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Wasteland Eggspansion is a pregnancy mod centred around laying eggs. Intended to be something light-hearted, embracing the ridiculous side of Fallout. Pregnancies are initiated without sex. The experience is customizable. Be sure to check whether the default MCM settings suit your needs. Please note that there are no quests to complete or NPCs. This is a background mod, not the main course.

 

What it does

  • Makes the player character and/or companions eager egg-layers.
  • You get started by finding and consuming an item or giving it to a companion. A starter set can be found behind the statue next to the Sanctuary bridge.
  • At the beginning, the capacity to carry eggs is limited, but it will improve gradually. The size of the belly is connected to how many and what type of eggs the egg-layer is carrying. 
  • Simple labour effects: moans, crouching, eggs dropping on the ground one by one and controller rumble.

 

List of egg types

Most eggs are consumable items meant to be either sold or to be used for crafting using the cooking station.

Spoiler

Normal eggs - All unlockable gradually by consuming jellies. Food, combat encounters and/or sex help if applicable.

- Angler*

- Bloatfly

- Bloodbug

- Bloodworm

- Cave Cricket

- Cazador

- Deathclaw*

- Fog Crawler*

- Gatorclaw*

- Gecko* (4 variants)

- Giant Ant (2 variants)

- Gulper*

- Hermit Crab*

- Iguana*

- Mantis

- Mirelurk

- Mirelurk Hunter

- Mirelurk King

- Mirelurk Queen

- Nightstalker (2 variants)

- Ogua

- Rad Chicken*

- Radroach

- Radscorpion*

- Radtoad

- Stingwing

- Thrasher

* Rare bigger version exist. Usually triggered by growth spurts.

 

Exceptions best discovered by accident (actual spoilers, not just hiding data for a cleaner page)

Spoiler

- Alien Squid and Alien Worm eggs - Ninja jelly unlocks. Getting hit by alien blaster fire, Zetan themed mod(s) needed. Player only.

- Bloodworm - Normal jelly/food/combat unlock, but worms may hatch and escape during labor. Worm spawns require Nuka-World DLC.

- Tentacle eggs - Ninja jelly unlock and results from Animated Tentacles mod-related activities. 

- Fish eggs - Extra eggs triggered sometimes when swimming..

- Irradiated eggs - Extra eggs added sometimes due to radstorm exposure.

- Holiday eggs - Optional Rad Chicken egg conversion during holidays. Consuming Yum Yum Deviled Eggs adds more during pregnancy.

- Quantumclaw, Quantumgator and Nukalurk eggs - Quantum consumable induced conversion during suitable pregnancy.

 

 

Egg-laying modes

Modes are to determine how pregnancies happen.

Spoiler

Lore-wise, the egg-laying condition manifests in different forms depending on the genetic make-up of a person. The default for the player character is jelly activation and for companions continuous random for the convenience of not having to micro-manage them.

 

Modes 1-3 make sense if not using jellies for fast random unlocking of species and letting consumed food, combat encounters and sex guide what pregnancies will happen.


1) Once after each (re)unlock.
2) Continuous newest unlock only. To be removed.
3) Continuous newest (re)unlock. To be removed.
4) Continuous random unlocked.
5) Jelly consumption activation. Only consuming a jelly is allowed to start a new pregnancy.
6) Anomalies/manual activation. Only environmental triggers cause pregnancies. This includes animation activities. Yes, this is the sex option.
7) No new pregnancies.

 

Pregnancy-related shenanigans (a few more to be added)

Spoiler

- Egg additions caused by environmental triggers like AAF/NAF/Vore activities with creatures.

- Growth spurts causing eggs to multiply or become bigger.

- Morning sickness. Egg-layer will note they aren't feeling so well and a quick animation may happen if in 3rd person.

 

Buffs, debuffs and perks

All (de)buff-giving perks can be turned off via the MCM.

Spoiler

Species-related pregnancy perks.
Chill: +2 charisma and +2 luck.
Diver: +2 strength and underwater breathing. +500 radiation resistance when exposed to radioactive water.
Fireproof: +100 fire resistance, +2 endurance and +1 heal rate.
Gojira: +2 endurance, +2 strength, +50 damage resistance, +500 fire resistance, +300 energy resistance and +300 radiation resistance.
Hivemind: +2 intelligence and +2 charisma.
Hoarder: +100 carry weight and +20 damage resistance.
Hunter: +5% weapon damage and 2x experience from kills. +2 perception and underwater breathing.
Hyper: 15% faster movement. +2 perception.
Immortal: +200 health and +2 heal rate.
Pointy: +5% melee damage and +2 strength.
Protected: +500 radiation resistance.
Rage: +2 strength and +5% unarmed damage.
Resistant: +100 poison resistance and +2 endurance.
Royalty: +2 strength and +2 charisma. Underwater breathing and +500 radiation resistance when exposed to radioactive water.
Scaly: +20 damage resistance, +100 energy resistance and +200 radiation resistance.
Stalker: +500 poison resistance and 20 seconds of stealth at the start of combat.
Super: 2x jump height. 99% less fall damage.
Survivor: +2 perception.
Thick-shelled: +50 damage resistance and +200 radiation resistance.

 

Animation-related egg addition: 
Incubator: +100 health and +2 strength.
Extra/unused perk that can appear only in random mode:
Immune: +10 endurance.
Radstorm egg addition:
Oops: +1000 radiation resistance.

 

Other perks
- Capacity usage indicator. Empty, easy, half load, comfortable, full load and overload. The last two decrease movement speed. Turned off via MCM/Perk Settings/Detrimental.
- Growth rate indicator. Normal, fast (-10 hp) and relentless (-30 hp).
- Egg-laying experience indicator. Small incremental buffs to carry weight.

 

Buffless information perks
- Belly size perks 1-12. Yup.
- Player state perks: Ready, Pregnant, Labor, Recovery and Dormant (cure used).

 

Other effects
Labor slowdown can be turned off via MCM/Labor settings.

 

Active effects. All optional and off by default.
Alien device influence that makes consuming jellies automatically more likely. Three phases: 
1) Covert thought guidance.
2) Grown susceptibility to persuasion.
3) Suggestions extremely hard to refuse.

 

Jelly addiction level. Five states: 
1) First taste.
2) Rush of new energy.
3) Habit is starting to form.
4a) Addicted, but satisfied due to recent pregnancy.
4b) Addicted and empty womb. Debuff is -2 charisma, -2 intelligence and -2 perception.

 

Jelly Belly buffs are +20 hp and +20 ap per jelly. Up to five jellies are taken into account.
Undiluted Jelly teleported straight to the belly gives +100 hp and +100 ap.

 

Concoctions and other items

Spoiler

These can be bought from vendors, doctors or chem dealers.

- Cure concoction to stop the pregnancies.

- Growth concoction to trigger manually growth spurts.

- Speed concoction for faster pregnancies.

- Jelladictol concoction to cure jelly addiction and to remove empty womb debuff.

- Adipose melter concoction to reset permanent morphs.

- Figure restore concoction. Resets permanent morphs. Subject to change.

- Jellies and jellied foods to trigger pregnancies and unlock species.

 

Unique magazines

Spoiler

Picking up magazines unlocks recipes and increases womb capacity. It’s recommended to use magazine locator quest to..locate them. It’s started via MCM/Help or using the alien device.
Magazine #01 – Unlocks food recipes.
Magazine #02 – Unlocks cure recipes.
Magazine #05 – Unlocks growth recipes.
Magazine #06 – Unlocks body restore recipes.

 

 

2024/05: Eggspansion doesn't work properly with the next-gen version of Fallout until all hard requirements have been updated. Latest Steam version = next-gen (NG).

 

Hard requirements. All of these are of general use and non-negotiable.

 

 

Optionals. Not-so-general-use but provide additional "stuff".

  • For dripping fluids during labor 'Zaz Particle Effects.esp' enabled from UAP.
  • Base Object Swapper and its requirements for spawning consumable items into the world. 

  • For male character pregnancy belly morphs: FPE - Male Morph Support

 

 

Might be of interest

  • Immersive Animation Framework for eating and drinking animations for jellies and concoctions.

  • Quick trade for accessing quickly companion inventories.

  • Zetan-themed mods downloadable from Nexus.

  • Mojave Wasteland species additions downloadable from Nexus.

  • A more suitable crouching animation (maybe this?) if using the good old crouching method for labor.
  • FallUI and suitable extensions for it to make message boxes work better and prettier. 

 

 

Random information

  • If starting the game from nowhere near Sanctuary, starter items can be obtained via MCM (Mod Management/Maternity Package).
  • Supported body types without extra fiddling: anything CBBE-based (TWB, 3BBB, FVore), Fusion Girl, Janebod and Bodytalk. For other bodies custom sliders can be used, but if the body type doesn't have a pregnancy belly slider, not much can be done.

  • All egg types can be unlocked even without the DLCs and associated mods. The necessary consumable item (jelly) is found by dumpster-diving and is often dropped by raider types. On an old save visiting new areas or places that haven’t been visited lately does the trick. Or sleeping a month or two until the cells reset..
  • Making companions egg-layers works by putting jellies or jellied food into their inventory. Amount of egg-laying companions/NPCs is limited to 20.
  • Companions won’t become egg-layers unless it makes sense for them to do so. If in a hurry and unable to wait to get the necessary companion affinity perk, sole survivors (or startmeuppers) are going to have to engage sneaky asshole mode and use a “jellied” food item in order to trick their egg-layer candidates. Recipes found inside magazine #1 and crafted items sometimes dropped by raiders. This can be bypassed with 10+ charisma or having a reputation as an egg-layer.

  • Pip-Boy perks indicate what's going on with the player character. For companion/npc information, the alien device and MCM hotkeys need to be used.

  • Jelly addiction and alien device influence system is designed to automate jelly consumption. Active effects in Pip-Boy show what's going on if the feature is enabled.

  • If an egg-layer is in "dormant" state, it means that a cure has been activated. Giving them either a speed or growth concoction resumes production. Alternatively, the device can be used to restart the production of a misbehaving egg-layer.

 

 

Mod management

I can't recommend updating from pre 0.42 versions during labor due to some numerous changes to that part of the system, but it is probably fine in other states. Shutting down the mod for an update is the safest option, but not required.

 

If you wish to get rid of the mod mid-game, shut it down via MCM. Run installation again and do not select RobCo Patcher, Base Object Swapper or Pip-Tabs files if they were previously selected. Any items that have already spawned into the world will remain, but at least new areas won't contain them.

 

 

Current state of the mod and future plans

The mod has been taken as far as it can be in its current form. This is a good spot to take a break and do some bigger changes. Needless to say, it’s going to take time. Any severe enough bug or problem discovered will be fixed like always.

 

Things left to do:

  • A few lore-friendly eggs types haven't made it into the mod yet and some egg textures still need improving.
  • A few random small-scale and self-contained shenanigans and environmental triggers for them.
  • Workshop shelves and nests as displays for eggs. Need to stop adding and changing eggs before it can happen. This will most likely be an optional separate plugin due to the inevitable bloat.
  • Some structural changes and cutting down a few many unnecessary features and options.

 

 

Known issues and frequent topics

  • AI generated voices sound terrible. I personally prefer having some kind of audio rather than none at all. I probably won't be updating any of the sound files unless there's a monumental jump in quality open source based solutions can provide. 
  • No jellies to be found inside rubbish bins or dumpsters. Either the area was already discovered before or there’s a scarcity mod getting rid off the items? Vendors, killing raiders and Basic Object Swapper might be of help. Also, make sure Robco Patcher is working and its setting file was selected during installation.
  • Alien device displays rubbish and is slow. The device isn’t supposed work properly at the beginning. There’s MCM setting to skip this phase and have the device fully running immediately. The feature will be later removed.
  • Companions engage incessant sandboxing derp mode inside settlements and squatting may not happen during labor, mostly likely when they are "pathing".
  • Morphs if the same sliders are used multiple times. Can't be fixed on my end. Hopefully, in some future update, Looksmenu gets the same "morphmode" setting that Racemenu already has.
  • Egg hatching and offspring. There are two random happenings that can result in eggs hatching. As for offspring, FPER/WDF and Mojave Geckos already do that. The latter is integrated as much as it can be: bigger Gecko eggs come out as hatchable eggs if the mod in question is installed.

 

 

Disclaimers

  • Stable Diffusion 1.5/SDXL were a great help in texture creation. xVaSynth, Tortoise TTS and XTTS v2 were used to voice NPCs. Voices can be turned off from the MCM, but without textures there would be no mod.
  • Tested only on old-gen version of FO4. The most crucial bits should work on NG, including morphs, but anything related to leveled lists remains behind RobCo Patcher that doesn’t have a next-gen version yet (24/12/20). Downgrading is still the better option for many reasons.
  • This is posted on the test/beta section for a reason. Always make backups and prepare for issues.
  • This is a fetish mod about gestating and popping out eggs of imaginary mutated species. It can be considered distasteful.

 

 

Credits and sources for inspiration

Mixamo anims used (back pain, dizzy) conversion by Sebbo, edits using Blender Animation Rig and Guide.
A lot of ideas, mainly the labor system, come from MorePrinniesDood's eggcellent EggFactory.

pepertje's Fertile Breeder lore inspired me to do this mod in the first place and gave a handy way to explain who/what is behind the nonsense.

Tool tinkerers, general use mod makers, guide writers and information sharers.

Kendri for the ideas of jelly activation option for pregnancies and burst mode for egg output.

 

Edited by Alfakentauri
Updated requirements


What's New in Version 0.449

Released

Version 0.449

- New visual indicator for growth spurts: A light blue haze surrounding the body indicating spurt activation.

- A modified alien blaster can be picked up from nearby the alien. It can be used to make new egg-layers, but the limit remains 20. Also causes gestating egg-layers to spurt and nullifies cures.

- Fixed companion keywords not being updated properly when cured. Fixed override options. MCM switch for surprise hatchings during birth. Off by default.

 

Version 0.448

- Fixed message recall not working after shutting down and restarting the mod.

- Servitrons kind of work. Only costumes seems to morph and since Servitrons are flagged as males, their morphs need to be configured using male options.

- Additional checks for states that should prevent idle animations (sitting and sleeping). Added missing check for furniture.

- Some refinements to the preset reader (ignoring zeroed entries, some slider names not loading).

- The new default for companion morphs is “Pregnancy belly only” and may require changing.

 

Version 0.447

- More bug fixes and small changes. The device should work again. Removed “Wait for Zeta” from integration options.

- Optional morphs separated by sex and loaded from provided Bodyslide Studio presets. MCM options reorganized and simplified. Update to Garden of Eden Papyrus Script Extender version is 1.84+ required.

 

Spoiler

Version 0.446

- Important bug fixes and small tweaks. Other upcoming changes need more testing.

- Added an option to prevent FPE(R) pregnancies happening when an egg-layer is either gestating, in labor or recovering.

- Moved compatibility-related formlist additions from RobCo Patcher configs to scripted handling.

- Disabled tentacle spawns for the time being because they were causing issues.

- Permamorph reset concoctions were missing from their respective formlist.

 

Version 0.445

- Added Ogua, Radtoad and Thrasher eggs.

- Some always-on checks in order to avoid yanking off actors from devices related to adult activities. Robco Patcher required to work. Separate furniture check on/off MCM setting for the player and followers.

- Minor fixes and changes. Fishy anomaly and Gatorclaw eggs should work again as intended. Combined back pain setting with sprint prevention. Added descriptions for concoctions. Anomalies stop working when pregnancy is 99% done instead of 90%.

 

Version 0.444

- Switched from SUP F4SE to Garden of Eden Script Extender.

- Added magazines #19-20 to complete the current set.

- Drinking a concoction adds an empty bottle to inventory. Eating a lurk lunch or a salad adds an empty lunchbox to inventory.

- Added optional lore descriptions for some of the species and recipes.

- Complex Item Sorter configuration file for tagging eggs and other inventory items plus custom FIS2 icons.

- Minor fixes and tweaks. Removed obsolete labor length setting from MCM. Nuked an errant notification. Upped a bit potency of growth concoctions for NPCs and removed consuming limit. Removed sex with an egg-laying species egg addition once per pregnancy limit for the player character.

 

Version 0.443

- Added magazines #17-18.

- Tweaked thought notification cooldowns.

 

Version 0.442b

- Put power armor auto-re-equipping behind selection that’s by default off.

 

Version 0.442

- Small fixes and tweaks. Auto-collector will no longer insert exploding eggs into actor inventories and cause extra papyrus log traffic. Added a tiny easter egg somewhere. Nerfed healing power of raw eggs and other edible items. Additional fixes to make sure the mod runs properly with only companions doing the egg-laying.

- Removed unnecessary selections for morph body types and option to disable NPC jelly consumption by sex. Removed MCM selection for device readable status. Removed insect and non-lore-friendly egg on/off options.

- Added magazines #11-16. Mostly general wasteland pregnancy imagery.

- Restored player thought notification system mostly as it was for minimal communication and added a few observations about companion states. Decreased notification frequency cooldown.

 

Version 0.441

- Small changes. Tweaked egg-laying mode #3 and changed its description.

- Added some missing bits to make sure the mod starts running properly even when player is not an egglayer (yet).

 

Version 0.44

- Added optional Base Object Swapper configuration file for spawning extra jellies into the world in a non-container fashion.

- Added optional Robco Patcher configuration file for inserting jellies and concoctions into containers and vendor chests.

- Added Nuka-Cola Quantum and Yum Yum Deviled Eggs shenanigans during pregnancy for companions. Requires Robco Patcher to be installed in order to work. Items in question need to be given/traded in the same fashion as the jelly packets. NPCs won’t consume the item if a different anomaly has already happened during that particular pregnancy.

- Consuming jelly packets and concoctions triggers generic Immersive Animation Framework-based eating and drinking animations for the player if the mod in question is installed. Requires Robco Patcher to be present.

- Replaced covers for magazines #9 and #10 with more eggsplicit displays of egg-laying action.

- Added optional health and AP buffs for consuming jelly items. Displayed in active effects. Up to five jellies are taken into account, giving +20 hp and +20 ap per jelly. The device has its own long-lasting industrial strength undiluted force feeding version (+100 hp and +100 ap). Happens rarely, but they stack if both features are on.

- Added labor and sickness sounds for Cait, Curie, Danse, Deacon and Piper using recycled vanilla game assets. Not much of a selection for pleasure, so they have a cooldown to prevent too frequent repeating.

- Some changes to companion commentary system making it more predictable. XTTS v2 treatment for Piper. Less robotic perhaps, but word emphasis can be strange.

- Version requirement of SUP F4SE changed from 8.0+ to 11.0+ due to internal changes.

- Never-ending cavalcade of small fixes and tweaks. Several issues related to starting fresh after stopping resolved. Went through all the perks and upped some of the benefits. Added missing logic to holiday eggs system.

- Capacity increases after every pregnancy regardless of experienced load level. Upped capacity increase rate slider max value.

 

Version 0.424

- MCM option to limit the occurrence of growth spurts to concoctions only.

- MCM option for player labor: pushing eggs out manually using a hotkey. Can be used to speed up automatic labor also (or to make a mockery out of conversations).

- MCM option for player labor: ignore scene checks. Checks are on by default for automatic labor and continue to be always on for npcs.

- Added concoctions for resetting permanent body changes. Crafting recipes found inside magazine #6, both doctors and chem artists sell the bottles. Replaced the cover for magazine #6.

- Getting caught in a radstorm may result in unique consequences.

- Getting hit by alien blaster fire may cause additions. Player only.

- Added built-in support for NAF activities causing additions. Changed animation-induced anomaly chance to 100%, but it’s still once per pregnancy. Or not..

- Quantum version of Gatorclaw eggs. Player only.

- Added Halloween and Christmas themed Rad Chicken egg variants. If real world and in-game holidays collide, the order of precedence is Easter > Christmas > Halloween.

- Changed npcs to use the device override, but only if there has been no anomalies (radstorms, AAF/NAF/Vore additions, fishies) that cause species information to be saved for the next pregnancy.

- Bug/compatibility fix: added checks for consumable-related magic effects that should be only triggered by the player.

- Default settings re-evaluated and changed to improve the starting experience.

 

Version 0.423

- Added recall option messagebox for ten newest device messages. A separate MCM hotkey need to be set, see MCM/Communication. Messages are saved and can be recalled even if notifications are switched off. Device needs to be in inventory and fully readable for it to work.

- Widened pregnancy phase window for random growth spurts and slightly upped the chances. Big eggs can now multiply/divide during growth spurts.

- Gunners drop the same items as raiders (jellies, tricksy food items).

- Added a few generic pregnancy-related lines for Nick.

- Fixed alien device’s species selection option top row bug.

 

Version 0.422

- Perks Diver and Royalty should apply water breathing ability reliably and they give +500 radiation resistance when exposed to radioactive water (stacks).

- Made sprint failures a bit less annoying and decreased slowdown for heavy load pregnancies.

- Shortened some of the jargon-filled lines for Curie and added more things to say for Deacon.

- Don’t go waving your torpedo around Ann Codman - Tortoise tts test for a voice with some emotion.

 

Version 0.421

- Added option to delay egg-pushing action for the player until combat is over.

- Added jellies to general traders’ selection of goods: Carla, Myrna, etc. Added both jellies and growth concoctions to chem dealers.

- Added night stalker eggs and a unique pregnancy trait for carrying them.

- More appropriate model for the alien device.

- Companion stats persist after cure and using a growth concoction or the device to restart egg production. Tricked egg-layers have a 10% chance to cure themselves after each pregnancy. After ten pregnancies it will no longer happen.

 

Version 0.42

- Added Bloodworm eggs.

- Replaced magazine covers for issues #2 and #7 with more explicit displays of biology.

- Plentiful egg yields will make their exit in bursts in order to avoid unusually long birthing sessions.

- Egg dropping animations (that are alternative to vanilla game crouching mechanic) have been separated from sounds. Squatting to replace the old “standing dump”.

- Companions with maxed affinity can become egg-layers by giving them a jelly. Giving a cure concoction stops the production after recovery period is over or immediately if not pregnant.

- Added jelly-based food recipes that can be used to trick companions to become egg-layers or just make one’s jelly stash last longer. Unlocked by magazine #1.

- Alien device’s message section has “Scan results” listing of egg-layers and what they are gestating.

- Player thought notifications have been replaced by comments and suggestions coming from the alien device. They’ll start only after the device is fully readable.

- Automatic jelly consumption under the influence of the alien device or if addicted to jellies during fertility and a lower chance if pregnant. Gobbling up a jelly during pregnancy has a chance to trigger a growth spurt. MCM setting to enable.

- Option to have the device come back on its own if ditched somewhere. MCM setting to enable the antics.

- Fixed MCM comment frequency slider’s reversed functionality.

- Fixed instant surprise birthing session when starting out in “Jelly activation only” mode.

- Fixed Fallout Vore integration not working if AAF wasn’t installed.

 

Version 0.41

- Mild visual dizziness and sound effects for growth spurts (+ MCM option to disable).

- Visually smaller bigger eggs. Changes to Radscorpion eggs (more FNV style).

- Piper reacts to player pregnancy. Cait, human Curie and Strong have a few comments also. Curie’s science babble isn’t fact-checked. MCM option to turn off companion and/or NPC comments. xVASynth voiced.

- Added two more magazines in order to have a set of ten for certain type of shelves.

- Added rest of the experiments and Easter versions of Rad Chicken eggs (see MCM/Tweaks).

 

Version 0.40

- Hard requirement change from LLFP Community Plugin to SUP F4SE.

- Alien device provides functions to halt and restart egg production. Ongoing pregnancy, labor and recovery will finish before the perk change becomes visible. The cure doesn’t prevent unlocking new species via various activities, it just stops the pregnancies.

- Alien device has a function to favorite an egg type and use it as an override for “normal” pregnancies. The override list grows as new species get unlocked.

- Added a few magazines. Alien device has a function to start a fetch quest “to gather intel”. Optionally, the same location helper quest can be launched from MCM/Help. Finding magazines will increase egg capacity. Issue #05 unlocks recipes for growth concoctions that can be crafted at the cooking station. Issue #02 holds a supposed cure.

- Renamed egglaying mode names and alien device statistics to match. Added a mode that doesn’t allow any kind of new pregnancies, not even initiated by anomalies. Basically, same as the cure.

- First jelly unlocks two starting pregnancies instead of one. Streamlined the jelly system.

- Mirelurk Hunters and Kings have their own egg type. Hunters have a unique pregnancy trait.

- MCM option to disable the standing animation. MCM option to have a silly “water splash” effect at the start of labor.

- Added automatic selling option (eggs to caps) to automatic gathering. Cap collector perks are taken into account. Most egg types have their value doubled. Gathering delay is six seconds after the last egg is out. Anything not picked up will disappear permanently after that.

- More “realistic” weights for Cave Cricket and Mantis eggs.

- Some minor texture improvements and optimizations.

- More reliable perk removal and checks for pausing, stopping and starting the mod.

 


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