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Immersive Santos 1.4

Ladda ner

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This mod makes Los Santos feel more alive with improvements and additions to the world, making it more immersive, fun and realistic.

The mod is split into two parts: a script and an OIV package.

My discord server: https://discord.gg/XjaVRwMfp6
you can add suggestions and a lot more, go check it out!

OIV Package

Crime Awareness
- Fixed broken crime witness data that could cause crashes or be ignored by the game
- Gunfire can now be heard up to 100m away (was 50m)
- Explosions can be heard up to 150m away (was 65m)
- Shooting peds or cops is noticed up to 40m away (was 14m)
- Shooting vehicles is noticed up to 50m away (was 30m)
- Non-lethal weapon use is noticed up to 15m away (was 4m)
- Suppressed weapons are slightly more noticeable (6m, was 3m)
- Killings, cop kills and hitting pedestrians are noticed from further away

Living Streets
- Pedestrians no longer stay frozen in one activity forever: people on their phones, smoking, leaning, drinking, window shopping or reading maps now move on after a few minutes
- People wait longer at bus stops
- Fewer idle police officers standing around
- More people sitting on benches
- More homeless people on the streets
- Twice as many birds in trees and on telegraph poles

Pedestrian Awareness
- Ambient pedestrians notice deaths nearby from further away

2.0:
OIV FIXES:
Peds.ymt: Behaviour
-NPCs who want a fight, but when you lock onto them with your camera or weapon (which you already had drawn and they had seen) they run away.

pedaccuracy.meta: how accurate people are with a gun
- AI accuracy cut from 2.0 to 1.3, so cops and gangs no longer hit you like marksmen
- Professional pistol users against other AI cut from 2.5 to 1.8
- Accuracy now falls off with distance much sooner (full accuracy under 3m instead of 5m, minimum from 25m instead of 15m)
- Harder to hit you while you run, drive fast or walk
- Wounded shooters are far less accurate (0.5 to 0.35)
- Your own blind fire is noticeably worse, as it should be

motivations.meta: how fast people's mood swings
- Anger builds up 2.5x slower and starts lower, so nobody goes from calm to furious in a second
- Fear builds slower and starts lower, so people no longer panic at the first sign of trouble
- Happiness settles at a normal pace instead of jumping straight to cheerful

scenariotriggers.meta: how people react when something shocking happens
- Reactions are no longer guaranteed for everyone: cowards bail out 85 percent of the time, instant exits 90 percent, fleeing 80 percent, normal reactions 95 percent
- The result is a mixed crowd, some reacting and some carrying on, instead of a whole street doing the same thing at once

noisetuning.meta: how far footsteps are heard
- Sneaking and walking are heard much closer (7m and 12m instead of 10m and 15m)
- Running and sprinting are heard much further (30m and 40m instead of 25m and 30m)
- Same values applied to both singleplayer and multiplayer tables

crimes.meta: how far a car theft is noticed
- Stealing a vehicle is noticed from 28m instead of 50m, so thefts in a quiet street can go unseen

propsets.meta: props people carry
- Drinkers carry the brown-bag bottle, which was disabled
- Hand food evenly split between bagels and both donut types
- Deckchair drinkers have coffee more often

agitatedtriggers.meta: what sets people off and how fast
- Gang members no longer snap the instant you step into their turf: 0.7-2.5s instead of 0.1-1.5s
- Standing in someone's face takes a beat before they complain: 0.9-1.8s instead of 0.35-0.6s
- Same for being behind them (4.5-7s) and blocking them in a car (6-9s)
- People notice being followed a bit sooner (6-10s) but escalate more slowly (3-5s between steps)
- Once you have intimidated someone they stay intimidated much longer before reacting again: 22-38s instead of 15-25s
- Gangs back each other up more (Families, Vagos and bikers at 45 percent, other gangs up from 25 percent to 40 percent) and from further away (13m instead of 10m), so their turf feels defended while everyone else stays calmer

agitatedpersonalities.meta: when someone decides to confront you
- A ped now needs three friends nearby, not two, before the group bravery kicks in and they square up to you, which cuts the random bystanders picking a fight

agitatedresponses.meta: how hard they react
- Twelve reactions that forced maximum fear now set it to 0.75, so people get scared instead of going straight to full panic every time
- They settle back to what they were doing once you are 22m away instead of 30m

Script

Living World
- Pedestrian, traffic, scenario and parked vehicle density adjusted by time of day and by area (beaches, downtown, nightlife, hoods, industrial, airport, countryside, suburbs)
- Daily rhythm: busy rush hours in the morning and early evening, and quiet, empty streets in the dead of night
- Groups of 2-4 people walking together, some of them out walking their dog
- People use benches, ATMs, vending machines and shop windows placed by the game itself
- People standing, chatting, smoking or drinking in small groups, with activities that fit the area and the time of day
- Office workers spilling out onto the pavement in the evening, smoking and talking in groups
- Queues outside clubs at night, with a bouncer at the door
- Terraces and cafes filling up during the day
- People waiting at bus stops
- Couriers double parking, carrying the parcel to the door and driving off
- Bin lorries working their round with two crew members walking behind
- Nobody stands in traffic: people are never placed on roads or crossings, and anyone the script tasks who ends up on a lane is sent back to the pavement
- Nothing spawns in front of you: everything appears far away or out of view

Shops
- Shops and Ammu-Nations have life inside: there is almost always someone buying, and they can be empty, almost empty, normal, busy or packed depending on the time of day, with extra clerks and the occasional queue at the counter
- Clerks are never frozen waiting: they check their phone, drink coffee, smoke, lean on the counter or do paperwork, and change activity while you are not looking
- A robbed shop closes for a while: no customers go in, and police park outside and look around

Interiors (optional, off by default)
- People living inside buildings instead of empty rooms
- Banks come configured out of the box and work in the base game: tellers behind the counter and customers queueing and waiting
- Offices, bars, shops and homes can be added with your own coordinates if you use an "enable all interiors" style mod
- People only appear while you are outside and the interior is loaded

Traffic
- Broken down cars with the bonnet up, smoke and the owner on the phone
- Cars arriving, parking, locking up and their occupants walking away
- Petrol stations with cars refuelling and people standing around them
- Drivers stuck behind you honk and shout out of the window
- Faster traffic overtakes you on the highway

Realistic Reactions
- Pedestrians walk away briskly when you carry a weapon near them, just like when you crash near them, and it does NOT give you a wanted level
- People raise their hands or cower when you aim at them
- Real fear around gunfire
- Crashes draw reactions: some people walk away, others record with their phones
- Pedestrians interact with their surroundings and chat with each other
- People stop to take photos of your car when it is parked (muscle, sports, sports classic and super cars by default)

Witness System
- Crimes no longer give instant stars when no cop sees them
- Witnesses flee first, then call the police with their phone or the nearest phone booth
- Stop them before the call ends (knock them down, kill them or aim at them) and the police never find out
- Cops that see the crime give stars instantly
- Optional: crimes with no witnesses give no stars at all

Identity & Disguise
- The police remember your outfit, mask and vehicle from the crime
- Change your clothes and vehicle without being seen and you lose the stars
- Dark window tints or a new look keep cops from recognizing you automatically, unless one gets close enough to inspect you

Progressive Vehicle Damage
- Throttle stutter on heavily damaged vehicles
- Bent axles after hard hits make your vehicle pull to one side
- Very hard impacts can damage the brakes and cause random brake failure

Ammo Economy
- Every Ammu-Nation has limited ammo stock per category (pistol, SMG, rifle, shotgun, sniper, MG)
- Buying a lot raises prices, and stock can run out for in-game days
- Prices depend on the area too: downtown is pricier, the countryside cheaper
- Gunfights around the city reduce the stock
- Stock refills and prices drop over time

Dynamic Events
Events appear around you depending on the area and time of day. You can ignore them or get involved.

Police
Only a handful of police activities, so officers never behave strangely:
- Car patrols driving around the area
- Cops on a break: groups having coffee, eating donuts, smoking or chatting outside police stations or next to their parked car, then driving off on patrol
- Road checkpoints: a line of cones closes a lane, patrol cars sit across it with their lights on, an officer waves cars down and the others check the driver's documents before letting them through
- Occasional police chases that can end on foot, with backup units and arrests
- A police helicopter circling at night over the city and the hoods
- Municipal tow trucks hooking up badly parked cars and taking them away
Police never interfere with the other events unless you turn it on in the ini.

Gang Territories
- Gang hangouts: members of the gang that actually controls the area hanging around their parked cars, drinking, smoking and keeping watch, with one of them dealing and buyers coming and going
- Gun deals out of a car boot, with a lookout, and buyers walking away armed
- Street drug deals, far more common in gang and industrial areas
- Gang fights between the real rival gangs of each area (Families, Ballas, Vagos, Marabunta, Aztecas, The Lost)
- Gang drive-bys
- Gang memory: kill enough members of a gang and that gang attacks you on sight in its own turf, until they forget about you

Crime
- Muggings: armed hold-ups and snatch-and-run thefts, usually targeting people already walking around, and the victim may fight back or chase the thief. Far more likely in rough areas
- Traffic accidents with injured people and onlookers filming
- Street fights with people cheering and recording
- Store robberies with getaway cars
- Carjackings

Emergency Services
- Ambulances and fire trucks rush with sirens to real incidents: paramedics treat injured people and take them away, firefighters put out burning wrecks
- Burning dumpsters in the hoods at night, put out by the fire brigade

Streets & Traffic Events
- Racers and night street race meets with a crowd
- Taxis picking people up
- People interacting with parked cars
- Cars with bikes on the roof
- Tuned cars leaving Benny's
- Tow trucks actually towing cars
- Work crews and electricians
- Air traffic
- Add-on vehicle injector: your add-on cars can appear in traffic

Countryside & Coast
- Tractors and combines working the fields
- Fishermen on piers and shores
- Groups of hikers, sometimes with a mountain biker
- Truckers resting next to their trucks, smoking or having a coffee
- Biker convoys of 3-5 Lost riding in formation
- Off-road vehicles
- Camping spots with bonfires and tents
- Barn finds: rare abandoned classic cars you can take

Optional Events (off by default)
- Traffic stops where the driver may flee
- Foot patrols
- Foot chases with tasers and arrests
- Prisoner transport convoys with escorts
- Police raids that can turn into shootouts

Hotspots
- Save your own spots in-game and fill them with crowds, beach parties, queues, construction workers, electricians or parked planes with pilots and mechanics

Super Lively Mode
- One switch for a much busier city: many more people and traffic, packed shops, far more events and a lot more crime
- You choose which parts get boosted (density, crowds, shops, events, crime, reactions, traffic) and how strong the boost is

Configuration
- Over 50 events, each with its own weight, spawn chance, cooldown, areas, hours and per-area probability multipliers
- Everything can be configured in ImmersiveSantos.ini: toggle any feature, police behaviour, daily routines, interiors, models, gang territories, shop and petrol station locations and more
- F10: enable/disable the mod, F11: save your current position as a hotspot, F9: reload the ini in-game
- Hotkeys can be disabled with EnableHotkeys=0
- Automatically pauses during story missions

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Changelog
--------------------------------------------------------------------------------------------------------------------------
2.0:
Added a new mode:
Real Life Mode
- New [RealLife] section: one switch that turns the city into a place that is already living before you arrive
- Scenes are built far ahead of you, mostly up the road you are driving, so several are already running side by side when you get there
- Longer spawn, activation and despawn distances for events, crowds, shops and interiors
- Many more events, shorter cooldowns, and the director rolling constantly, still one scene at a time
- Far more police work: patrols, checkpoints, interrogations and a lot more chases
- Empty areas come alive: much higher density in the countryside, industrial areas and the airport
- People do things instead of walking: more surroundings interaction, busier shops, interiors always on
- Strength setting from 0.5 to 2.0, and SpawnAheadChance for how much is placed up the road

New Events, Only In Los Santos
- Street preachers ranting at a small crowd
- Film crews shooting on the pavement with a camera operator, an actor, runners and security
- Protests with people chanting, and police showing up
- Buskers and human statues with people watching
- Beach yoga classes
- Muscle beach workouts
- Junkies slumped and getting high in alleys
- Paparazzi chasing a celebrity with a bodyguard, camera flashes included
- People parked out in the countryside at night watching the sky for UFOs
-Moving services
-Street works
-Street vendor
-more homeless people begging or sleeping on cardboard etc
-Flea market or garage sale in a garden on weekends.
-Someone moving out arguing with the landlord.
-Hand car wash in a parking lot, with buckets and sponges.
-Minor crash without injuries: two drivers outside arguing and exchanging information, with their mobile phones taking photos of the damage. not necessarily all crashes have dead people, police or are very strong etc let the severity vary
-Illegally parked car (for tickets add an npcs (the owner) with a paper in hand in front of the car and then getting in or something)
-Queue of cars behind a garbage truck or a stopped bus.
-Driver changing a flat tire on the shoulder.
-A car running a red light and almost causing an accident, with honking horns.
-Driving school driving very slowly with an instructor next to them.
-Officers taking a statement from a victim after a robbery, with a notebook.
-Police tape with tape around a scene and an officer keeping onlookers away.
-Ambulance attending to an elderly man who collapsed on the sidewalk.
-Firefighters practicing at the fire station.
-Patrol car with the window down chatting with a neighbor.
-Officer ticketing an illegally parked driver.
-Drunks leaving a bar, one holding another up, other times alone, other times a whole drunk group.
-Fight at the door of a nightclub with the bouncer breaking it up.
-People calling a taxi at the exit and arguing about the price.
-Fast food van open in the early morning with a queue of drunk people.
-Two people kissing in an alley next to the club.
-Graffiti on a wall: one painting and another watching out.
-Street tribute with candles and flowers on a corner.
-Basketball game on a court with people watching.
-Barbecue in the street with loud music.
-Car with the trunk open selling clothes or sneakers.
-Shell game or card game on a folding table with an audience.
-Ice cream or drink vendor walking on the sand.
-Volleyball game on the sand.
-Lifeguards.
-People playing with a dog.
-Photographers.
-Tourists.
-Hunters.
-Cattle truck stopped in an area with animals.
-People drinking outdoors in a quarry at night.
-A guy with a metal detector on the sand or the hill.
-Abandoned car burning in a vacant lot or simply wrecked abandoned cars or cars that died mid-way.
-traffic jams
-Influencer recording themselves dancing with a tripod and people looking weird or doing more things.
-Bodybuilder posing in a calisthenics park.
-Apocalypse preacher or flat earthers with a sign.
-Loose dog running among people who are chasing it.

Bodies and Aftermath
- Kill someone and get away with it and the services still turn up: ambulance, coroner and police arrive at the exact spot 35 to 90 seconds later, tape it off and work the scene
- The response only appears once you are away from the body and out of sight
- Anyone who sees a corpse reacts: most run screaming, some stay and film it

Beach and Parks
- Hot dog carts with a real queue: a vendor, people waiting their turn, served one by one and replaced by the next
- Calisthenics parks now pose and work out, and once in a while (8 percent) two of them end up sparring

Realistic Behaviour Fixes
- People left standing in a live traffic lane doing nothing now walk back to the pavement
- Pedestrians look at a siren going past instead of ignoring it
- New ini switches: BodyResponse, CorpseReactions, RealismFixes and GymSparringChance

GENERAL FIXES/ADDED STUFF:
-Added more events
-Kept stability
-Option in ini to removee notifications
-Reworked/Fixed spawns too close far or bugged
-Fixed overly frequent rare events
-Blips for big events (Can be turned off)
-NPCs now react in a realistic and immersive way to events
-Fixed crashes related to OIV Files
-Gangfights are less possiblle (new ini setting)
-More NPCs on night party
-Improved ilegal stuff dealers

OIV:
-Peds.ymt
-pedaccuracy.meta
-motivations.meta
-scenariotriggers.meta
-noisetuning.meta
-crimes.meta
-propsets.meta
-agitatedtriggers.meta
-agitatedpersonalities.meta
-agitatedresponses.meta

NEW WIP:
Los Santos runs on a real week. Work crews, roadworks, bin rounds, deliveries, street
sweepers and office rush hour only happen on working days, in working hours. Sundays are
quiet. Weekends are busier at night: club queues, house parties, street drinking and
late-night food trucks all pick up.

When the rain comes in, people hurry. They duck under cover, jog off down the street and
stop standing around. The beach empties, terraces clear out, street games and sunbathers
disappear. When it clears up, they come back.

- Bus stops that work. People wait, a bus pulls in, the door opens, they get on, it goes.
- Night sobriety checkpoints outside the clubs. Cars get waved down, the driver steps out
and blows into the tube, and he is either sent on his way or cuffed and put in the car.
Traffic behind waits its turn.
- Queues at cash machines.
- Vans backing up to shops with couriers walking boxes in through the door.
- People actually walking into shops and stepping back out of them.
- Street dealers who come up to passers-by and offer. Some buy. Some refuse, get their
phone out, and the dealer runs.
- Beggars and window washers posted at junctions, working the stopped traffic.
- Night SWAT raids on gang houses. Units roll in one after another, stack up outside and
go in together. The crew either gives up or shoots back.
- Groups of mates filming each other doing something stupid, with the rest cheering.
- People smoking and leaning on their car out on waste ground.
- Couples having a row in the street while people pretend not to watch.
- Faces at doorways and windows watching whatever is going on outside.
- Early morning street sweepers and leaf blowers.

- Arrests play out properly now. Held at gunpoint, the officer walks over, pats him down,
cuffs him, walks him to the car, puts him in the back and drives him away.
- Chases build. Backup joins one unit at a time, and if it drags on long enough a
helicopter comes overhead.
- Steal a car and the plate goes out over the radio. Patrols cruise that area looking for
it for the next few minutes.
- Checkpoints no longer let traffic drive straight through a stop.

Fire crews actually put fires out now. They pull up, get out, walk in with extinguishers,
spray the wreck, and the fire goes out when they have finished with it. Then they pack up
and leave.

Onlookers walk in one at a time from down the street instead of a ring of people appearing
all at once. Once the police own the scene they push everyone back off the tape. And after
a while, when there is nothing left to see, the street empties again on its own.

-Hang around a gang street on foot and they will start watching you. You get a shout and a
warning first. Stay there and they either walk over to move you on, or they do not bother
with the walking.

-Leave it with the engine running or a door hanging open, walk off, and somebody may bein
it and gone before you get back. Much more likely in the rough parts of town.

-The driver waves you down as you come past. Stop and he asks for a push. Shift the car for him and he says thanks, sometimes slips you a few dollars, shuts the bonnet and drives off.

-Deals, scams, stand-offs, turf warnings and raids all have people shouting now. Police call
things in over the radio. Gang cars sit with the windows down and the radio up, usually with
somebody still in the driver's seat. House parties and street drinking get a car with the
speakers going.

NEW SETTINGS
-A new [LivingWorld] section in the ini covers all of the above, so you can turn any of it
off or tune it:
TimeAndWeatherMatter, PeopleReactToRain, PeopleTalkAndShout, YourCarCanBeStolen,
CarTheftChance, CarTheftMinDistance, GangsGuardTheirTurf, TurfWarningSec,
TurfAttackChance, PatrolsLookForStolenCars, StolenCarSearchMinutes, FullArrests

-Plus ChaseHelicopterChance and ChaseExtraUnits in [EventOptions], and the usual
Enabled / Weight / SpawnChance / CooldownSec / Zones / ZoneWeights / Hours block for every
-one of the new events in [Events].
--------------------------------------------------------------------------------------------------------------------------
2.0 Final (WIP):
-----------------------------------------
SHOOTOUTS: NEW DYNAMIC MODE
-----------------------------------------
The most common complaint was too many shootouts, in the wrong places. There is now a
basic setting in [General]:

ShootoutMode=dynamic (or "default" for the old behaviour)

In dynamic mode:
- A part of town that has just had a shootout stays quiet for a while. Go back there and
nothing happens for a bit.
- There is a minimum gap between any two shootouts anywhere.
- Busy city areas almost never get gang shootings. They still get police calls,
robberies, arrests and stand-offs, which is what actually happens there.
- Gang streets behave normally. Quiet suburbs and the beach barely ever see gunfire.
- Each zone has a heat level that drops after something loud and recovers slowly, so the
city never settles into a pattern.

All of it runs on real played time, not the in-game clock, because plenty of people play
with time frozen. Tunable in [EventOptions]: ShootoutMinGapMinutes,
ShootoutAreaQuietMinutes, ShootoutAreaRadius, ZoneCalmsDownMinutes.
-----------------------------------------
A CITY WITH A WEEK AND A CLOCK
-----------------------------------------
- People have somewhere to be. Instead of wandering, pedestrians get a real route of two
or three stops across several minutes: a shop, somewhere to sit, then off down the road.
- Shops keep hours. Nobody is inside when the shutters are down, and a queue forms
outside before opening.
- The roads change through the day. Jams at rush hour, far more taxis at night, dead
streets at four in the morning.
- Markets on Saturdays. Car meets on Friday and Saturday nights, bonnets up and music on.
Church on Sunday mornings. Bins out on the kerb twice a week.
- Night shift: cleaners and a security guard doing the rounds with a torch.
-----------------------------------------
NEW CRIME
-----------------------------------------
- Armed robbery that became a siege. Alarm going, crew at the door, people who got out
sat on the kerb, units arriving one at a time, a line of officers behind barriers, and
either a surrender or a firefight.
- Drug labs and grow houses out in yards and alleys, and the raid that eventually comes.
- Serious handovers out at the docks and on airstrips, with a plane waiting.
- Boats running something ashore in the dark, with a van waiting on the road above.
- Hit and run. The car is already pulling away, witnesses are shouting, and the plate
goes out over the radio.
- Chop shops behind industrial units, a stolen car coming apart.
- A patrol taking an envelope off a dealer, which you are not meant to see.
- Someone giving a statement to the police, and the corner noticing. They come back for
him later.
- Candles and a crowd where somebody from the local crew died.
- Prisoner transports getting jumped on the way, shots from a car, escort fighting back.
- Street races that end as police chases when a patrol rolls past the start line.
- Police marksmen on rooftops at stand-offs, sieges and raids, using rooftop positions
listed in the ini so they land somewhere real.
-----------------------------------------
QUEUES, CROWDS AND WEATHER
-----------------------------------------
- Queue etiquette. Somebody pushes to the front, the queue turns on him, and he either
backs down and takes the back of the line or it comes to blows. When it does, everyone
else forms a ring and films it, the winner rejoins the queue, and sometimes a patrol
turns up and takes the loser away.
- Crowds react in steps now. The people on top of it run, the ones nearby flinch and back
off filming, and the ones at the back just turn round to look.
- Umbrellas in the rain, and people sheltering under bus stops.
- Carrier bags in hand on the way out of a shop.
-----------------------------------------
THINGS YOU CAN DO
-----------------------------------------
All on the context key, all optional, all in the new [Interaction] section.

- Buy off a dealer where it is cheap and sell where people have money. Prices vary by
area, and selling back into the same cheap streets gets you nowhere.
- Dealers and faces on the corner give you something to run across town for cash.
- Buy a drink or a hot dog off a cart.
- Hand a patrol something to forget about you at one or two stars. Some of them take it.
Some of them do not, and that goes badly.
- Leave your car badly parked and it gets a ticket, then lifted by a tow truck.
- Gangs remember you between sessions now. Buy from them and run their errands and they
stop moving you off their street and give you a better price. Kill their people and the
opposite happens.
- What you get up to in an area sticks to you there. Shoot the place up and people in
that part of town flee from you sooner for a while afterwards.
-----------------------------------------
SETTINGS
-----------------------------------------
New sections: [LivingWorld], [Interaction]. New keys across [General], [Performance],
[Shops], [Police], [Reactions], [EventOptions] and [Logging], and the usual
Enabled / Weight / SpawnChance / CooldownSec / Zones / ZoneWeights / Hours block for every
new event in [Events].

Rooftop positions for police marksmen are [Locations] Rooftop1 to Rooftop20. Ten are
filled in already, add your own in the same format.

Gang standing is saved in ImmersiveSantos.rep next to the ini. Delete it to wipe your
history with every gang.

As always: a gameconfig with raised pools, Heap Limit Adjuster and Packfile Limit
Adjuster. Without those, no amount of optimisation in the script will save the game.
--------------------------------------------------------------------------------------------------------------------------
NOTES:
-2.0 ini settings are to max so you can experience the most full experience and stable, if you suffer crashees or much fps or have a low-mid end pc instead of a high one check ini settings to tweak them following you system specs etc...

-IF YOU ARE USING WOV (enhanced or legacy)
first install my OIV then install WOV

COMPATIBLE AND NOT COMPATIBLE MODS:
-Immersify: yes
-WOV: yes
RDE/PEV: yes
Not compatible: not found
Show Full Description

Först uppladdad: 17 september 2026
Senast uppdaterad: 7 dagar sen
Senast nedladdad: 38 minuter sen

All Versions

 2.0 BETA

401 nerladdade , 532 KB
7 dagar sen

 1.4 (current)

4 258 nerladdade , 433 KB
23 september 2026

 1.3

759 nerladdade , 432 KB
22 september 2026

 1.2

302 nerladdade , 270 KB
21 september 2026

 1.1

1 065 nerladdade , 262 KB
19 september 2026

 1.0

103 nerladdade , 253 KB
17 september 2026

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