Def_TestFailed

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Chain_Reaction
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Def_TestFailed

Post by Chain_Reaction » March 20th, 2019, 7:35 am

ArthurGibraltarCondino wrote:
March 19th, 2019, 12:50 pm
if the inventory is missing, what could I do to fix it (I actually can see it with the 'open' interaction, and there are items inside it)? Resetting the whole town with MasterController doesn't seems to solve the problem;
If you can see the inventory it's not missing.
ArthurGibraltarCondino wrote:
March 19th, 2019, 12:50 pm
if the fridge is not 'visually' in use, how could I search for the sim which is trying to use it? I'm gonna try change Retuner's setting for the fridge for not allowing queues for the fridge, something like that;
You can't. It sounds like you've done a lot of clicking around in Retuner. Maybe remove that mod and see if your problem abates.
ArthurGibraltarCondino wrote:
March 19th, 2019, 2:22 pm
ok! I have GitHub desktop, I cloned the repository, now I'm gonna try some things; I don't know if it's possible; but I'll try to reset the fridges every night and sort their inventories, or create an AlarmOption that makes the sim use the fridge every 12 hours, something like that.
I don't think modding to fix your issue is the solution. I'm telling you something as basic as Sims not eating would have been found by someone by now. I would start pulling mods, including the ones from here, and seeing if the issue stops. You said the problem doesn't exist in a new town? Then perhaps your save is toast.

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Def_TestFailed

Post by ArthurGibraltarCondino » March 20th, 2019, 6:40 pm

Chain_Reaction post_id=64646 time=1553081743 user_id=2 wrote: You can't. It sounds like you've done a lot of clicking around in Retuner. Maybe remove that mod and see if your problem abates.
Yes, indeed I did; but I've already tried removing all my mods (after resetting settings for all of them) and deleting all my save files; after creating a town with no mods, the problem doesn't seem to come back; for a while of gameplay with the mods I listed above, even with default settings, the problem happens again (it happens more often when I have more than one fridge in the lot);
Chain_Reaction post_id=64646 time=1553081743 user_id=2 wrote: I don't think modding to fix your issue is the solution. I'm telling you something as basic as Sims not eating would have been found by someone by now. I would start pulling mods, including the ones from here, and seeing if the issue stops. You said the problem doesn't exist in a new town? Then perhaps your save is toast.
The sims do eat (except vampires because they use only the fridge, not all items lose autonomy): the autonomous interaction (for eating) which works comes from the oven or the microwave: the error is exactly in some objects, like the fridge, the dishwasher or the washing machine, for example.

Anyway, I'm starting modding here, with Overwatch first; I'm reading the car cleaning and route failing detection; could you explain me how to export the dll and put it in the .package file? That's what I didn't understand yet.

EDIT: I'm gonna try to log or show a message with:

Code: Select all

            foreach(var fridge in Sims3.Gameplay.Queries.GetObjects<Fridge>()){
                    if((fridge.InUse)){
     foreach(Sim sim in fridge.ActorsUsingMe){
                        Overwatch.Log("Fridge in use by "+sim.Name+"; destroyed?"+sim.HasBeenDestroyed+"; inWorld?"+sim.InWorld+"; bot?"+sim.IsEP11Bot+"; greeted?"+sim.IsGreetedOnLot(Lot.PlayerHomeLot)+"; active?"+sim.IsInActiveHousehold);
     }
                    }
            }
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Def_TestFailed

Post by ArthurGibraltarCondino » March 20th, 2019, 11:13 pm

igazor, could you help me with building the mod dll with my changes?
I created a fridge fix class and I'll try to test the message it shows now, or if it causes any error;

EDIT: changed the code: the result is a ScriptError message saying only 'TestFridges'; this means the fridges are not in use
Chain_Reaction post_id=64611 time=1552992464 user_id=2 wrote: the fridge is in use
this means the problem is something else? What more could I test?

Code: Select all

using NRaas.CommonSpace.Options;
using Sims3.Gameplay.Actors;
using Sims3.Gameplay.Core;
using Sims3.Gameplay.Objects.Appliances;
using Sims3.Gameplay.Utilities;
using System;
using System.Collections.Generic;
using System.Text;
namespace NRaas.OverwatchSpace.Alarms{
    public class FridgeFix:AlarmOption,Common.IWorldLoadFinished{
        protected override void PrivatePerformAction(bool prompt){
                        Overwatch.Log("TestFridges");
            foreach(var fridge in Sims3.Gameplay.Queries.GetObjects<Fridge>()){
                        //Overwatch.Log("Fridge in use by "+fridge.ActorsUsingMe.Count+" actors");
                    if((fridge.InUse)/*&&(fridge.LotCurrent==Lot.PlayerHomeLot)*/){
     foreach(Sim sim in fridge.ActorsUsingMe){
                        Overwatch.Log("Fridge in use by "+sim.Name+"; destroyed?"+sim.HasBeenDestroyed+"; inWorld?"+sim.InWorld+"; bot?"+sim.IsEP11Bot+"; greeted?"+sim.IsGreetedOnLot(Lot.PlayerHomeLot)+"; active?"+sim.IsInActiveHousehold);
     }
                    }
                        //Overwatch.Log("fridge.FridgeInventory.HeldBySim "+fridge.FridgeInventory.HeldBySim);
            }
        }
        protected override bool Value{
            get{
                return true;
            }
            set{

            }
        }
        public override ITitlePrefixOption ParentListingOption{
            get{return new OverwatchSpace.Settings.ListingOption();}
        }
        public override string GetTitlePrefix(){
            return "FixFridges";
        }
        public void OnWorldLoadFinished(){
            //PrivatePerformAction(false);
            new Common.AlarmTask(1f,TimeUnit.Hours,OnHourlyPerform,1f,TimeUnit.Hours);
        }
        protected void OnHourlyPerform(){
            PerformAction(false);
        }
    }
}
Last edited by ArthurGibraltarCondino on March 21st, 2019, 12:39 am, edited 2 times in total.
Absent-minded. Artistic. Brooding. Clumsy. Commitment issues. Computer whiz. Dislikes children. Easily impressed. Hot-headed. Loner. Neurotic. Night owl. Perfectionist. Rebellious. Slob. Unstable.

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Def_TestFailed

Post by igazor » March 20th, 2019, 11:41 pm

Since I am not a mod developer and I do not have a working or even a casual knowledge of C#, afraid I am going to be of no use to you there.

Bring me some program code compiled in Fortran 77, Pascal, PL/I, or the proprietary scripting language used by the database system I manage in the real world that likely no one here has ever heard of, and we'll talk. Yes, I am actually that old. Fortunately it is my intent to retire before I become entirely obsolete, maybe then I'll have time to devote to learning these confounded newfangled things.:-o

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Def_TestFailed

Post by ArthurGibraltarCondino » March 21st, 2019, 12:02 am

igazor wrote:
March 20th, 2019, 11:41 pm
Fortran 77, Pascal, PL/I
wow, like, you are a relic, like, I'd love to know all those languages! I'm afraid I only know C#, C++ and LUA; :cry: please teach me, master <3

My brain is, like, from The Sims' itself traits, I am totally Absent-minded and Clumsy, coding for me is like so hard, but I like it so much.

Anyway, I posted the code for revision and I actually need the help to understand where does Overwatch logs its messages, I want to create a ScriptError in The Sims 3 folder;

And after researching, I actually just exported the dll from Visual Studio, used S3PE to add it to the package file, removing the old dll, opened the game, the FixFridge is in Overwatch commands list, but it does nothing, lol;

I missed adding Common.IWorldLoadFinished, I guess. Gonna try again now.
Absent-minded. Artistic. Brooding. Clumsy. Commitment issues. Computer whiz. Dislikes children. Easily impressed. Hot-headed. Loner. Neurotic. Night owl. Perfectionist. Rebellious. Slob. Unstable.

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Def_TestFailed

Post by ArthurGibraltarCondino » March 21st, 2019, 2:46 am

SUCCESS! Something from the following code fixed the Def_TestFailed: now I just need to find which part (and below, the Overwatch log result):
What I find weird is why SimQueue is null for the fridges and why the fridge's lot name is empty
EDIT: trying to fix post's formatting for code; and plain text not being put inside a 'spoiler'

Code: Select all

using NRaas.CommonSpace.Options;
using Sims3.Gameplay.Actors;
using Sims3.Gameplay.Core;
using Sims3.Gameplay.Objects.Appliances;
using Sims3.Gameplay.Utilities;
using System;
using System.Collections.Generic;
using System.Text;
namespace NRaas.OverwatchSpace.Alarms{
    public class FridgeFix:AlarmOption,Common.IWorldLoadFinished{
        protected override void PrivatePerformAction(bool prompt){
                        Overwatch.Log("TestFridges");
            foreach(var fridge in Sims3.Gameplay.Queries.GetObjects&lt;Fridge&gt;()){
                    try{
                        Overwatch.Log("Fridge in use by "+fridge.ActorsUsingMe.Count+" actors");
                    }catch{
                        Overwatch.Log("Fridge in use by [none]");
                    }
                    try{
                    if((fridge.InUse)/*&amp;&amp;(fridge.LotCurrent==Lot.PlayerHomeLot)*/){
     foreach(Sim sim in fridge.ActorsUsingMe){
                        Overwatch.Log("Fridge in use by "+sim.Name+"; destroyed?"+sim.HasBeenDestroyed+"; inWorld?"+sim.InWorld+"; bot?"+sim.IsEP11Bot+"; greeted?"+sim.IsGreetedOnLot(Lot.PlayerHomeLot)+"; active?"+sim.IsInActiveHousehold);
     }
                    }
                    }catch{
                        Overwatch.Log("Fridge in use by [none]");
                    }
                    try{
                        Overwatch.Log("Sims in Fridge SimLine[before reset]:"+fridge.SimLine.SimsInQueue.Count);
                    }catch{
                        Overwatch.Log("Sims in Fridge SimLine[before reset]:[none]");
                    }
                    try{
                if(fridge.SimLine.SimsInQueue.Count&gt;0){
           var sim=fridge.SimLine.FirstSim;
            if(sim!=null)
                        Overwatch.Log("Fridge in use[line] by "+sim.Name+"; destroyed?"+sim.HasBeenDestroyed+"; inWorld?"+sim.InWorld+"; bot?"+sim.IsEP11Bot+"; greeted?"+sim.IsGreetedOnLot(Lot.PlayerHomeLot)+"; active?"+sim.IsInActiveHousehold);
            else
                        Overwatch.Log("Fridge in use[line] by [null]");
                }
                    }catch{
                        Overwatch.Log("Fridge in use[line] by [none]");
                    }
                    try{
                    fridge.SimLine.DoReset();
                    }catch{
                        Overwatch.Log("fridge.SimLine.DoReset(); [fail]");
                    }
                    try{
                        Overwatch.Log("Sims in Fridge SimLine[after reset]:"+fridge.SimLine.SimsInQueue.Count);
                    }catch{
                        Overwatch.Log("Sims in Fridge SimLine[after reset]:[none]");
                    }
                if(fridge.LotCurrent==Lot.PlayerHomeLot){
                //fridge.FridgeInventory.SetInUse(null);
                    try{
                        Overwatch.Log("fridge.mOwnerLot.Name:"+fridge.mOwnerLot.Name);
                    }catch{
                        Overwatch.Log("fridge.mOwnerLot.Name:[none]");
                    }
                    try{
                        Overwatch.Log("Lot.PlayerHomeLot.Name:"+Lot.PlayerHomeLot.Name);
                    }catch{
                        Overwatch.Log("Lot.PlayerHomeLot.Name:[none]");
                    }
                    try{
                    fridge.SetOwnerLot(Lot.PlayerHomeLot);
                    }catch{
                        Overwatch.Log("fridge.SetOwnerLot(Lot.PlayerHomeLot); [fail]");
                    }
                    try{
                        Overwatch.Log("fridge.mOwnerLot.Name:"+fridge.mOwnerLot.Name);
                    }catch{
                        Overwatch.Log("fridge.mOwnerLot.Name:[none]");
                    }
                    //
                    try{
                        Overwatch.Log("fridge.FridgeInventory.HeldBySim[before validate]:"+fridge.FridgeInventory.HeldBySim);
                    }catch{
                        Overwatch.Log("fridge.FridgeInventory.HeldBySim[before validate]:[none]");
                    }
                    try{
                    fridge.FridgeInventory.RemoveDeadItems();
                    }catch{
                        Overwatch.Log("fridge.FridgeInventory.RemoveDeadItems(); [fail]");
                    }
                    try{
                    fridge.FridgeInventory.ValidateInventory();
                    }catch{
                        Overwatch.Log("fridge.FridgeInventory.ValidateInventory(); [fail]");
                    }
                    try{
                        Overwatch.Log("fridge.FridgeInventory.HeldBySim[after validate]:"+fridge.FridgeInventory.HeldBySim);
                    }catch{
                        Overwatch.Log("fridge.FridgeInventory.HeldBySim[after validate]:[none]");
                    }
                }
            }
        }
        protected override bool Value{
            get{
                return true;
            }
            set{

            }
        }
        public override ITitlePrefixOption ParentListingOption{
            get{return new OverwatchSpace.Settings.ListingOption();}
        }
        public override string GetTitlePrefix(){
            return "FixFridges";
        }
        public void OnWorldLoadFinished(){
            //PrivatePerformAction(false);
            new Common.AlarmTask(1f,TimeUnit.Hours,OnHourlyPerform,1f,TimeUnit.Hours);
        }
        protected void OnHourlyPerform(){
            PerformAction(false);
        }
    }
}
Log result:
<?xml version="1.0" encoding="utf-8"?>
<NRaas.Overwatch>
<ModVersion value="123"/>
<BuildVersion value="0.2.0.32"/>
<Installed value="BaseGame, EP1, EP2, EP3, EP4, EP5, EP6, EP7, EP8, EP9, EP10, EP11"/>
<Enumerator value="3"/>
<Content>


-- Messages --

TestFridges
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
fridge.mOwnerLot.Name:
Lot.PlayerHomeLot.Name:
fridge.mOwnerLot.Name:
fridge.FridgeInventory.HeldBySim[before validate]:False
fridge.FridgeInventory.HeldBySim[after validate]:False
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
fridge.mOwnerLot.Name:
Lot.PlayerHomeLot.Name:
fridge.mOwnerLot.Name:
fridge.FridgeInventory.HeldBySim[before validate]:False
fridge.FridgeInventory.HeldBySim[after validate]:False
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
fridge.mOwnerLot.Name:
Lot.PlayerHomeLot.Name:
fridge.mOwnerLot.Name:
fridge.FridgeInventory.HeldBySim[before validate]:False
fridge.FridgeInventory.HeldBySim[after validate]:False
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
fridge.mOwnerLot.Name:
Lot.PlayerHomeLot.Name:
fridge.mOwnerLot.Name:
fridge.FridgeInventory.HeldBySim[before validate]:False
fridge.FridgeInventory.HeldBySim[after validate]:False
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
fridge.mOwnerLot.Name:
Lot.PlayerHomeLot.Name:
fridge.mOwnerLot.Name:
fridge.FridgeInventory.HeldBySim[before validate]:False
fridge.FridgeInventory.HeldBySim[after validate]:False
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Fridge in use by 0 actors
Sims in Fridge SimLine[before reset]:[none]
Fridge in use[line] by [none]
Sims in Fridge SimLine[after reset]:[none]
Clean up Vehicles
Towed Taxi

Loaded Assemblies:
01594630409241
03670287816340
28573011093883
37680742325532
78960707458934
AweCore
Buzz_RestrictionChoker
NRaasAnimator: Version 10
NRaasAntiMagicScroll: Version 9
NRaasConsigner: Version 22
NRaasCupcake: Version 6
NRaasDebugEnabler: Version 54
NRaasDecensor: Version 14
NRaasDreamer: Version 15
NRaasDresser: Version 38
NRaasErrorTrap: Version 100
NRaasGoHere: Version 43
NRaasHybrid: Version 10
NRaasMasterController: Version 133
NRaasMasterControllerCheats: Version 133
NRaasMasterControllerIntegration: Version 132
NRaasMasterControllerProgression: Version 122
NRaasMover: Version 28
NRaasOverwatch: Version 123
NRaasPorter: Version 42
NRaasPortraitPanel: Version 33
NRaasRegister: Version 81
NRaasRelationshipPanel: Version 20
NRaasRelativity: Version 23
NRaasRetuner: Version 10
NRaasSaver: Version 21
NRaasSecondImage: Version 5
NRaasSelector: Version 13
NRaasShooless: Version 18
NRaasStoryProgression: Version 267
NRaasStoryProgressionCareer: Version 268
NRaasStoryProgressionExtra: Version 266
NRaasStoryProgressionMoney: Version 267
NRaasStoryProgressionPopulation: Version 267
NRaasStoryProgressionRelationship: Version 267
NRaasStoryProgressionSkill: Version 266
NRaasTempest: Version 15
NRaasTraffic: Version 21
NRaasTraveler: Version 87
NRaasWoohooer: Version 129
ScriptCore
SimIFace
Sims3GameplayObjects
Sims3GameplaySystems
Sims3Metadata
Sims3StoreObjects
StoreObjectsBakersStation
StoreObjectsCraftersConsignment
StoreObjectsDoorOfLifeAndDeath
StoreObjectsGalleryShopBase
StoreObjectsGalleryShopDoor
StoreObjectsTreeOfProsperity
System
System.Xml
UI
mscorlib
</Content>
</NRaas.Overwatch>
Absent-minded. Artistic. Brooding. Clumsy. Commitment issues. Computer whiz. Dislikes children. Easily impressed. Hot-headed. Loner. Neurotic. Night owl. Perfectionist. Rebellious. Slob. Unstable.

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