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(V1.0) Oakraven Collection


arramus

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================
= TERMS OF USE =
================

Using Oakraven Collection Mods:

Permission is not given to redistribute any of these mods in overhauls, mod packs, or as stand alone versions.
This includes as a complete mod, or any of the assets contained within. Please ask first if you would like to discuss these mods for your own purposes.

Redistributing will cause licensing issues for assets that are paid for, and increases the potential for a file mismatch.
For more information, read the TFP Guidelines on Modding Policy here: https://community.7daystodie.com/topic/4189-tfp-official-modding-forum-policy/

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Here are links to the Oakraven Collection Mods.

 

(V1.0) Oakraven Ammo Press

https://www.nexusmods.com/7daystodie/mods/5105

This mod provides a small form factor Ammo Press which allows bulk ammo to be crafted in half the time. Unlocks at Level 40 with Forge Ahead Magazine.

 

(V1.0) Oakraven Bee Hives

https://www.nexusmods.com/7daystodie/mods/5209

This mod provides a Bee Keeping dynamic using Bee Hives and Queen Bees. Custom logs can be harvested in the Pine Forest or Desert for Honey Comb and Queen Bees. These logs can repopulate over a 5 day cycle (based on 60 minute days). Custom recipes can use the Honey Comb.

 

(V1.0) Oakraven Briston's Pistons

https://www.nexusmods.com/7daystodie/mods/5165

This mods provides a Tier 3 melee weapon which provides 10% better stats than Steel Knuckles. It can only be found in loot and at the traders for purchase or as a quest reward.

 

(V1.0) Oakraven Can Can Bat

https://www.nexusmods.com/7daystodie/mods/5122

This mod provides a Tier 1 melee weapon which provides 10% better stats than a baseball bat. It can only be found in loot and at the traders for purchase or as a quest reward.

 

(V1.0) Oakraven Cement Mixer

https://www.nexusmods.com/7daystodie/mods/5185

This mod provides a custom Cement Mixer that unlocks at Level 40. It can craft Bulk Concrete Stacks (1000) using 70% of the default resources in 70% of the time.

 

(V1.0) Oakraven Chicken Coops

https://www.nexusmods.com/7daystodie/mods/5051/

This mod allows players to craft Chicken Coops. Place 2 Caught Chicks in the Coops and over time you can collect eggs, feathers, and domesticated chickens.

WARNING:- Do not install this mod on an existing World. It replaces the nests with custom nests and will cause issues. Only add this mod to a new World.

 

(V1.0) Oakraven Cooking Stations

https://www.nexusmods.com/7daystodie/mods/5180

This mod provides a variety of 4 custom Cooking Workstations. The cookers and stoves are crafted as a helper and can be placed as 1 of the 4. Has all of the default camp fire recipes but offers a 15 slot Output area for greater storage capacity.

 

(V1.0) Oakraven Fish Farm

https://www.nexusmods.com/7daystodie/mods/5189/

This mod expands cooking choices with a fish farming dynamic with fish farm plots and an Oakraven Fish Oven for cooking fish based recipes.

 

(V1.0) Oakraven Goat Bat

https://www.nexusmods.com/7daystodie/mods/5188

This mod provides a Tier 1 melee weapon which provides 10% better stats than a baseball bat. It can only be found in loot and at the traders for purchase or as a quest reward.

 

(V1.0) Oakraven Mono Bikes

https://www.nexusmods.com/7daystodie/mods/5341/

This mod provides an alternative to the Motorcycle. Hooked up for Level 45 Vehicle Crafting. There are 6 styles to choose from.

 

(V1.0) Oakraven Power Things

https://www.nexusmods.com/7daystodie/mods/5187

This mod provides custom power features using Power Cells and Solar Cells with greater power and efficiency.

 

(V1.0) Oakraven Rock Drill

https://www.nexusmods.com/7daystodie/mods/5053

This mod allows players to craft and place an Oakraven Rock Drill. It can be given a Rock Drill Gas Can to power one mining cycle. Mining resources will be collected as loot for each cycle.

 

(V1.0) Oakraven War Pig

https://www.nexusmods.com/7daystodie/mods/5517

This mod allows players to craft and ride an Oakraven War Pig 'Car'. It is fully hooked up to quest rewards, loot, trader inventory, chassis/accessories, and crafting skill (Level 70).

Edited by arramus
Terms of Use (see edit history)
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Always loved these mods from the Oakraven collection.
There is one recurring theme that's nagged me while trying to re-organize and update A21 and v1.0 mods and that's more progression.

Is it possible to apply that to some of these like the Chicken Coops? Like, instead of being able to craft all versions at once, perhaps you have to find a book/magazine for each variant? That way each playthrough could be additionally different with the mod.

Ideas on it, using Chicken Coop example:
1.) Each variant locked behind a readable (book, schematic, magazine, note, old VHS tape lol).
2.) Tiered versions. Shoddy basic starter structures going up to more deluxe variants that would give better yields, handle more, etc.
3.) Quality levels - could find a way to use quality levels based on other things if there isn't a "crafter" skill used directly, like materials used to adding an additional skill and have it part of a "Core"  modlet for other mods to use that would have something like "carpentry" and a learn by use leveling skill system like the Learn By Use mod.
Always like the workstations based on crafter skill and materials used like in the Star Wars Galaxies system. The way materials were done there wouldn't be able to be replicated without some heavy additions, but there are other options.

This would continue to add to the randomness and difference of playthroughs.  Just a thought.
Great work in it's current state though, so thank you for all this!

Edit: Come to think of it... I wonder why we havent used more VHS tapes and CDs for instructional/learning use. Think it was Xyth who set up the video players, right? I think the Winterween team had music players for notes I think (OCBMaurice?). Could throw those into the mix of "things to find" and give additional usage and value to old tapes, tvs, vhs players/video players, cd players, consoles, PC's, etc so you could repair and get working to play these and learn from them. Pretty sure someone had something like that with PCs and treasure maps as well.

 

Edited by Brugas (see edit history)
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Oakraven will be the voice of authority on this, but he's currently up to his eyeballs in updating this collection, the Wild West Mod, and any other things he's been involved with in Unity.

 

The Chicken Coops and Bee Hives were traditionally left unlocked since they required the Workbench as a prerequisite to crafting. This decision was based on potential conflict with other mods, and restrictive UI capacity. Some of these mods require unlocking and are pegged to existing game assets. The Ammo Press it tagged to the Cement Mixer, and the Drill is tagged to the Chemistry Table. Some other mods kind of shuffle that around and can break these connections, and moreso if they rewrite the progression steps in their own way. This ultimately sees these issues arrive in this thread with fingers pointing at the Oakraven Collection when the issue lies elsewhere. Keeping things as simple as possible reduces these issues, although they cannot be totally avoided.

 

Saying that, these mods do get used elsewhere, such as The Wild West Mod, Ravenhearst, Preppocalypse, Age of Oblivion, and Outback Roadies. They are then reintegrated as the overhaul creators see fit. For example, some require crafting and placing Chicken Coops as part of an overall sequence of Quests. Some allow them to be picked up from custom POIs, and others will lock them into their own progression system.

 

Oakraven pretty much releases these mods for the community to integrate and expand on and they are generally released with just the core assets in place to be taken further elsewhere.

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HI!

i have the chicken coops mod and played it on a new world.  whenever i come across an unempty birds nest, which is rare, after pressing to harvest the console window immediately pops up with an error msg and i'm unable to loot the nest... not sure what i need to do.  it's installed server side.

 

i do, however, get chicks from trees and wheat, i haven't crafted a coop yet.  

 

TIA

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The mods are released with as few dependencies and potential conflicts as possible through keeping the backend quite light, but there is always potential for unplanned for issues when mixing with other assets.

 

This test was on a new World in Navezgane using the latest version of the Chicken Coop Mods without any other mods in the Mods folder.

 

This was the 10th nest that was checked and looted. The result of the previous nest looting can be seen in the inventory. This resulted in:

- No console warning errors

- No window pop up UI messages

The looting process worked as intended.

spacer.png

 

 Without sharing a log, which will help understand if there were other mods present when this issue occurred, it can only be a speculative response that there is a potential conflict.

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(V1.0) Oakraven Chicken Coops

 

I installed the Mod on my detecated server and on the cleint side.  Started a new Game but using the <property name="GameWorld"                        value="Navezgane"/> Map.  Are the nests supposed to stay in the game?  as of now I loot the nest and they stay behind as Empty.

 

Just checking because I beleive in Vanilla the nest disappear. 

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Hello Toexplicit.

 

Yes, this is the expected dynamic.

 

There was a time in Vanilla when nests did not disappear. They would repopulate. The Oakraven Chicken Coops mod was released at this time and matched this dynamic of not disappearing. However, when things changed in A21, and the Vanilla nest disappeared, it was decided to keep the nests, because they can repopulate over time. For this release, that time is every 5 days (60 minute default day cycle). After 5 days it will change from 'Empty' to lootable again. However, if a player needs extra feathers, the nest can be harvested with something like an axe. At the time, the nest will never appear again unless the World is using a 'chunk' region reset.

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I love all your mods, thanks for updating then to 1.0.

 

I recently started a new game with a friend and noticed you added the new cooking stations, do you think I can add that mod without having to start over? Thanks 

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It is possible to add the cooking stations to an existing World. However, there is always some risk depending on what else is installed and what things are currently placed. This is because adding new things can shuffle up the ID numbers of blocks/items. If you make a backup of your World and Saves, it will always be possible to roll back to a build before the cooking stations were added.

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Hello,

 

i love your Mods, nice to see them already in 1.0

 

I use a couple of them and translated these to german. If you want to include the translations to your mainfiles you can take it. It will be found here: German Translations

 

At the moment there are AmmoPress, CementMixer, ChickenCoops, CookingStations and FishFarm translated in german.

 

Maybe i will do some more translations.

 

Greetings Scomar

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On 7/5/2024 at 7:56 PM, arramus said:

Hello Toexplicit.

 

Yes, this is the expected dynamic.

 

There was a time in Vanilla when nests did not disappear. They would repopulate. The Oakraven Chicken Coops mod was released at this time and matched this dynamic of not disappearing. However, when things changed in A21, and the Vanilla nest disappeared, it was decided to keep the nests, because they can repopulate over time. For this release, that time is every 5 days (60 minute default day cycle). After 5 days it will change from 'Empty' to lootable again. However, if a player needs extra feathers, the nest can be harvested with something like an axe. At the time, the nest will never appear again unless the World is using a 'chunk' region reset.

Thank you for answering my question - Just got into 7 days at alpha 21 - I Have been Enjoying your mods. 

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Has anyone been getting this error when using the beehive? NullReferenceException: Object reference not set to an instance of an object? I do after other mods installed and all of the rest of the oak mod collection. Used this every since a20 and never got this error from it

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Please share your log as it'll often give a reason why this warning message is appearing. It could be something that needs changing with the Bee Hive Mod or something about the combination of mods. I did not see this error during the testing process but it was with just Navezgane and the Bee Hives mod, so no conflict possibility. I am also using it in combination with the Coops, Drill, and Fish Farm in a personal play through without such warnings so far.

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Have a bug to report.

 

If you install both Oakraven Ammo Press and the Oakraven Cement Mixer then click on tier 3 in the workbench progression window and you have 30-39 books it will throw an error.

 

I believe it is caused by both mods setting up a unlock_tier="2" entry in the progression.xml

 

There is no error if you have not reached that level of books yet, or you have read 40 or more books as the Ammo Press and the Cement Mixer are at set at 40 books.

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Thank you for sharing. This issue appears to be related to another issue. It can be recreated with any mod that hooks into the cement mixer or chemistry table under those same circumstances.

 

For example. I tested the Rock Drill on its own. It unlocks at Level 60 and follows the Chemistry Table at Level50. There is no issue until the Chemistry Table is unlocked at Level 50. From Level 50 - Level 59 there is an error. From Level 60, the Rock Drill unlocks and the error goes.

 

The error is as follows:

2024-07-09T12:22:13 530.152 ERR [XUi] Error while updating window group 'skills':
2024-07-09T12:22:13 530.156 EXC Index was outside the bounds of the array.
  at ProgressionClass+DisplayData.GetIconTint (System.Int32 level) [0x0004c] in <5176467e17874e86b9743320f44f08c8>:0
  at XUiC_SkillCraftingInfoEntry.GetBindingValue (System.String& _value, System.String _bindingName) [0x0045f] in <5176467e17874e86b9743320f44f08c8>:0
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <5176467e17874e86b9743320f44f08c8>:0
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <5176467e17874e86b9743320f44f08c8>:0
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <5176467e17874e86b9743320f44f08c8>:0
  at XUiC_SkillCraftingInfoEntry.Update (System.Single _dt) [0x0000f] in <5176467e17874e86b9743320f44f08c8>:0
  at XUiController.Update (System.Single _dt) [0x00084] in <5176467e17874e86b9743320f44f08c8>:0
  at XUiController.Update (System.Single _dt) [0x00084] in <5176467e17874e86b9743320f44f08c8>:0
  at XUiController.Update (System.Single _dt) [0x00084] in <5176467e17874e86b9743320f44f08c8>:0
  at XUiController.Update (System.Single _dt) [0x00084] in <5176467e17874e86b9743320f44f08c8>:0
  at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <5176467e17874e86b9743320f44f08c8>:0
  at XUiC_SkillCraftingInfoWindow.Update (System.Single _dt) [0x00021] in <5176467e17874e86b9743320f44f08c8>:0
  at XUiController.Update (System.Single _dt) [0x00084] in <5176467e17874e86b9743320f44f08c8>:0
  at XUiC_SkillWindowGroup.Update (System.Single _dt) [0x00000] in <5176467e17874e86b9743320f44f08c8>:0
  at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00159] in <5176467e17874e86b9743320f44f08c8>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
XUi:OnUpdateDeltaTime(Single)
XUiUpdater:Update()
XUiUpdateHelper:LateUpdate()

I shall consult with the coders and members of the community who will have more knowledge. This was not an issue in A21 using the same type of code. It is now an issue in V1.0.

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7 hours ago, Vayben said:

Have a bug to report.

If you install both Oakraven Ammo Press and the Oakraven Cement Mixer then click on tier 3 in the workbench progression window and you have 30-39 books it will throw an error.

A21 and V1.0 handle progression slightly differently. A21 was more forgiving. V1.0 has tightened up and requires greater specificity.

 

Bdubyah shared a workaround which stopped the error occurring. He also suggested using a much broader sweeping ruleset which considers any other changes from other mods and mixing up the mods. The Ammo Press, Cement Mixer, and Rock Drill have all been updated.

 

For anyone who would like to manually update, it requires a visit to the progression.xml as follows:

 

AMMO PRESS - progression.xml

<configs>

	<!-- Oakraven Ammo Press -->
	
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'cementMixer')]/@icon">,ammopress</append>	
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'cementMixer')]/@name_key">,workstationsT3-2OAP</append>
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'cementMixer')]/@unlock_level">,40</append>
	
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'cementMixer')]">
			<unlock_entry item="ammopress" unlock_tier="2" />
	</append>
	
	<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingWorkstations']">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="40,100" value="1" tags="ammopress"/>
		</effect_group>
	</append>
	
</configs>

 

CEMENT MIXER - progression.xml

<configs>

	<!-- Oakraven Cement Mixer -->
	
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'cementMixer')]/@icon">,cementMixerOakraven</append>	
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'cementMixer')]/@name_key">,workstationsT3CMO</append>
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'cementMixer')]/@unlock_level">,40</append>
	
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'cementMixer')]">
			<unlock_entry item="cementMixerOakraven" unlock_tier="2" />
	</append>
	
	<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingWorkstations']">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="40,100" value="1" tags="cementMixerOakraven"/>
		</effect_group>
	</append>
	
</configs>

 

ROCK DRILL - progression.xml

<configs>

	<!-- Oakraven Rock Drill -->	
	
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'chemistryStation')]/@icon">,rockdrill</append>	
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'chemistryStation')]/@name_key">,workstationsT4-2</append>
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'chemistryStation')]/@unlock_level">,60</append>
	
	<append xpath="//crafting_skill[@name='craftingWorkstations']/display_entry[contains(@icon, 'chemistryStation')]">
			<unlock_entry item="RockDrillEmpty" unlock_tier="2" />
	</append>
	
	<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingWorkstations']">
		<effect_group>
			<passive_effect name="RecipeTagUnlocked" operation="base_set" level="60,100" value="1" tags="RockDrillEmpty"/>
		</effect_group>
	</append>
	
</configs>

 

Here is an image to show that no errors pop up when unlocking the Cement Mixer, but not yet unlocking the Ammo Press or Oakraven Cement Mixer.

spacer.png

 

The same for the Rock Drill with the Chemistry Table unlocked and at Level 54.

spacer.png

 

A clean console.

spacer.png

 

Thank you for sharing this bug report for V1.0 during this experimental stage. It only appears during a specific use case between one unlock and the next and then reverts back to causing no issues. It is helpful that it is not a game breaker but it did require a revision. It is an important one since it requires changes from A21 which infers some underlying code changes. This update method is very broad sweeping and will take into account other mods which may link in the same unlock areas.

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On 7/7/2024 at 7:03 PM, Scomar said:

Hello,

 

i love your Mods, nice to see them already in 1.0

 

I use a couple of them and translated these to german. If you want to include the translations to your mainfiles you can take it. It will be found here: German Translations

 

At the moment there are AmmoPress, CementMixer, ChickenCoops, CookingStations and FishFarm translated in german.

 

Maybe i will do some more translations.

 

Greetings Scomar

Thank you Scomar. As we move into V1.0 Stable, we'll see if anything changes and needs updating from Experimental, and then we can integrate your translations.

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22 hours ago, arramus said:

Please share your log as it'll often give a reason why this warning message is appearing. It could be something that needs changing with the Bee Hive Mod or something about the combination of mods. I did not see this error during the testing process but it was with just Navezgane and the Bee Hives mod, so no conflict possibility. I am also using it in combination with the Coops, Drill, and Fish Farm in a personal play through without such warnings so far.

It was being caused by an old mod from a21 that gives you honeycombs from tree. Not sure how that ended up in the folder

 

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Hello!
Im coming across two errors with the Rock Drill and the Chicken Coops
1. The drill starts off fine... animations working... light is green.. Shortly later the drills light is red... there's not a signal that its ready for collection, nor can I open it. In the console log, im getting the error: " ERR LootContainer RockDrill unknown. " 

2. The nests (after starting a new world seed), are spawning in a normal abundance however you can not interact with them... So I hit them with an axe, the nest with eggs poofs and turns into an empty nest. Neither assets can be interacted with...only destroyed I get a log error " LootContainer birdNest unknown" 

When signing into my server I watch the console logs as well and Im getting these errors: 
 

2024-07-10T17:59:56 7805.068 ERR LootContainer Honey uses an unknown loot_quality_template "qualBaseTemplate"
2024-07-10T17:59:56 7805.068 ERR LootContainer birdNest uses an unknown loot_quality_template "qualBaseTemplate"
2024-07-10T17:59:56 7805.068 ERR XML loader: Loading and parsing 'loot' failed
2024-07-10T17:59:56 7805.069 EXC lootgroup 'groupBirdNest' does not exist or has not been defined before being reference by lootcontainer/lootgroup name='birdNest'
  at LootFromXml.ParseItemList (System.String _containerId, System.Collections.Generic.IEnumerable`1[T] _childNodes, System.Collections.Generic.List`1[T] _itemList, System.Int32 _minQualityBase, System.Int32 _maxQualityBase) [0x00117] in <5176467e17874e86b9743320f44f08c8>:0 
  at LootFromXml.LoadLootContainer (System.Xml.Linq.XElement _elementContainer) [0x00335] in <5176467e17874e86b9743320f44f08c8>:0 
  at LootFromXml+<LoadLootContainers>d__1.MoveNext () [0x00064] in <5176467e17874e86b9743320f44f08c8>:0 
  at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__51.MoveNext () [0x00044] in <5176467e17874e86b9743320f44f08c8>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>c__DisplayClass61_0:<handleReceivedConfigs>b__1(Exception)
<CoroutineWrapperWithExceptionCallback>d__51:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)


Advice?Thank you!
Im on V1 using the most updated mod version you have on Nexus.
 

Edited by MeredithS (see edit history)
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I have not been able to verify these issues when using them alone in Navezgane, or when used together along with a number of other changes in Preppocalypse Mod. Those warning errors show that loot is failing, but it would help a lot to see what is happening at the start of the log when things are loading.

We can paste the whole log into pastebin https://pastebin.com/7wLyjkTT and then share the link it produces in here.

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I apologize for wasting your time.. 
Turns out to most likely be my own issue or mod conflict. I ran just your mods and allocs and everything is working with no errors! Thank you for taking time to respond to me!

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Hello.

I have problems with some of the mods. I can't get 3 of the mods to work, the chicken coop, beehive and drill. When I try to place them, they have a white, glowing texture and I can't use them.

And I can't figure out how to use the fish farm. I only have the options to place or pick them up.

 

Any help would be appreciated. Thanks

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The Fish Farm has the empty version we place down. It is called Oakraven Fish Farm (Empty). After that, we add the Oakraven Fish Farming Kit to it. Hold it in your player hand and right click on the Fish Farm. It will disappear from your hand and the Fish Farm will upgrade to Oakraven Fish Farm (Egg Incubation Stage). The Oakraven Fish Farming Kit is crafted on the Workbench using 1000 Old Cash.

 

As for the Coops, Beehive, and Drill, sharing images and a log will help understand the issue. It may require a revision of shaders or textures if it is an incompatibility.

We can paste the whole log into pastebin https://pastebin.com/7wLyjkTT and then share the link it produces in here.

 

 

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Hello,

I've been getting an error in my logs with all of the mods, saying "the parent folder is missing". I only have the oakraven mods downloaded. I've completely deleted the mods, uninstalled and reinstalled the game, tried to run it without the mods and I keep getting the error. I've also cleaned all my data. I'm not sure what to do at this point. 

Thank you.

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