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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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    Saver

    @Saver

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    Best posts made by Saver

    • RE: Redesign of all HQ and support factories

      Hello

      As I announced in my last post, I took a look at the Aeon's land factory. And unfortunately, I had to struggle with myself a bit. Why? There are two things on the FAF/Supcom factory that I hadn't noticed before, but which now bothered me. !!! As JIP already said, you can never ignore problems you've seen, so if you keep looking, it's your own fault.

      First, the points that bother me about the current FAF version.

      1. T3 units clip through the factory because it is too flat.
        7.png

      2. The factory in every form is a dwarf compared to the other factions.
        2fc6e6dc-20e0-4648-bb49-d245fba44542-image.png

      But you might be lucky because you only see the factories from above 😉 For those who like to zoom in and pan the camera, my mod can provide some help.

      As far as I know, the Aeon are a faction of the Faith, so why shouldn't they get a temple too?

      Here are a few pictures of the current results. (Unfortunately, T1 & T2 are still missing.)

      T3 HQ -13.png 14.png

      Here is the comparison with the other factions.
      4.png 5.png

      6.png

      T3 Support -
      1.png 2.png 3.png

      Now the T3 units fit in too ^^
      8.png
      Bad example😲
      This way you can see more
      9.png 10.png 👨‍🔧

      I hope again that this model will find some acceptance.

      So far so good, the rest will follow in the next few days. See you soon.

      posted in Suggestions
      SaverS
      Saver
    • RE: aeon t3 facs april fools too late?

      This will be my final reply in this forum thread, and I'd like to take the opportunity to elaborate one last time.

      I revisited this redesign project because I was not entirely satisfied with the models at the time either—specifically, the models that existed before the last patch.

      Instead of simply complaining or criticizing, I asked for the topic to be given another chance and offered my help by contributing my own free time and effort, just as everyone else who works on FAF does.

      I also have the advantage of having spent time learning modding as a hobby since 2020. Through numerous tutorials, I taught myself how to use tools such as Blender, GIMP, and others, which allowed me to turn my ideas into something tangible. This was similar to the first project I had the opportunity to contribute to for FAF: the upgrade of the Aeon T2 Shield to a T3 Shield.

      Once my proposal was accepted, I communicated every change openly through the forum thread "Redesign of All HQ and Support Factories." In addition, anyone was free to test the models themselves through a dedicated mod (Savers Factory Rework – 06/2025).

      I was also happy to consider suggestions for improvements, especially when they were presented in a specific and constructive manner. After all, it is difficult to work with comments such as "bad" or "doesn't fit" when the models have not even been tested in-game.

      In particular, due to the discussions surrounding the Aeon Land Factory, I created an additional comparison mod that included several different design iterations and approaches (Savers Factory Rework + FAF – 09/2025).

      Furthermore, after the factory model adjustments were completed—but while they were still in the mod phase—a news post was published in the FAF client explicitly asking for community feedback (11.2025).

      🤔 This raises a genuine question: what additional forms of communication would you consider appropriate? Naturally, any approach should inform interested players without becoming intrusive or annoying to others.

      If this topic truly matters to you, then I can only encourage you to provide concrete and constructive suggestions—or, even better, become actively involved yourself.

      Finally, I would like to leave you with one thought:

      FAF exists because people are willing to invest their free time, whether through programming, balancing, organizing, modding, testing, or providing constructive feedback. Not every decision will satisfy everyone, and not every change will turn out perfectly. However, progress only happens when opinions become concrete proposals and criticism becomes actual participation.

      I have done my best to make this development process as transparent as possible and to provide everyone with opportunities to test the changes and share their feedback. What each individual chooses to do with those opportunities is ultimately up to them.

      With that said, I consider my participation in this forum thread concluded and will not be replying further here. I do, however, hope that the discussion continues in a constructive manner and that those who care deeply about this topic will continue to contribute their ideas, feedback, and efforts in the future.

      posted in General Discussion
      SaverS
      Saver
    • RE: Redesign of all HQ and support factories

      Hi everyone, the final part of the UEF factories is complete. All factories have now received mesh and animation adjustments in all variants. Since I have to replace my hardware next week, it will take me a little longer to get the other factories working. At least all systems should be running stable again by then ^^ But it's at least a start 🙂 Here are a few pictures for comparison.

      1.png

      2.png

      3.png

      The changes to the models should be not very noticeable, so just a few minor comments. The flashing lights have been corrected in all factories, and T3 HQ has received another turret.
      But that's it for now. I'll let you know if there's any further progress. Mod: Savers Factory Rework

      posted in Suggestions
      SaverS
      Saver
    • Savers Unitpack

      Hello everyone,

      because of the more and more frequent mod presentations in the forum, which I appreciate very much, because they describe the mods already before testing them and
      I decided to do the same for my mod 😉

      First a preface, which you can skip if you like. That's fine for me.

      # Foreword:

      For me and many friends, Supreme Comander is an evergreen game. We used to play a round
      via Steam until I came across the Sorian AI on YouTube and other sources. It was a great experience, as I had
      only played against the standard AI and I'm not a good player, but a match against the AI
      AI made for great evenings 🙂

      After a few matches, however, the question arose: what else is there? More maps, new mods, other AIs?

      Answer - FAF

      I discovered FAF 2021. It's a great project that has increased my enthusiasm for the game.
      There is something here for everyone who appreciates this game.

      A client that offers new gaming experiences,
      A forum that comes alive thanks to the many helpful members,
      lots of maps, including a map editor
      & a whole bunch of mods ^^.

      So a big thank you to everyone who gives their time and effort to FAF.

      Now my reason why I made this mod in the first place. I have seen a lot of great mods through browsing and testing.
      mods, but unfortunately I couldn't find one that didn't affect the core game too much or that suited my play style.

      Unfortunately, I don't speak English very well and had no previous knowledge. Lua, Blender and Co. were just foreign words to me.
      I took this as an incentive to acquire some knowledge in this area as well.

      My first step was to change the values of the units. As my favourite unit is the UEF, I concentrated on the Fatboy.
      It was always too weak for my understanding at the time. So I modified it. Which I later realised was a mistake. But that's how you learn. So the Blueprint Lua was modified, but the look also had to match this strength. So I looked for a mod
      that would give the Fatboy a great look. This was probably my next and biggest mistake. I decided to take a unit from a random modpack from the site moddb.com. I tried to contact the creator, but he didn't reply to the site for a long time.

      So if the creator of the original model is here, I apologise again for the basic model.

      The model became my role model. Of course, it was also far too strong for normal play and lacked the construction features of the original Fatboy. So I searched the internet for a way to change that. That's how I learnt to understand and use Blender. I took the old Fatboy and the new model and connected them together.

      Is that difficult? Yes, definitely. At least if you have no idea like me and are too stupid to ask questions in the forum. So keep learning ^^.

      So my tip to new faces who also want to create a mod is to ask in the community. That would have helped me back then and saved me a lot of time 🙂
      ...

      So, I think that should be enough to give you a little insight into the creation of the mod and my motivation. Let's start with the introduction of the mod.

      # Savers Unitpack

      20.jpg
      What does this mod do? As the name suggests, it is a unit pack that gives each standard faction at least one modded experimental land unit.

      All units should complement the faction, but not make the basic game obsolete. No overpowered unit that tears everything down, but should complement it.

      As the FAF balance team can probably tell you, something is never balanced enough for everyone. But at least I tried.

      Here is a small overview of all Exp. Landunits in comparison.
      ab5b81f7-2400-42ac-baa7-fc2ddf8674c8-image.png
      21.jpg

      19.jpg

      Fraction – UEF

      mobile factory - Fatboy and its changes
      6.jpg
      Weapon Systems:
      The Fatboy now has 2 Gauss Cannons at the front, with an increased turning radius of 10, giving them a better chance of hitting an enemy even when moving backwards. A Gauss main cannon in the middle, which is the Fatboy's highest damage. It also rotates more slowly. The two rear Gauss Cannons have also been removed.
      The anti-aircraft guns have been replaced by T2 Fragmentation Flak, which makes it a bit more robust against air, but not too much.
      In the middle of the Fatboy 2 Phalanx anti-missile systems have been installed. This gives it the true character of a mobile base.
      The Fatboy has also received the AntiTorpedo, as the Megalith has.

      The two Hells Fury Riot Guns and the torpedoes have been left as they were.
      11.jpg
      The new mobile construction system from FAF has also been adopted. Thanks again to the developers. In addition, the 4 Air DockingSlots are now also visible instead of the standard model.

      Infantry Mech - Ramrod (new unit)
      10.jpg
      Ramrod, the name comes from a series from the 80s (long live nostalgia ^^). Ramrod's function is to support the Fatboy. He can hardly stand up to the normal Exp. Units hardly exist in 1vs1. But with his versatile weapon systems and his personal shield, he is a serious threat, especially to secure the defense against an onslaught and to lead an attack.

      Weapon systems: Ramrod has a Hiro Plasma Cannon on his right shoulder, which can cause a lot of damage. This is supplemented by the cruise missile on the left shoulder, which opens as soon as a target is acquired.

      For melee combat, Ramrod has a plasma cannon on each arm, but it has the shortest range of any of his weapons.

      Like the Monkylord, he also has torpedoes and two anti-air turrets on his back.

      12.jpg
      Just like a build animation.

      Fraction – Cybran

      mobile factory - Megalith and its changes
      3.jpg 4.jpg 5.jpg
      The Megabot - Megalith was criticized by a good friend of mine because it is the only factory unit in the game that does not benefit from the new build/move function in FAF. So please, here's the build option, complete with animation and visuals 🙂

      Even then I thought that the backend should be there for more.

      Fraction – Aeon

      Anti-Airbot – Enforcer (new unit)
      1.jpg
      Contrary to what its two main guns might suggest, the Enforcer is a true anti-air monster. Its job is to protect Aeon's areas of operation from attack from multiple directions. Since Aeon is already the strongest air force in the game, this unit is meant to cover the last area.

      Weapon Systems:

      The Enforcer has a typical Aeon Oblivion Cannon on each side, which has the range of a T3 Mobile Arty. In addition, two High Intensity Laisers are mounted at the front to take on an onslaught of T1 - T3 level units. The last weapon system only opens when enemy Air Untis come into range. The anti-air missiles open at the top.
      14.jpg
      16.jpg

      Fraction – Seraphim

      Mobile Missile Launcher Bot - Urtha (new unit)
      24.jpg
      Urtha Uya is a second-line unit, as its direct damage is more for support than attack. On the other hand, it shines with its battery of missiles that it rains down on the enemy, which should disable most anti-missile systems. Of course, it is still a threat if the unwary get too close.

      Weapon Systems:

      Similar to the Enforcer, Urtha has a chronocannon on each side designed to inflict direct damage on nearby enemies. The head is armed with a beam launcher. Since it has a short range, it is used for close combat.

      The launcher is hidden on the back and fires up to 9 drone missiles.
      These fly in a swarm and are designed to disable defenses. To maintain movement in combat, Urtha fires them independently. But why is the damage only similar to the Aeon's T3 Missile Boat? It also has a typical Seraphim anti-aircraft system at the rear.
      13.jpg

      Fraction – UEF – Water

      Aircraft Carrier - Atlantis and its modifications
      23.jpg
      Ok, ok, here only the last unit and one out of line. Normally only the land area should be affected.
      BUT... who hasn't wished for more sense for the Atlantis?
      Me, I guess, but more out of coincidence and a week's vacation.

      Weapons systems:
      The Atlantis now has a Long Range Cruise Missile, which builds up in the front after surfacing. It fires 4 missiles with a more direct trajectory than other ship units. Two Gauss cannons are mounted above the launch and landing pads to fend off nearby ships and lay siege to small islands.
      7.jpg 8.jpg 9.jpg

      Final words:

      For me, this unit pack is complete. I can't say if there will be new units in the future. There might be some balance updates, but that's about it.

      I hope this post was entertaining for the readers and that the mod can give people some fun. I wouldn't ask for anything more 🙂

      ***But what I would like to say is a huge thank you to the people who supported me with tips and reviews.

      Thanks to Uveso, CDRMV and Laso.***

      posted in Modding & Tools
      SaverS
      Saver
    • RE: SUGGESTION: AEON T2 Shield Generator Fix

      The T2 shield deviates too much from its basic form compared to the T3 shield. I'll create a mod for this function, but the T2 shield needs to visually incorporate the T3 elements to provide a suitable assembly animation. When it's finished, I'll post pictures of the assembly here and possibly upload a mod just for this function so everyone can test it out and see how it works. Regards, Saver

      posted in Balance Discussion
      SaverS
      Saver
    • RE: Savers Unitpack

      Who knew about this error?

      Hi everyone,

      I recently looked into the traces - errors. In doing so, I had to once again consider the error that has been bothering me for quite some time. Perhaps this error is already known. Is it serious?

      NO

      Is it annoying when you look at the game up close?

      OH yes

      The error only affects Fatboy. It doesn't matter whether it's in the FAF standard or in my mod.

      Here is a picture of it:
      1.jpg

      As you can see in the picture, the textures in the chains are reversed. This is most noticeable when the Fatboy moves.

      2.jpg 3.jpg

      So I took another look at the textures and the model. I noticed that the textures were distorted and placed upside down. The error dates back to SC1.

      Well, here's the fix ^^
      4.jpg 5.jpg

      Since, understandably, not many people want to play with my mod, I have also implemented the fix for the standard Fatboy. Since I don't have access to the core game, I can only offer to load the customized model in my mod (Savers Unitpack) .

      It is stored as a separate file.

      So if anyone from the FAF team reads this post and likes the customized model, feel free to incorporate it into the core game.

      Only the textures in the model have been customized.

      6.jpg 7.jpg

      (Please excuse my poor English ^^)

      Well then, have fun, users, and have a great New Year 🙂

      posted in Modding & Tools
      SaverS
      Saver
    • RE: SUGGESTION: AEON T2 Shield Generator Fix

      Hello everyone,

      I have been able to create two new versions in the last two days, in addition to the holidays. These are, as announced, contained in the same mod.

      1.jpg 2.jpg 3.jpg 4.jpg 5.jpg 6.jpg 7.jpg 8.jpg 9.jpg

      Unfortunately, I have not yet learned to create small videos for the versions. But I hope the pictures give you a little incentive to test the version.
      I would be happy to get an evaluation from you. I hope that a version can be determined by a vote, which might also be included in the game.
      An update was uploaded to FAF.

      posted in Balance Discussion
      SaverS
      Saver
    • RE: SUGGESTION: AEON T2 Shield Generator Fix

      Hello everyone,

      I actually thought I had finished my work on the project for the time being, but no.

      Yesterday evening CDRMV contacted me and shared another new function with me. We have added this function to the #3 variant and now we believe (hope) that this mod can be submitted to the FAF team as a proposal. @Jip I ask you to take over 🙂 thank you in advance.

      Here are a few little things that were missing in the variants.

      Icons:
      fdffe547-2394-4bac-b0ff-aa0003b107dc-image.png6be141f3-2dae-4aa8-bbb2-cbaae64a709d-image.png

      The construction time and the buttons for stop and pause have been added.
      efd549d5-6c73-4d2a-ba85-4e875789d8df-image.png

      Here is the construction effect
      4ef89268-f0f7-4985-93ae-c71f401271d8-image.png

      a2e34a35-b03d-45fc-b7ca-9836d51cea52-image.png

      Here is a small excerpt from the script for those who want to use the effect in other units.
      fb394607-f3f6-4aa4-a163-7d69cc41f800-image.png
      OnStartBuild
      self.MercuryPool = import("/lua/EffectUtilitiesAeon.lua").CreateMercuryPoolOnBone(self, self.Army, 'Pool', 1.5,1.5,1.5, 0.1)

      OnStopBuild
      self.MercuryPool:Destroy()

      I have added the effect to my unitpack. So thanks again to CDRMV.
      0a561452-210a-4340-9288-f8cac10c4738-image.png

      That should be it for now. I would be pleased if a result is written here about the possible proposal.

      posted in Balance Discussion
      SaverS
      Saver
    • RE: Game Councilor

      Hello Jip, once again a big thank you for your work and efforts to improve the game. I'm very excited about the shadder I mentioned. Unfortunately, I can't help because I don't really know how to program. And work more with trial and error ^^ with my maps and mods.

      posted in General Discussion
      SaverS
      Saver
    • RE: Redesign of all HQ and support factories

      UEF Air:
      Here is also a good example when the textures were not improved, like in the land factories.

      10.png 7.png 11.png 8.png 12.png 9.png

      posted in Suggestions
      SaverS
      Saver

    Latest posts made by Saver

    • RE: aeon t3 facs april fools too late?

      This will be my final reply in this forum thread, and I'd like to take the opportunity to elaborate one last time.

      I revisited this redesign project because I was not entirely satisfied with the models at the time either—specifically, the models that existed before the last patch.

      Instead of simply complaining or criticizing, I asked for the topic to be given another chance and offered my help by contributing my own free time and effort, just as everyone else who works on FAF does.

      I also have the advantage of having spent time learning modding as a hobby since 2020. Through numerous tutorials, I taught myself how to use tools such as Blender, GIMP, and others, which allowed me to turn my ideas into something tangible. This was similar to the first project I had the opportunity to contribute to for FAF: the upgrade of the Aeon T2 Shield to a T3 Shield.

      Once my proposal was accepted, I communicated every change openly through the forum thread "Redesign of All HQ and Support Factories." In addition, anyone was free to test the models themselves through a dedicated mod (Savers Factory Rework – 06/2025).

      I was also happy to consider suggestions for improvements, especially when they were presented in a specific and constructive manner. After all, it is difficult to work with comments such as "bad" or "doesn't fit" when the models have not even been tested in-game.

      In particular, due to the discussions surrounding the Aeon Land Factory, I created an additional comparison mod that included several different design iterations and approaches (Savers Factory Rework + FAF – 09/2025).

      Furthermore, after the factory model adjustments were completed—but while they were still in the mod phase—a news post was published in the FAF client explicitly asking for community feedback (11.2025).

      🤔 This raises a genuine question: what additional forms of communication would you consider appropriate? Naturally, any approach should inform interested players without becoming intrusive or annoying to others.

      If this topic truly matters to you, then I can only encourage you to provide concrete and constructive suggestions—or, even better, become actively involved yourself.

      Finally, I would like to leave you with one thought:

      FAF exists because people are willing to invest their free time, whether through programming, balancing, organizing, modding, testing, or providing constructive feedback. Not every decision will satisfy everyone, and not every change will turn out perfectly. However, progress only happens when opinions become concrete proposals and criticism becomes actual participation.

      I have done my best to make this development process as transparent as possible and to provide everyone with opportunities to test the changes and share their feedback. What each individual chooses to do with those opportunities is ultimately up to them.

      With that said, I consider my participation in this forum thread concluded and will not be replying further here. I do, however, hope that the discussion continues in a constructive manner and that those who care deeply about this topic will continue to contribute their ideas, feedback, and efforts in the future.

      posted in General Discussion
      SaverS
      Saver
    • RE: Redesign of all HQ and support factories

      Hello,

      Based on the review and feedback from @nory, I initially implemented three adjustments:

      1. Fixed an issue in the LOD1 model of the Seraphim T2 Land Factory, as it did not match the LOD0 model.

      Mistake: 35.jpg
      Fix: 36.jpg

      1. Added an additional indicator to the Cybran T2 Naval Factory. This adjustment also required further changes to the animations of the T1 to T3 HQ factories.

      Current:33.jpg

      New:34.jpg

      1. Fixed minor issues in the build animations of the Cybran Land Factories from T1 to T3, which caused unintended movement of the construction arms.

      Since these adjustments are no longer part of the mod, they can only be viewed in FAF’s test mode. However, these changes are not immediately available yet, so the screenshots will have to suffice for a first impression for now.

      After that, I will take another look at the Aeon Land Factory to see what further improvements can be made.

      posted in Suggestions
      SaverS
      Saver
    • RE: Redesign of all HQ and support factories

      @nory Hello 😊

      Thank you for your summary and explanation. I’m very happy to hear that you generally like the models — with the exception of the Aeon ones.

      Since I handled the reworking of the models on my own, I would like to respond to your individual points and also explain why certain things were implemented the way they are or how they evolved over time.

      I will try to go through the individual points and models step by step based on your summary. However, I would prefer to discuss the Aeon separately, as the explanation and possible new adjustments will likely require considerably more time.

      Naval:
      • Cybran:
        Yes, the visuals could probably be a bit more pronounced here. What would you think about adding this indicator as well?22.jpg

      • Seraphim:
        The naval factory is almost identical to the version before the patch. The main difference is that the construction and destruction animations have now been added, and additional transformation components were also integrated into the lower tech stages.

      Air:
      • UEF:
        The bridge to the second tower already existed before the patch. However, I retextured it and shortened it for the animation so that it feels more natural when the two towers connect. So essentially, the existing design was only slightly adjusted 😉
      Land:
      • Cybran:

      Here, I stayed very close to the shape of the models from before the 2023 patch. However, since I cannot rework the textures and stretched shapes are no longer supposed to be used, I tried to recreate the original size and silhouette as closely as possible through new components, such as the added spikes. After all, the components still need to fit naturally into the model and should not appear completely “out of nowhere.” Unfortunately, I could not come up with a better solution for this.

      • Seraphim:
        I still need to adjust the LOD1 model here. Unfortunately, I only noticed the issue just now.

      • UEF:
        Thank you for pointing that out — I will revisit and fix that.

      Since many of us have more or less unintentionally become “forced testers,” this also gives us the opportunity to work together on improvements. Through open discussions, shared experiences, and feedback, we can hopefully find solutions that benefit everyone and help create an aesthetic that appeals to as many people as possible.

      Unfortunately, I also only have limited free time (volunteer fire department, my job, and family life alongside this) to work on these adjustments. Therefore, I kindly ask everyone to contribute constructively. Of course, I would also greatly appreciate any additional help 😊

      But for today, that’s it from me for now. See you soon.

      posted in Suggestions
      SaverS
      Saver
    • RE: aeon t3 facs april fools too late?

      @KnownSniper

      Hello,

      your criticism is understandable. However, I would ask you to post it directly in the mentioned thread together with a concrete suggestion:
      https://forum.faforever.com/topic/5790/redesign-of-all-hq-and-support-factories/91?_=1778960759321

      Over the past year, I invested a lot of time into redesigning all factories and testing various new concepts. Your comparison was also taken into account in that thread, although it has only been prepared as a draft so far.

      Please take a look at the proposals — maybe we can find a good compromise.

      And if this factory is your only point of criticism, then that is actually a success already.

      Well then, maybe I’ll soon read another great suggestion from you. 🙂

      posted in General Discussion
      SaverS
      Saver
    • RE: AI Wave Survival Mod Information

      @G4ever Hi, if the first mod in your list concerns the upgrade of the Aeon shield from T2 to T3, you can delete it. This feature has already been incorporated into the core game.

      posted in Modding & Tools
      SaverS
      Saver
    • RE: Game sound/music stops randomly

      Hi, here's a link that might give you some tips for this problem. Turning the sound off in the BIOS and then back on again worked for me. https://forum.faforever.com/topic/2619/fa-sound-issues-some-sounds-play-once-then-nothing?_=1777142885070

      posted in Game Issues and Gameplay questions
      SaverS
      Saver
    • RE: Chicken Storm

      I think it’s good to identify potential problems. That way, a constructive discussion can always take place.

      Personally, I think the storm is a great weapon. It’s a real double-edged sword. Depending on how it develops, it can be bad for both sides.
      I wanted to check how the storm behaves, but I haven’t found it yet. Visually, it seems random, but that can be deceiving.

      Since I play a lot of UEF, when I have a Fatboy, I try to use the mobile construction option to escape with it. I basically spam T1 when I notice the Chicken is about to fall. Other factions can’t do that.

      But that’s just the diversity of this game.

      How do you react when you let a Chicken get too close to your units?

      posted in Balance Discussion
      SaverS
      Saver
    • RE: Idea: Extended veterancy

      I don't think the idea is bad. That would give the veterans more weight and also make them somewhat more robust.

      posted in Suggestions
      SaverS
      Saver
    • RE: Help me create a music mod

      @jerichos
      I'm not very familiar with this type of sound file, but take a look here, you might need to convert your files so you can use them in FAF.

      https://forum.faforever.com/topic/9633/voice-problems-in-the-co-op-missions-of-sc1/13?_=1775484500853

      posted in I need help
      SaverS
      Saver
    • RE: Savers Unitpack

      @Uveso

      Thank you 😁

      Does this refer to a fix for Total Mayhem? 🤔 😵

      👩‍💻 🤷

      posted in Modding & Tools
      SaverS
      Saver