Clydie Posted February 9, 2024 Posted February 9, 2024 On 2/6/2024 at 8:20 PM, Denton47 said: Localizing and translating all the texts is a lot work, Jvsmith and Clydie has already started so I am sure we will get there eventually. I can contribute a reworked file for all who play Sims 3 in German. Find the ZIP file below. Many thanks to @Jvsmith for implementing so many strings to make it available for localization and also many thanks of course to @Denton47 for all efforts he put into the mod to make it so much better ! May be you implement the German language file into your next KW build.... For the time being one can update ver. 421 if wanted : AGAIN : THIS UPDATE ONLY TO BE USED WITH @Denton47 VERSION 421 ( do NOT install this in an earlier version or in the original KW 409 mod because the localization files in ver 421 became renumbered and to have the German localization twice in the mod may cause unwanted behavior !!!!! ) ----------------------------------------------------------- How to install : (see also the readme.txt in the ZIP) BACKUP ONIKI_KinkyMod.package ver 421 on a save place first. 1. Open "ONIKI_KinkyMod.package" ver 421 with the editor S3PE. 2. Click "Resource" in the top menu and click "Import from package" 3. Chose "KW_Mod_ver_421_GERMAN_LANGUAGE_ONLY.package". 4. Then "Import" 5. On the question "Auto-save current package after each package imported?" click "No", to check if the "old" German STBL file is shown to be deleted. 6. Then in the Top Menu "File" and "Save" That's all ! ---------------------------------------------------------------------- Viel Spaß ! (Have fun!) KW_Mod_ver_421_GERMAN_LANGUAGE_ONLY.zip 1
Denton47 Posted February 10, 2024 Author Posted February 10, 2024 12 hours ago, Clydie said: I can contribute a reworked file for all who play Sims 3 in German. Find the ZIP file below. Many thanks to @Jvsmith for implementing so many strings to make it available for localization and also many thanks of course to @Denton47 for all efforts he put into the mod to make it so much better ! May be you implement the German language file into your next KW build.... For the time being one can update ver. 421 if wanted : AGAIN : THIS UPDATE ONLY TO BE USED WITH @Denton47 VERSION 421 ( do NOT install this in an earlier version or in the original KW 409 mod because the localization files in ver 421 became renumbered and to have the German localization twice in the mod may cause unwanted behavior !!!!! ) ----------------------------------------------------------- How to install : (see also the readme.txt in the ZIP) BACKUP ONIKI_KinkyMod.package ver 421 on a save place first. 1. Open "ONIKI_KinkyMod.package" ver 421 with the editor S3PE. 2. Click "Resource" in the top menu and click "Import from package" 3. Chose "KW_Mod_ver_421_GERMAN_LANGUAGE_ONLY.package". 4. Then "Import" 5. On the question "Auto-save current package after each package imported?" click "No", to check if the "old" German STBL file is shown to be deleted. 6. Then in the Top Menu "File" and "Save" That's all ! ---------------------------------------------------------------------- Viel Spaß ! (Have fun!) KW_Mod_ver_421_GERMAN_LANGUAGE_ONLY.zip 119.22 kB · 4 downloads Thank you, this will be included in 422. 3
wubby901 Posted February 12, 2024 Posted February 12, 2024 @Denton47 Another kind of bug is KW trys to sort the outfits when a sim ages up but then says something went wrong I have managed to get a sim in cas after this has happened and it doesnt seem to of added the trait on a teen aging up to a YA ? Sometimes when two sims are woohooing it says that the other other sim would like to do oral so i click to confirm yes the animation then stops and on V421 I now get notified that the animation coudnt be found even though I have the animation?
wubby901 Posted February 12, 2024 Posted February 12, 2024 On 2/2/2024 at 7:14 PM, Attenater said: Do you think theres a possibility to add more than one variant of Peeping Tom at a time? Different peeping toms visitng you randomly? I think thats a great idea however I think the bugs shoud be ironed out first?
Yotix Posted February 14, 2024 Posted February 14, 2024 (edited) On 2/8/2024 at 7:54 AM, caoride said: When I translate it into "Submissive" in English it shows up in the menu, then I translate it into simplified Chinese and it is nowhere to be found. OK, another case of localization making content not showing in-game when using a non-English language, I've went through similar problem which I've posted above. EDIT: If your problem is a single word not showing up, you can likely skip the following paragraphs. Sry The few times I've seen text not appearing in games was usually thanks to Microsoft Office. Word by default uses some typographic characters (onr character for "...", "2nd" in small font and raised), also language specific quote signs (French uses <<>> characters, German and English quotes are the other way round (like 9 text 6 and 6 text 9) and some translators use things like "non-breaking space" (especially if the language has a blank between the last word of a sentence and the fullstop). If you copy paste that from Word into a software only built to understand ASCII it may crash. Probably a lot worse for different writing systems. Example In languages like French the fullstop at the end has spaces in front and behind . Without using non breaking space you risk having a line break where a line starts with a fullstop (looks bad) . So the space after "bad" would be a special space that forbids line breaks . (I manually formatted this but I hope the explanation is okay . You'd need to check especially each blank that is before a stop_. If that is indeed the problem, maybe try copy-pasting into Notepad++ or Editor which I think will autoreplace illegal characters. Then copy-paste from there into the game files, and it might work. If it does not, I'd for a short text I'd probably manually replace all suspicious characters: Replace all blanks with a space, all hyphens with a minus, all "..." characters with three fullstops, brackets with default brackets, etc, until you have replaced all typographic and blank characters. (Or maybe find a software or website that converts stuff to Ascii, I think Notepad++ had a menu for this kind of problem). Edited February 14, 2024 by Yotix
caoride Posted February 15, 2024 Posted February 15, 2024 (edited) @YotixThank you for your advice! Maybe I was not clear, the problem was neither a word nor a text not showing up, it makes any mod content which includes that localization disappear in-game. I tried your method, and, although it didn't work, it was made clear that somehow it only supports Ascii letters, that's to say, only in English. 99% of my translation is working just fine, so it is a very rare occasion I believe can be easily dealt. Unfortunately I know nothing about editing a mod, so regrettably I can do nothing but hope our great modders can deal with this. @JvsmithCould you give a helping hand? Cause thanks to you trait "Submissive" and many localizations have been added. I'd mention it again, localization of text"Brotel:ApplyScheduleButton1" with string id "0xAB9AE27BCE4D4F33" and the name of submissive trait with string id "0xB58E0AA5351A110C" doesn't support non-English language, which will make related mod content disappear in-game. Correct: the submissive trait disappears in the CAS menu, but if I already have a sim with the trait then it's displayed in the sim's trait menu. & Not a mod conflict problem. Many thanks to you! Edited February 15, 2024 by caoride 1
IvaInn Posted February 15, 2024 Posted February 15, 2024 If needed for statistics, the language of my game is not English, but the trait and translation are displayed correctly. Thank you very much!
LVH02 Posted February 15, 2024 Posted February 15, 2024 I installed the 409 package and the 421 package. Now i deleted the mod package from 409 like you said in this topic, and added the 421 mod package. I also added the 166 and the pasion mod. Yet when I open the game I can't use any of the options. I click for example on "woohoo with..." and the action just disapears, I also can't click on any option.
Omicr0n Posted February 15, 2024 Posted February 15, 2024 5 hours ago, LVH02 said: I installed the 409 package and the 421 package. Now i deleted the mod package from 409 like you said in this topic, and added the 421 mod package. I also added the 166 and the pasion mod. Yet when I open the game I can't use any of the options. I click for example on "woohoo with..." and the action just disapears, I also can't click on any option. Don't use Kinky World and Passion together. Choose one or the other
NormanOsborn Posted February 15, 2024 Posted February 15, 2024 (edited) 12 hours ago, caoride said: @YotixThank you for your advice! Maybe I was not clear, the problem was neither a word nor a text not showing up, it makes any mod content which includes that localization disappear in-game. I tried your method, and, although it didn't work, it was made clear that somehow it only supports Ascii letters, that's to say, only in English. 99% of my translation is working just fine, so it is a very rare occasion I believe can be easily dealt. Unfortunately I know nothing about editing a mod, so regrettably I can do nothing but hope our great modders can deal with this. @JvsmithCould you give a helping hand? Cause thanks to you trait "Submissive" and many localizations have been added. I'd mention it again, localization of text"Brotel:ApplyScheduleButton1" with string id "0xAB9AE27BCE4D4F33" and the name of submissive trait with string id "0xB58E0AA5351A110C" doesn't support non-English language, which will make related mod content disappear in-game. Correct: the submissive trait disappears in the CAS menu, but if I already have a sim with the trait then it's displayed in the sim's trait menu. & Not a mod conflict problem. Many thanks to you! This is actually for @Denton47: I think I may have found something that can potentially have something to do with caoride's problem. I have been looking at the source code just for fun, to try to understand more about what happens and how the mod is made. I'm definitely not any expert, but when I looked at "BrothelManager.cs" to see what happens in the region where the key "Brotel:ApplyScheduleButton1" appears, I noticed an oddity – Oniki seems to accidentally try to localize certain keys twice. Look at the following three lines in the file: Line 405: The constructor for the class PlanningDay, which extends Oniki.UI.OptionMenu, passes "UITools.Localize("Brothel:ApplyScheduleButton3")" as the second parameter to OptionMenu's constructor. Line 998: The constructor for the class ScheduleDay, which likewise extends Oniki.UI.OptionMenu, passes "UITools.Localize("Brotel:ApplyScheduleButton1")" as the second parameter to OptionMenu's constructor. Line 922: The constructor for the class MenuSchedule … this too extends Oniki.UI.OptionMenu, but when it passes the second parameter to OptionMenu's constructor, it is the plain, unlocalized key "Brothel:ApplyScheduleButton3". This made me curious, and I attempted to follow what happens to that parameter. OptionMenu's constructor receives it as the variable "thirdButton", which is then stored in the private variable mThirdButton. And later on, when OptionMenu's method Show() tries to use mThirdButton (if it's non-null) on line 197 in the file OptionMenu.cs, it localizes the content of mThirdButton again! I'm not really sure whether this should normally have any severe consequences. It's quite difficult to follow the events, but it seems to me (if I've followed and interpreted the events correctly) that the text which cannot be localized again (as it has already been localized once), should simply return an empty string, which should then result in OptionMenu.Show() showing an empty third button … BUT, with caoride using a non-ascii locale, perhaps this introduces characters or character sequences that cause the internal workings of the localization engine to be messed up somehow, when it tries to localize a "key" which is now actually already localized text … Now, I'm definitely not sure that this is the actual reason for caoride's problems – I have so far failed to track down the code which would cause that snag (and I have tried; the potential consequences of this programming error intrigues me now) – but it should be quite easy to test whether this actually is the cause of the problem: Those keys on lines 405 and 998 obviously shouldn't be run through the localizer yet anyway, as that happens later in OptionMenu.Show() later, so remove the localization calls on those two lines ... that could perhaps solve the problem at the same time. Now that I have discovered this accidental attempt at "double localization", I suspect that there may actually be quite a few such cases within the mod. I have seen numerous "semi-translated" dialogue bubbles – partially keys, partially translated text – which could very well be caused by this, I think. Edited February 15, 2024 by NormanOsborn
wubby901 Posted February 15, 2024 Posted February 15, 2024 @Denton47 So when the sims ages up outfit manager attempts to create a new outit then a popup appears saying soething went wrong I have attatched the script errors that happen when this hppens. ScriptError_DESKTOP-DK63U42__02-15-2024__17-18-08__93122391.xml ScriptError_DESKTOP-DK63U42__02-15-2024__17-23-39__EF74E548.xml ScriptError_DESKTOP-DK63U42__02-15-2024__17-50-21__3A00C4B8.xml ScriptError_DESKTOP-DK63U42__02-15-2024__17-54-39__F87252D4.xml ScriptError_DESKTOP-DK63U42__02-15-2024__19-07-01__ECCF1CBC.xml
Jvsmith Posted February 16, 2024 Posted February 16, 2024 18 hours ago, caoride said: @YotixThank you for your advice! Maybe I was not clear, the problem was neither a word nor a text not showing up, it makes any mod content which includes that localization disappear in-game. I tried your method, and, although it didn't work, it was made clear that somehow it only supports Ascii letters, that's to say, only in English. 99% of my translation is working just fine, so it is a very rare occasion I believe can be easily dealt. Unfortunately I know nothing about editing a mod, so regrettably I can do nothing but hope our great modders can deal with this. @JvsmithCould you give a helping hand? Cause thanks to you trait "Submissive" and many localizations have been added. I'd mention it again, localization of text"Brotel:ApplyScheduleButton1" with string id "0xAB9AE27BCE4D4F33" and the name of submissive trait with string id "0xB58E0AA5351A110C" doesn't support non-English language, which will make related mod content disappear in-game. Correct: the submissive trait disappears in the CAS menu, but if I already have a sim with the trait then it's displayed in the sim's trait menu. & Not a mod conflict problem. Many thanks to you! I wrote a short localization instruction here: Please read this part of the thread, maybe it will give you some insight. 1
caoride Posted February 16, 2024 Posted February 16, 2024 3 hours ago, Jvsmith said: Please read this part of the thread, maybe it will give you some insight. That's right! I've already read this guide, which taught me to use s3se for localization (really useful!) and check the raw text as well as hash key (I used this method and already existed Russian text to double-check my text), this inspired me to nearly finish zh-tw translation for SImplified Chinese players, until I started testing in-game and came across this trouble. it made brothel management menu abruptly ended, otherwise I won't be aware of this one. 10 hours ago, NormanOsborn said: it localizes the content of mThirdButton again! Yes, but ironically Button3 is the one that localization text is working... this definitely needs more investigation. I'd guess it's similar to what you said, some faults left in the code leads to the trouble. 11 hours ago, NormanOsborn said: I have seen numerous "semi-translated" dialogue bubbles – partially keys, partially translated text Something like keys mixed up with translated text? Interesting, I hardly came up with anything like that when I examined my translation in-game. They were raw text before localization and most of them displayed just ok after. What's your language? You can check Jvsmith's localization tutorial and see if there's some mistake in the localization text.
NormanOsborn Posted February 16, 2024 Posted February 16, 2024 14 minutes ago, caoride said: Something like keys mixed up with translated text? Interesting, I hardly came up with anything like that when I examined my translation in-game. They were raw text before localization and most of them displayed just ok after. What's your language? You can check Jvsmith's localization tutorial and see if there's some mistake in the localization text. It's Swedish, so it's a regular latin character set. But I'm reminded now that I play with NRaas' "UntranslatedKey" since many, many years, so perhaps I see some "semi-localized keys" that are simply blank to others? It's been so long that I played without it that I don't know how these lines appear without that mod. But anyhow (and now I call for @Denton47 again), I have actually identified a lot more of these accidental and erroneous "double localizations". Every instance of the GetPassiveName() method and the PassiveName property needs to be inspected and rewritten (most or all of them; I can't remember if there was anyone that was correct). The return value is always (or almost always) run through UITools.Localize() before it is returned and used to set a variable in one of several SocialInteraction classes. Except that this one is localized again before it is actually displayed. So the GetPassiveName() methods and the PassiveName properties should return the key in plain text. You can note that several of these methods also pass along a parameter or two (usually an Actor or a Target) with the key to potentially be encoded into the returned string, but I didn't find a single case where the passivename actually needs it – these are simple strings like "Be seduced", "Be teased", "Listen to the joke" and so on. So they aren't needed – just the key itself is sufficient. Additionally, the second/final (and correct) localization in the relevant SocialInteraction class actually includes two parameters of its own (the actor and the target), at least in the case of KWSocialInteractionPassive, so you will still have these to refer to if they are needed in the final localized string. Take note that there is one instance, the property PassiveName in Oniki.Interactions/DareTo.cs (line 148), where Oniki apparently didn't have the key, but localized it's corresponding numerical value instead. I looked it up, this key should be ""Gameplay/Excel/Socializing/Action:BeDared". This leads us to another problem though: A number of the passive names borrows keys from the base game. A common strategy, to reuse translations that already exist. But when the SocialInteraction classes eventually run the name through the localizer again (which after the corrections above should be the first and only time), Oniki's localizer always prefixes the key with the value KinkyMod.sNamespace + "." (which becomes "Oniki.KinkyMod."). This is another common practice, as when the keys are refered to within the mod they are actually just partial keys. The prefix is added just before the (partial) key is localized, and this ensures that the modder has his/her own domain of strings that won't clash with some other modder's addition to the game. BUT … when Oniki reuses keys from the base game, these are also prefixed by "Oniki.KinkyMod.". Definitely not in every case, but at least with these passive names. For this reason, I suggest an amendmend to two of the Localize() methods in Oniki/UITools.cs: Line 126, which reads "string entryKey = KinkyMod.sNamespace + "." + key;", and line 165 which reads "string text = KinkyMod.sNamespace + "." + key;" ... both these should preferably include a test, which only prefixes the key if it doesn't start with "Gameplay/". That should ensure that the right localization is fetched from the string tables, instead of something beginning with "Oniki.KinkyMod.Gameplay/Excel", because that doesn't exist. I have made these corrections in my own game now, and while I haven't played that long since then I can already see that it works. 1
FreakyRufus Posted February 18, 2024 Posted February 18, 2024 I have an issue that is happening recently. My sim is in the photography career, and occasionally gets wishes to earn simoleans selling photographs. Nothing I do causes the amount earned to increase, as far as the wish is concerned. The photography page in the skill journal updates, and her earnings on the career tab update, but the wish never gets satisfied, and hovering the mouse over it always shows 0 / X simoleans earned. E.g, 0 / 500 or 0 / 1000. The only reason I suspect it could be related to KW is because KW adds the WooHoo and Exhibitionism categories to photography, but it is entirely possible something else is causing the issue. 1
Clydie Posted February 18, 2024 Posted February 18, 2024 7 hours ago, FreakyRufus said: it is entirely possible something else is causing the issue. Think so, because in my game it works as intended. Selling photos increase the earnings and the sim levels up when the sum is reached. 1
FreakyRufus Posted February 18, 2024 Posted February 18, 2024 10 hours ago, Clydie said: Think so, because in my game it works as intended. Selling photos increase the earnings and the sim levels up when the sum is reached. Just to clarify, in my game, selling photos does earn money, and it increases my sim's job performance. The only thing that doesn't increase is the count in the wish. For example, my sim has a wish to earn 500 selling photos. When she sells photos, the family funds increase, and her job performance increases, but the wish always shows 0 simoleans earned out of 500, and the wish is never completed. Huh, I found found a discussion from 2010 on MTS about the same issue. I have tried selling the photos by moving them from the camera to the inventory and then selling them there. I have tried clicking on the camera and selling all photos from the menu there. None of those work. It seems like it effects some people, and doesn't effect others. I guess it is just a general bug that was never fixed. 2
Denton47 Posted February 20, 2024 Author Posted February 20, 2024 On 2/15/2024 at 8:29 PM, NormanOsborn said: This is actually for @Denton47: I think I may have found something that can potentially have something to do with caoride's problem. I have been looking at the source code just for fun, to try to understand more about what happens and how the mod is made. I'm definitely not any expert, but when I looked at "BrothelManager.cs" to see what happens in the region where the key "Brotel:ApplyScheduleButton1" appears, I noticed an oddity – Oniki seems to accidentally try to localize certain keys twice. Look at the following three lines in the file: Line 405: The constructor for the class PlanningDay, which extends Oniki.UI.OptionMenu, passes "UITools.Localize("Brothel:ApplyScheduleButton3")" as the second parameter to OptionMenu's constructor. Line 998: The constructor for the class ScheduleDay, which likewise extends Oniki.UI.OptionMenu, passes "UITools.Localize("Brotel:ApplyScheduleButton1")" as the second parameter to OptionMenu's constructor. Line 922: The constructor for the class MenuSchedule … this too extends Oniki.UI.OptionMenu, but when it passes the second parameter to OptionMenu's constructor, it is the plain, unlocalized key "Brothel:ApplyScheduleButton3". This made me curious, and I attempted to follow what happens to that parameter. OptionMenu's constructor receives it as the variable "thirdButton", which is then stored in the private variable mThirdButton. And later on, when OptionMenu's method Show() tries to use mThirdButton (if it's non-null) on line 197 in the file OptionMenu.cs, it localizes the content of mThirdButton again! I'm not really sure whether this should normally have any severe consequences. It's quite difficult to follow the events, but it seems to me (if I've followed and interpreted the events correctly) that the text which cannot be localized again (as it has already been localized once), should simply return an empty string, which should then result in OptionMenu.Show() showing an empty third button … BUT, with caoride using a non-ascii locale, perhaps this introduces characters or character sequences that cause the internal workings of the localization engine to be messed up somehow, when it tries to localize a "key" which is now actually already localized text … Now, I'm definitely not sure that this is the actual reason for caoride's problems – I have so far failed to track down the code which would cause that snag (and I have tried; the potential consequences of this programming error intrigues me now) – but it should be quite easy to test whether this actually is the cause of the problem: Those keys on lines 405 and 998 obviously shouldn't be run through the localizer yet anyway, as that happens later in OptionMenu.Show() later, so remove the localization calls on those two lines ... that could perhaps solve the problem at the same time. Now that I have discovered this accidental attempt at "double localization", I suspect that there may actually be quite a few such cases within the mod. I have seen numerous "semi-translated" dialogue bubbles – partially keys, partially translated text – which could very well be caused by this, I think. If you localize a string and the key is not found the original text is used so this will still work, however it is obviously not the correct way to use it as you may accidently hit another key, I will fix this in the next build.
Denton47 Posted February 20, 2024 Author Posted February 20, 2024 On 2/18/2024 at 8:04 PM, FreakyRufus said: Just to clarify, in my game, selling photos does earn money, and it increases my sim's job performance. The only thing that doesn't increase is the count in the wish. For example, my sim has a wish to earn 500 selling photos. When she sells photos, the family funds increase, and her job performance increases, but the wish always shows 0 simoleans earned out of 500, and the wish is never completed. Huh, I found found a discussion from 2010 on MTS about the same issue. I have tried selling the photos by moving them from the camera to the inventory and then selling them there. I have tried clicking on the camera and selling all photos from the menu there. None of those work. It seems like it effects some people, and doesn't effect others. I guess it is just a general bug that was never fixed. Calculating the value of a KWPhotograph is a KW extension, however selling the KWPhotograph is a base game interaction, as you have already noted Photography is bugged so I don't think this is KW related. 1
Yotix Posted February 21, 2024 Posted February 21, 2024 On 2/18/2024 at 9:01 AM, Clydie said: Think so, because in my game it works as intended. Selling photos increase the earnings and the sim levels up when the sum is reached. Selling photos works, also with kinky pictures. The "Make $ selling photographs" opportunity has been broken forever, if I remember right it's an unfixed EA issue. ("Skinny dip in pool / in hot tub" opportunities are also broken for me, not sure if they ever worked or if it's a side effect of having KW installed.)
LaundryBasketLid Posted February 21, 2024 Posted February 21, 2024 does anyone know where i can find documentation for KinkyWorld? there's so many options in the settings and whatnot where i have no idea what they mean
Omicr0n Posted February 21, 2024 Posted February 21, 2024 (edited) 3 hours ago, LaundryBasketLid said: does anyone know where i can find documentation for KinkyWorld? there's so many options in the settings and whatnot where i have no idea what they mean A lot of it isn't well documented, or even documented at all. You can find some information in the old archived wiki, but a lot of the pages in it weren't archived. Here's a page for the menu specifically, but some of the sub menu pages don't work: https://web.archive.org/web/20200303234613/https://onikikay-kinkyworld.fandom.com/wiki/Settings:_Main_Menu You might be able to glean some information about different options from the changelog in the original thread. The OP in this thread documents of all the new options that have been added in the LoversLab sub menu. Beyond that you'll either have to search the forums for discussion on different options, or experiment with them. Edited February 21, 2024 by Omicr0n 1
LaundryBasketLid Posted February 21, 2024 Posted February 21, 2024 10 hours ago, Omicr0n said: A lot of it isn't well documented, or even documented at all. You can find some information in the old archived wiki, but a lot of the pages in it weren't archived. Here's a page for the menu specifically, but some of the sub menu pages don't work: https://web.archive.org/web/20200303234613/https://onikikay-kinkyworld.fandom.com/wiki/Settings:_Main_Menu You might be able to glean some information about different options from the changelog in the original thread. The OP in this thread documents of all the new options that have been added in the LoversLab sub menu. Beyond that you'll either have to search the forums for discussion on different options, or experiment with them. thank you!!
I-KDJS-I Posted February 25, 2024 Posted February 25, 2024 this is great some one has taken over this mod and updated it, if only i could help in some way im (I'm useless at coding though).
Zhaiel Posted February 26, 2024 Posted February 26, 2024 I've been trying to figure out why my game crashes at times. I managed to delete some mods that were causing conflicts with KW. Yet, I still experiencing some random crashes at times. Does anyone know why this might be happening? This crash log is the latests one. Btw, I'm not sure why the files says my OS is Windows Vista, but is it not. It's actually W10. xcpt DESKTOP-HKTQNJ2 24-02-26 00.47.31.txt xcpt DESKTOP-HKTQNJ2 24-02-26 00.47.31.mdmp
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