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Compatibility:
Markarth (6.2.5)
Harrowstorm (5.3.5)
Dragonhold (5.2.5)
Scalebreaker (5.1.5)
Murkmire (4.2)
Summerset (4.0)
Morrowind (3.0)
Homestead (2.7)
Updated:11/20/20 06:53 PM
Created:03/15/17 11:18 AM
Monthly downloads:164
Total downloads:22,125
Favorites:50
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InventoryManager  Popular! (More than 5000 hits)
Version: 2.5.2
by: iwontsay [More]
Not yet another Junker or Bank Addon, this Inventory Manager takes care of your needs to automatically stash, retrieve and dispose of your items as you see fit.

This addon works in conjunction with the CraftStore addon to determine which recipes, style motifs or traits are wanted by your current character or your alts and lets you determine whether to put the given recipes into the bank or even get them from the bank if your character deems them suitable.

Rather than working with a preset list of actions and item groupings, this addon allows to set a list of rules which are applied on the items you loot, your inventory or the bank, as you wish. Think the mail filter in Outlook or Thunderbird and you get the idea.

To use the full range of functions within these AddOns, following AddOns are suggested for installation as well:
* CraftStore Summerset for identifying your character's and alt's needs
* FCO ItemSaver for customized marking options

---- Special thanks to:
* Baertram (Your developer docs for FCO ItemSaver really saved the day)
Version 2.5.2
* Fixed handling of FCOIS's dynamic symbols, especially after delay loading had been introduced.
Now editing of those dynamic symbols and using them directly in the manager should work, too!

Version 2.5.1
* Copy/Paste mistake in CraftStoreLink refactoring, disabling usability for recipes et.al. fixed

Version 2.5.0
* Straightening out some texts
* Code cleanup in CraftStoreLink
* Made deconstruction of jewelry working
* Revamped CraftStoreLink to make to more robust to changes to CraftStore

Version 2.4.4
* Ditched embedded libraries, made LibAddonMenu-2.0 a mandatory dependency
* Fixed distinction between recipes and blueprints for unknown checking

Version 2.4.3
* API bump
* Now recognizing the distinction between CraftStore's "Need Recipes" and "Need Blueprints" flags

Version 2.4.2
* Added migration to ID based save datasets
* On logging in a specific character, it will be migrated. After that, name changes should not affect it.
* Fixed selecting of guild name in Rule Edit

Version 2.4.1
* API bump
* Followed a change in CraftStore which broke the unkown trait recognition
* "unknown traits" and "traits unknown to others" were messed up.

Version 2.4.0
* API bump
* Added item categories
* Dye stamp
* Jewelcrafting materials
* Added furnishing materials in furnishing

Version 2.3.0
* Adding the remaining currencies to the management
* /im off and /im on as 'master switches' to temporarily disable and reenable the addon
* /im as-off and /im as-on as shorthands to switch off and on the Autosale function

Version 2.2.0
* API bump
* Fixed: Settings were lost from profiles when logging out and back in
* Reworded Auto-Sell button to reflect its current purpose
* Jewelry traits now selectable
* Removed outdated/unused libs (LibNeeded4Research, for example)

Version 2.1.1
* API bump
* Fixed detection of CraftStore Summerset 1.75 and higher

Version 2.1.0
* Added progress report switch
* Added switches to apply currencly limits to bank
* Hotfix: When entering an existing profile name it won't crash anymore on save.

Version 2.0.0
* Added name matching filter
* Reworked rules representation: Show them in sections
* Added cross referencing of rule sections
* Major code cleanup

Version 1.5.1
* Hotfix: Made 'Keep' a blocking action again

Version 1.5.0
* Added guild bank management
* Added limited support for ItemSaver (in contrast to FCOIS)
* Allow concurrent rules like put in bank/deconstruct items

Version 1.4.1
* Removed clamping of gold and TV stones for banking
* Added 'crafted' trait filter
* Fixed FCO ItemSaver detection for 'not installed' case

Version 1.4.0
* Made banking fully functional for ESO+ again
* Made Deconstruction fully functional for ESO+ again
* Added 'no trait' as selectable trait filter

Version 1.3.4
* API version 100019
* Fix for item names and icons not showing (and other things) during processing

Version 1.3.3
* Hotfix for filtering for specific marks with FCOIS >= 1.0.0

Version 1.3.2
* Fixed bug which triggered on logging in with a new character
* Support for FCOIS >= 1.0.0 (thanks Baertram!)

Version 1.3.1
* Fixed recipe tracking for furnishing blueprints

Version 1.3.0
* Added command /im settings
* Fixed LUA error in RuleEdit when FCOIS is not present
* Added maximum execution count for rules
* Revamped Banker - more robust, better performance

Version 1.2.2
* Hotfix: Respect FCOIS Locking on Deconstruction

Version 1.2.1
* Hotfix: Inventory action on pickup

Version 1.2.0
* Translation update
* Made Seller more robust: Revenue is tallied up correctly
* Added negative message for dryrun if FCOIS denies a specific action
* Added Deconstruct Inventory action
* Chained in Laundering when selling to Fences
* Generalized selling into ruleset
* Added 'junked' as filter criterion
* Added more delay options
* Added /im run command
* Extended FCO marking detection with static markers

Version 1.1.1
* Fixed bug when trying to set FCO Marker before having done a dryrun before
* Fixed for trait not being cleared when non-trait itemtype is selected

Version 1.1.0
* Updated Readme
* Included a button to toggle Auto-Sell on or off
* Performance improvement on bank transactions
* Added FCO ItemSaver support for dynamic flags
* Included detection and support for CraftStore Fixed And Improved

Version 1.0.1
* Fixed bug which made Destroy Items nonfunctional
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Archived Files (29)
File Name
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2.5.1
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iwontsay
03/28/20 03:33 AM
2.5.0
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iwontsay
03/28/20 02:58 AM
2.4.4
41kB
iwontsay
03/04/20 01:20 PM
2.4.3
84kB
iwontsay
02/26/20 10:49 AM
2.4.2
84kB
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02/14/20 01:47 PM
2.4.1
84kB
iwontsay
02/14/20 12:07 PM
2.4.0
84kB
iwontsay
09/01/19 12:28 AM
2.3.0
83kB
iwontsay
11/18/18 04:39 AM
2.2.0
82kB
iwontsay
10/24/18 04:52 AM
2.1.1
93kB
iwontsay
05/26/18 09:51 AM
2.1.0
93kB
iwontsay
06/30/17 11:14 AM
2.0.0
93kB
iwontsay
06/28/17 11:11 AM
1.5.1
89kB
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06/15/17 01:26 PM
1.5.0
89kB
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06/15/17 08:55 AM
1.4.1
87kB
iwontsay
05/28/17 09:08 AM
1.4.0
87kB
iwontsay
05/27/17 09:08 AM
1.3.4
87kB
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05/22/17 01:27 PM
1.3.3
87kB
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05/22/17 01:25 PM
1.3.3
87kB
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05/02/17 12:19 PM
1.3.2
87kB
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05/02/17 12:03 PM
1.3.1
86kB
iwontsay
04/04/17 11:03 AM
1.3.0
86kB
iwontsay
04/03/17 08:44 AM
1.2.2
86kB
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03/31/17 02:49 PM
1.2.1
86kB
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03/31/17 01:07 PM
1.2.0
86kB
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03/31/17 12:19 PM
1.1.1
78kB
iwontsay
03/21/17 11:33 PM
1.1.0
78kB
iwontsay
03/20/17 10:58 AM
1.0.1
76kB
iwontsay
03/16/17 11:00 AM
1.0.0
76kB
03/15/17 11:18 AM


Post A Reply Comment Options
Unread 02/24/20, 10:09 AM  
iwontsay
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Forum posts: 27
File comments: 77
Uploads: 3
Originally Posted by wambo
might be unrelated, but since the latest ( or second latest?) update I get crashed upon opening the bank (right at the point where Inventory Manager usually calculates and starts acting)

gonna try to get a crash without inventory manager active...
Strange, as I haven't done anything on the item processing itself in the most recent updates. A 'freeze and crash' happens when the scripting engine is caught in a script running an endless loop. I think it could happen if, say, another add-on is interfering and that addon and the InventoryManager disagree upon where a specific item should be.

In any case, I came across several intances of addons interfering with each other, so that might be worth looking into. Or, if it happens with just a single character or all of them, and then, maybe dependent on the active ruleset.

Does '/im dryrun' finish and present you with a list of actions? If so, it wouldn't be the processing of the inventory list, but acting on it.
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Unread 02/24/20, 09:52 AM  
iwontsay
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Originally Posted by chafnan
After the update not all items where being processed. I found this in the `DelayedProcessor.lua` on line 114

Code:
		if #list > 90 then break end
I commented it out and all works fine again.
This line has been in there for ages and it is put there intentionally. It is in the code that gathers the 'laundry list' of actions to take before actually commencing them. As far as I know, there's some flooding protection that would kick you (and temporarily ban you on repeated occurences) if too many requests are sent to the server too quickly. Anything below 100 requests in a row were widely regarded as safe, though there's no official statement on this (of course...) and everything that has been gathered together has been by trial, error and observation.

It might be that the flood protection has been relaxed, or since it is coded in a send/response loop it wouldn't matter, but if you want to err on the side of caution, you might want to keep it in place.
Last edited by iwontsay : 02/24/20 at 10:01 AM.
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Unread 02/18/20, 07:42 PM  
chafnan

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Originally Posted by iwontsay
Hadn't been in ESO for too long, truly.

Just found the time to fix the most prevalent issues, as in....
* Unknown trait detection on recipes/styles/...
* Guild names in Rule editing

Version 2.4.2 is still pending review at the time I write this notice.

In addition, saved settings and rules will be migrated to an ID based data set instead of a named one. The migration will be done transparently (read: completely in the background) for the character you just logged in - other characters are unaffected.

So, if you wish to change the name of a given character, log him or her in, then log him out again, or do /reloadui, before you attempt the name change.

As with every addon saving its settings, the save file gets updated whenever the UI is unloaded (as in, on logging out or doing /reloadui)


CraftStore one-time error popup:

I noticed that one myself, too, but wasn't able to track it down. It may be a non-issue with the latest update (esp. the fix with the unknown traits) now, but I think it might have been a race condition between CraftStore updating its own settings to a new format and the InventoryManager trying to access them.
After the update not all items where being processed. I found this in the `DelayedProcessor.lua` on line 114

Code:
		if #list > 90 then break end
I commented it out and all works fine again.
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Unread 02/15/20, 04:17 PM  
wambo
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might be unrelated, but since the latest ( or second latest?) update I get crashed upon opening the bank (right at the point where Inventory Manager usually calculates and starts acting)

gonna try to get a crash without inventory manager active...
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Unread 02/14/20, 02:02 PM  
iwontsay
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Forum posts: 27
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Hadn't been in ESO for too long, truly.

Just found the time to fix the most prevalent issues, as in....
* Unknown trait detection on recipes/styles/...
* Guild names in Rule editing

Version 2.4.2 is still pending review at the time I write this notice.

In addition, saved settings and rules will be migrated to an ID based data set instead of a named one. The migration will be done transparently (read: completely in the background) for the character you just logged in - other characters are unaffected.

So, if you wish to change the name of a given character, log him or her in, then log him out again, or do /reloadui, before you attempt the name change.

As with every addon saving its settings, the save file gets updated whenever the UI is unloaded (as in, on logging out or doing /reloadui)


CraftStore one-time error popup:

I noticed that one myself, too, but wasn't able to track it down. It may be a non-issue with the latest update (esp. the fix with the unknown traits) now, but I think it might have been a race condition between CraftStore updating its own settings to a new format and the InventoryManager trying to access them.
Last edited by iwontsay : 02/14/20 at 02:03 PM.
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Unread 11/30/19, 05:39 AM  
bahamin

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Re: Code fix for Guilds

Originally Posted by noone
Thanks for writing such a useful addon!

Noted below, there is a problem with the guild selector dropdown not working. I've patched my own copy of this addon and thought I would share this fix.

In the file UI/RuleEdit.lua approx line:100; change from
Code:
local gn = GetGuildName(i)
to:
Code:
local gid = GetGuildId(i)
local gn = GetGuildName(gid)
Thanks again for this addon, I hope this helps.
Thank you so much for your solution, I've been waiting for a solution for a month, and yours works perfectly!

Can you please upload the fixed version for a temporary time? so other people can use it until the developer comes back
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Unread 11/19/19, 08:43 AM  
wambo
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Choosing guild banks in the rules seems broken.

If I click what should give me a list to choose from, nothing happens:

https://ibb.co/SsYh6Vp
Last edited by wambo : 11/19/19 at 08:43 AM.
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Unread 11/18/19, 07:00 AM  
Baertram
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Could you PLEASE change the SavedVariables from the very very old "character name" format, which is obviously not rename save, to the character ID settings!
Just renamed a few chars to welcome them to the family name and noticed that your addon is still using this outdated method of SavedVariable saving, unfortunately.

Old/outdated since years/not rename save - Character name:
Code:
ZO_SavedVars:New
New/rename save - Character ID:
ZO_SavedVars:NewCharacterId
-> https://wiki.esoui.com/AddOn_Quick_Q...cal_machine.3F

Both got the same parameters so you just need to exchange the function name!

Should be also easy to migrate the settings, here is an example function how to get the character IDs and names so you can check old SV table and migrate to the new one ONCE:
Lua Code:
  1. --Function to get all characters of the account, ID and name.
  2. --Returns a table with 2 possible variants, either the character ID is key and the name is the value,
  3. --or vice versa.
  4. --Parameter boolean, keyIsCharName:
  5. -->True: the key of the returned table is the character name
  6. -->False: the key of the returned table is the unique cahracter ID (standard)
  7. local function getCharactersOfAccount(keyIsCharName)
  8.     keyIsCharName = keyIsCharName or false
  9.     local charactersOfAccount
  10.     --Check all the characters of the account
  11.     for i = 1, GetNumCharacters() do
  12.         local name, _, _, _, _, _, characterId = GetCharacterInfo(i)
  13.         local charName = zo_strformat(SI_UNIT_NAME, name)
  14.         if characterId ~= nil and charName ~= "" then
  15.             if charactersOfAccount == nil then charactersOfAccount = {} end
  16.             if keyIsCharName then
  17.                 charactersOfAccount[charName]   = characterId
  18.             else
  19.                 charactersOfAccount[characterId]= charName
  20.             end
  21.         end
  22.     end
  23.     return charactersOfAccount
  24. end

Additional SavedVariables info:
https://wiki.esoui.com/Circonians_Sa...ables_Tutorial

Thank you very very much iwontsay!
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Unread 11/06/19, 01:40 PM  
wambo
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Edit: This kinda fixxed itself...

Latest Craftstore Updates seem to have broken something when IM tries to access it.

Upon entering banking screen I get the following error:
Code:
user:/AddOns/InventoryManager/CraftStoreLink.lua:81: attempt to index a nil value
stack traceback:
user:/AddOns/InventoryManager/CraftStoreLink.lua:81: in function 'CSL:IsStyleNeeded'
user:/AddOns/InventoryManager/CraftStoreLink.lua:150: in function 'CSL:isUnknown'
user:/AddOns/InventoryManager/InventoryManager.lua:124: in function 'IM:GetItemData'
user:/AddOns/InventoryManager/Modules/Banking.lua:156: in function 'CollectSingleDirection'
user:/AddOns/InventoryManager/Modules/Banking.lua:206: in function 'CalculateMoves'
user:/AddOns/InventoryManager/Modules/Banking.lua:342: in function 'InventoryManager:OnBankOpened'
user:/AddOns/InventoryManager/Modules/Banking.lua:369: in function '(anonymous)'
It seems to break some functionality of IM until reload/relog, but I gotta test around that a bit more

It doesnt happen on all chars. On on some, it didnt happen when banking the first time.
So I would guess it has sth to do with aqucired recipes/motifs and checking whether they are unknown to other chars.
Last edited by wambo : 11/19/19 at 08:36 AM.
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Unread 10/20/19, 02:25 PM  
Akopian Atrebates

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New problem, I presume, with FCOIS integration. I received the following error after having changed some dynamic icons in FCOIS.

cals> self = tbl, instanceId = 1295170213, mark = 5, bagId = 1, slotIndex = 1 </Locals>|r
(tail call): ?
user:/AddOns/InventoryManager/Rulesets.lua:180: in function 'IMR:Filter'
|caaaaaa<Locals> self = tbl, data = tbl, filterList = tbl, traitType = 0 </Locals>|r
(tail call): ?
user:/AddOns/InventoryManager/RulesetsV2.lua:245: in function 'IMRS2:Match'
|caaaaaa<Locals> self = tbl, data = tbl, action = 10, rulelist = tbl, k = 1, v = tbl </Locals>|r
user:/AddOns/InventoryManager/Modules/Banking.lua:157: in function 'CollectSingleDirection'
|caaaaaa<Locals> action = 10, bagType = 1, _moveSlots = tbl, i = 1, _ = tbl, data = tbl </Locals>|r
user:/AddOns/InventoryManager/Modules/Banking.lua:205: in function 'CalculateMoves'
|caaaaaa<Locals> continue = true, _moveStack = tbl </Locals>|r
user:/AddOns/InventoryManager/Modules/Banking.lua:342: in function 'InventoryManager:OnBankOpened'
|caaaaaa<Locals> self = tbl </Locals>|r
user:/AddOns/InventoryManager/Modules/Banking.lua:369: in function '

I am looking into a couple of things, like reducing the number of enabled dynamic icons. But anyway, I noticed that maybe something similar had happened before. Hopefully it will be easy to fix or there is a limitation (like number of dynamic icons that can be handled that I have forgotten. Is there a limit?
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Unread 09/24/19, 01:23 AM  
noone

Forum posts: 0
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Code fix for Guilds

Thanks for writing such a useful addon!

Noted below, there is a problem with the guild selector dropdown not working. I've patched my own copy of this addon and thought I would share this fix.

In the file UI/RuleEdit.lua approx line:100; change from
Code:
local gn = GetGuildName(i)
to:
Code:
local gid = GetGuildId(i)
local gn = GetGuildName(gid)
Thanks again for this addon, I hope this helps.
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Unread 09/09/19, 03:04 AM  
ChrisK

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Thanks Baertram for all the great addons and your care of so many!
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Unread 09/07/19, 05:35 AM  
Corgan

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Problem with recipe/motif management

@iwontsay I havent update addons with minion for few days, and now when i done it i noticed that old change from chafnan that fixes known/unknown styles and recipes information wasnt included in updated version. Would be nice to have it in next version so no one will need to change it manually everytime theres and update. Thanks for update and great addon again!

Originally Posted by chafnan
I'm not sure how to submit a change to the addon, but I'll try and explain here.

1) You need to turn on tracking with craftstore. Open the menu -> Click characters name --> on each character checkmark the four boxes in the top right corner.

2) There is a couple of lines of the "CraftStoreLink.lua" that need to be modified. I will list what to search and replace:

Change "Used_CSA.style.knowledge" to "Used_CS.Data.style.knowledge"
Change "Used_CSA.cook.knowledge" to "Used_CS.Data.cook.knowledge"
Change "Used_CSA.furnisher.knowledge" to "Used_CS.Data.furnisher.knowledge"

That should get it fixed. Hopefully, the author can fix these few places and publish a new version.
Last edited by Corgan : 09/07/19 at 07:44 AM.
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Unread 09/02/19, 02:57 PM  
P5ych3
 
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Cool Working As Intended

Originally Posted by Baertram

Edit2:
Found the problem. I had added some scene checks and for vendor and launder I was ONLY checking for the current scene and forgot to also check for the LibFilters filterPanelIds like LF_VENDOR_SELL etc. so the addon will do the appropriate checks, even if not at the scene or controls.
Fix is coming.

Updated FCOItemSaver to version 1.6.5
Please try again if this fixes the problem and sorry for the trouble.

@Baertram Absolutely mad lad! Thank you for the attentiveness in your work and for the excellent job you continue to do on your projects including FCOIS, which I use daily. Undoubtedly with all the intricacy involved small things can go wrong from time to time, but I credit you for being on top of your game despite that. Great work sorting this out! The patch seems to have done the trick. I can verify that things are working normally on my end now. Any items 'Marked for selling' are reacting appropriately once again in all inventory scenes. God willing this should fix it for everyone else too.

@iwontsay Thank you as well for your patience man and once again for this great tool. It greatly enhances the quality of inventory management in-game and gameplay wouldn't be the same without it!
Last edited by P5ych3 : 09/02/19 at 08:24 PM.
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Unread 09/02/19, 08:54 AM  
Baertram
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IM is using this table for the FCOISLink class to determine the correct FCOIS API function for sell, launder, etc.
Code:
 protected_actions = {
            [IM.ACTION_DESTROY]       =  FCOIS.IsDestroyLocked,
            [IM.ACTION_SELL]          = {
                [false] = FCOIS.IsVendorSellLocked,
                [true]  = FCOIS.IsFenceSellLocked
            },
            [IM.ACTION_LAUNDER]       =  FCOIS.IsLaunderLocked,
            [IM.ACTION_DECONSTRUCT]   = {
                [false] = FCOIS.IsDeconstructionLocked,
                [true]  = FCOIS.IsEnchantingExtractionLocked
            },
        }
I did not change anything on the functions IsVendorSellLocked, IsFenceSellLocked and IsLaunderLocked (at least I do not know I did ).
FCOIS internally is not using these functions but the "base" function of all these API functions: FCOIS.CallDeconstructionSelectionHandler.
I have changed someting (about 2 weeks ago) in function FCOIS.DeconstructionSelectionHandler (which is called by CallDeconstructionSelectionHandler). Maybe this is the problem and leads to the non working sell stuff for externalAddons now.

I can have a look if there is something which prevents external addons to function properly,
as the only difference between IsVendorSellLocked (used by other addons per API) and DeconstructionSelectionHandler (used internally and also called from API functions like IsVendorSellLocked ) is the parameter "isCalledFromExternalAddon" which will be false if within FCOIS and true if called from API functions.

@iwontsay
Please proof and assure that your function function filter_for_sale(fence, data) is not messing up and using the fence=true parameter if you are at a normal vendor or vise versa! This would be a problem within FCOIS for sure.

Edit:
After some tests there is strange thing happening.
If I call the API function FCOIS.IsVendorLocked from e.g. the normal inventory it seems to check for anti-destroy and not anti-sell routines.
But not always.
I need to dig a bit further as it seems to have to do with the "where are we currently and what are we trying to check" functions which get problems here.

Edit2:
Found the problem. I had added some scene checks and for vendor and launder I was ONLY checking for the current scene and forgot to also check for the LibFilters filterPanelIds like LF_VENDOR_SELL etc. so the addon will do the appropriate checks, even if not at the scene or controls.
Fix is coming.

Updated FCOItemSaver to version 1.6.5
Please try again if this fixes the problem and sorry for the trouble.
Last edited by Baertram : 09/02/19 at 02:41 PM.
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