one to come out. Hell, FOOK is still in progress and XFO is on the way, so why not just try those instead of constantly complaining about Arwen's mod and telling her what she should do with her own mod.

Also, to those thinking that Arwen is an egotistical [censored] who only cares about what she wants and being "famous", please grow the [censored] up and better your reading comprehension skills. If Arwen truly didn't care about the users using her mod, then why would she take time out of her day to respond to NEARLY EVERYONE that has posted a comment in each of her threads?

To Arwen, please keep doing what you're doing, because it is absolutely brilliant. Each new version just gets better and better, makes the game so much more challenging, rewarding, and immersive, and so far, this is the most balanced of the overhaul mods out there currently. I really don't think anything is going to be topping this soon, or at all for that matter. I have a feeling your mod is never going to leave my load order, and I'm more than fine with that. :tops:

Also, on the subject of which timescale mod works better, how is that even determined? There's literally no difference between the two. All they do is change the timescale, nothing else. What, does the other one change the timescale while brewing you a nice cup of hot tea or something? :shrug:
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Dale Johnson
 
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Post » Tue May 17, 2011 12:57 am

out of curiosity squeekers, what did you do to make skill still matter if damage no longer scales with it?


i havent done it yet for this mod since its still a beta, but if new vegas is like fallout 3 then there are settings in the GECK that you can adjust to set how much of an effect skill has on damage. Xodorap is making his own mod which has skill only effecting accuracy which i like, but i really like arwens AI and stealth changes since her mod was incorporated into FWE and that mod was essential for fallout 3.

its less of an issue now that i have played through the main quests. for the most part i tend to "prefab" my characters anyways like i did in oblivion and fallout 3. i make a level 30 character and then head out into the world and do my thing. this obviously requires using mods that make the game harder by increasing spawns or making weapons kill in 2 or 3 hits. basically i like playing the game as an FPS not so much an RPG. the whole concept of going from a simpler courier/prisoner with only very basic skills into a master of weapons and technology/magic in the matter a few weeks or at most months in game is just stupid. this issue is exacerbated if you play on a timescale of 5:1 like i do where i can complete a questline in literally days. "hi there, i was shot only a couple of days ago and didnt know a damn thing, but im here to do all of you most sensitive and important missions. over the last several days i have become and expert in computers and science, i can pick any lock, i learned how to repair anything, i can shoot a fly off the back of a horse from 1000 yards blindfolded.......oddly though i cant even hit a brahman with a laser weapon for some reason even though its held in the same way......hmm"

as for differences between imps and arwens. i think people might be referring to his other mod which adds calories and carbohydrates or something. i havent used it but it adds more layers to the "needs" aspect of the game. some people just like to pile it on. :laugh: the one thing in imps timescale thing i liked was the ability to increase HTS rates since they are so low in vanilla. its very noticable now that im not using it, but arwen is upping the requirements in her mod so its moot now.
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jadie kell
 
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Post » Tue May 17, 2011 12:56 pm

I'm not criticizing anything, just asking for a minor concession to make things easier for everybody.
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Alycia Leann grace
 
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Post » Tue May 17, 2011 2:20 am

this may be stupid and let me preface it by stating i know virtually nothing about scripting. what would happen if both mods used the same name for the script. ie timescale/HTSrate script or whatever. would the last mod loaded just override the other script or can you have more than one instance of the same script running at the same time? would that eliminate the need for a compatability patch?
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[ becca ]
 
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Post » Tue May 17, 2011 4:35 pm

The game itself pays attention to formIDs rather than names. It's possible to do what you're suggesting though if you can find a script that's added by Fallout.esm, but isn't used anywhere. If you both override it, only one of the overrides takes precedent. The problem is that other modders might also want to do the same thing, meaning the script could be overridden by something completely different. This is the sort of thing that's very easily handled via a compatibility patch, but ART see's very frequent updates compared to most mods, which makes maintaining a compatibility patch difficult.
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chirsty aggas
 
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Post » Tue May 17, 2011 11:24 am

Art has said quite a bit that she intends to finish her modules before she starts bothering with compatibility. Perhaps, then, wouldn't it be best to let it rest until then, which apparently will be in a month or maybe two?
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IM NOT EASY
 
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Post » Tue May 17, 2011 12:50 am

Art has said quite a bit that she intends to finish her modules before she starts bothering with compatibility. Perhaps, then, wouldn't it be best to let it rest until then, which apparently will be in a month or maybe two?

Thanks for reminding people of that fact! I am NOT trying to be difficult here, but I need to concentrate on just completing my 4 main modules before I can even think about compatibility patches.

I'm hoping to have all of my main modules included within the next few weeks. I was away for a long Thanksgiving weekend and arrived home after an 8 hour drive, so I'm too tired to try to work on my NVSE scripts tonight. But I should be able to finish them up tomorrow . . . and that should pretty much finish up my Realism Core module in version 1.5 (which should be out in a few days). I've already begun work on all three of the other modules, so they are not all that far from being ready to release. My goal is to include my Hard-Core module in v.1.6, and my Endurance module in v.1.7. I'm aiming at trying to release an update roughly every week. Both of these modules may require a couple of versions before they are complete. My Med-Tec module is my most complex module, so it will take me a bit longer to complete a release version.

Please just try to be patient. I'm only one person and I'm putting a LOT of time and effort into this overhaul. I am doing this totally in my free time, and I NEVER know how much free time I will have every week (or even every day). I have to go in for more medical tests this week, and I don't even know what that might do to my free time yet. I guessing that it shouldn't have much of an immediate impact, other than that it will likely prevent me from being able to do much on Wednesday. I'm doing the best I can on completing this mod.
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Bitter End
 
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Post » Tue May 17, 2011 7:18 am

The hospital's a bad place, brah. I wish you good luck in there. And I don't think people are getting angry or anything, they just want more...What's the word I'm looking for...Perfection, out of this. It's not like their smashing their heads on a keyboard until the only keys left are W A S and D, they just would like to play two of their favorite mods together.
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Theodore Walling
 
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Post » Tue May 17, 2011 11:32 am

Is anybody using ART with the "Nevada Skies" weather mod?

ART changing the timescale to 4, Nskies is using timescale for sand, RAD and Snowstorms.

What are your settings with both mods so that they'll work as intended?
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Lynne Hinton
 
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Post » Tue May 17, 2011 2:34 am

One update a week? That's pretty fast! :)
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Sun of Sammy
 
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Post » Tue May 17, 2011 11:09 am

The only reason that I'll be able to release an update once a week is that I've already put a LOT of work into two of the other main modules (my Hard-Core and Endurance modules), so I won't be recreating those two from the beginning.

I just spent several hours play testing and tweaking my current NVSE scripts and everything seem to be working very well so far. I just need to add and test my three weapon effect scripts, and v.1.5 will be ready to release (as early as late today, if I can get these last 3 scripts working ok).
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Hayley O'Gara
 
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Post » Tue May 17, 2011 9:41 am

Sounds good. Guess I'll finally have a good excuse to update and get NVSE. :P
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RUby DIaz
 
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Post » Tue May 17, 2011 12:12 pm

I ran into a snag today, and cannot seem to get my Gunshot Effect to work at all. Rather than delay v.1.5, I'm just going to disable this for now. My other two weapon effects seem to be working ok, but I still need to do a bit more play testing before I'll be comfortable releasing this version, as I still have to check out some on my other scripts, and make some edits to the options menu

I'm hoping that I can complete the updated mod itself tonight, but I'll still need a few hours to wrap up the archive and documentation tomorrow. With any luck at all, version 1.5 should be available by mid day tomorrow.
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Karen anwyn Green
 
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