Do not upgrade to 1.66

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choraldances
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Do not upgrade to 1.66

Post by choraldances » Tue Jun 14, 2005 10:02 pm

Even though it's out, don't upgrade unless you don't want to play Avlis until we upgrade :)

Fair warning :)
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Post by szabot » Tue Jun 14, 2005 10:12 pm

Good to have the warning. ;)

And...yay! I look forward to the eventual upgrade. It's been a long time coming. Some welcome changes in there.
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Post by Fuzz » Tue Jun 14, 2005 10:37 pm

Obligatory "Link to the patch changes because I'm a lazy bastard!"
<Sili> I've seen septic tanks with less shit in them than Fuzz.

<Ronnin> damm not even a kiss??
<Chasmania> Kiss Fuzz? I'd rather fellate a goat.

<Chasmania> there are many roads to Rome..they just picked a shit filled alley full of scabby hookers and bums.


The shape of things to come...
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Post by Pathos Street » Tue Jun 14, 2005 10:42 pm

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Post by Jordicus » Tue Jun 14, 2005 10:48 pm

Neverwinter Nights Game
Official Campaign: Chapter 2E - Made Voleron's OnDeath script a bit more robust.
HotU: Chapter 2 - Fixed an issue that could sometimes occur during the battle in the Environs near the end of Chapter 2. You should no longer get stuck and be unable to move if the Battle Herald does not approach you and initiate a conversation with you (this fix will retroactively fix saved games exhibiting this issue, but only if you load a saved game from before you entered the Environs).
Added a new command line parameter for automatically loading a module in single player. This will cause the module to be loaded and takes the player to the premade character select screen.
+LoadNewModule "module name that needs quotes if it contains spaces"
Added a new command line parameter for automatically testing a module in single player. This will cause the module to be loaded and then starts the module using the first character listed on the premade character select screen.
+TestNewModule "module name that needs quotes if it contains spaces"
Added 3 portraits and 3 music themes from the BioWare Premium Modules Kingmaker, ShadowGuard, and Witch's Wake 1 to game resources.
Fixed an issue that was causing the game to slow down and become unplayable at the start of SoU Chapter 2.
Fixed an issue with creatures some times occupying the same space. This should happen a lot less frequently now.
Extended the glowing monk eye effect to work on all the default playable races.
Neutral monks now get ultra cool purple glowing eyes.
Fixed placement of glowing monk eyes on Human/Half-Elf females (much thanks to the DLA team for their help with this).
Fixed placement of helmets on Human/Half-Elf females (much thanks to the DLA team for their help with this).
Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"
Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
Added new option to the nwnplayer.ini file under [Server Options] "Account validation required during Master Server down times=1" If this option is turned on, the server will track the public CD-Keys of each player logging onto the server. If the Master Server ever goes down for any reason (e.g. for scheduled maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.
Fixed an issue with the Greater Sanctuary icon some times incorrectly showing up as the regular Sanctuary icon.
Fixed an issue with Damage Immunities not working correctly once they were stacked way too high above 100%.
Fixed an issue with the Enable Texture Animations advanced video setting not being restored correctly when restarting the game (if it was turned off).
Fixed Damage Immunities against weapons with more than one damage type (e.g. Halberds with slashing/piercing damage) to work correctly.
Immunity to "Mind Affecting Spells" will no longer make you immune to the Monk's Stunning Fist attack.
Wounding effects are now removed from creatures once you leave the area that the wounded creature is in.
Added skyboxes back into the outdoor areas of the original Official Campaign.
Fixed an issue that could rarely cause your character to become illegal if you leveled up during an episode of game lag.
The "Single Player Enforce Legal Characters" setting in the nwnplayer.ini file has been disabled. ELC is now always turned off in single player games.
Fixed an issue that was causing creatures to always face east when sitting on a stool placeable (plc_x05.pwk).
Fixed another issue where under specific circumstances items would not show up in your inventory panel.
Immunity to mind spells no longer makes you immune to the Assasin's Death Attack.
Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery feat.
Fixed a minor animation issue that could occur if you performed a Whirlwind attack while you had some 2 handed weapons equipped.
Fixed some issues with Tile "time of day" animations. This was causing flickering and other issues at the end of a DayToNight/NightToDay transition.
Fixed an issue with the Force Field door sounds using the default wooden door sounds (placeableobjsnds.2da, genericdoors.2DA).
Fixed an issue related to copying a creature from a hak pak through scripting and then saving and loading the hak pak saved game from inside gameplay (was causing some different weird issues).
Added support for WeaponType 5 (Bludgeoning and Piercing) in the BaseItems.2da.
Updated Morningstars to use the new Bludgeoning and Piercing WeaponType (BaseItems.2da).
The following weapons have had their WeaponType changed to 3 (Slashing) in the BaseItems.2da in order to bring them inline with 3rd edition D&D rules (and their NWN in game descriptions): Longsword, Bastard sword, Greatsword, Katana, and Double Axe.
Added missing armor proficiency to Gnolls.
Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.

DM Client
DMs can now still login to a server when the server is full, so that they are not prevented from performing any required administration tasks. If you go above the 64 player maximum, server performance may be adversely affected until some players leave the server (your mileage may vary).
The game no longer displays encumbered feedback messages for DMs, since they actually can't ever be encumbered.

Neverwinter Nights Aurora Toolset
Added two new item scripting commands GetPickpocketableFlag() and SetPickpocketableFlag().
Added a "Test Module" option to the toolset's Build menu that allows you to quick launch the game (for testing module changes). Selecting this option will give you the choice of saving your module changes. The game will then automatically launch, load the module, select the first available premade character in the list and enter gameplay with that character. The Hot Key for this new functionality is F9.
Fixed an error that was causing some of the Group "Home Lower/Upper" tiles in the city interior tileset to appear as duplicates of some of the other "Home" tiles (tinpalstd.itp). This change makes some new "Home" tile types available for placing in the toolset.
Fixed an issue with answering no to any warnings that appear during module opening causing any subsequently opened module to potentially become corrupt.
Fixed comments for the scripting commands EffectSavingThrowIncrease and EffectSavingThrowDecrease (nwscript.nss).
The GetIsImmune() scripting command now reports the proper result when the creature specified has the Pale Master's Deathless Mastery feat.
Fixed a stack underflow error when the scripting command GetStandardFactionReputation() was called with an invalid creature object as an argument.
Fixed an issue with the scripting command GetStandardFactionReputation() returning -1 when called on the defender faction with a PC creature object specified.
Fixed an issue with the scripting command SetFogColor() when used to set the sun fog color in an always dark area (or the moon fog color in an always bright area).
Added some missing IP_CONST_FEAT_* constants to nwscript.nss
Fixed a Copy area/script/dialog issue that was making it look like the toolset was loosing data and could sometimes lead to a crash.
Fixed an issue with the script compiler that could cause a Stack Underflow error when a switch statement was placed inside a Do/While loop. There is also a new command line compiler in the Neverwinter Nights utils directory that includes this fix (clcompile.exe).
Fixed an issue with the scripting command GetCasterLevel() when used from within a feat script for a feat that was granted at first level (e.g. Cleric Protection Domain Powers).
Added two new creature related scripting commands GetFootstepType() and SetFootstepType().
Fixed an issue related to using the scripting command CopyObject() on a player's associate.

Script Debugger
Fixed a compiler issue that was causing the script debugger (DebugServer.exe that is in your NWN utils directory) to not work properly when stepping into/out of case statements (see the scripting command SpawnScriptDebugger() for more information regarding the script debugger).

Server-specific
Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"
Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
Added new option to the nwnplayer.ini file under [Server Options] "Account validation required during Master Server down times=1" If this option is turned on, the server will track the public CD-Keys of each player logging onto the server. If the Master Server ever goes down for any reason (e.g. for scheduled maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.

Scripting-specific
Made Invisibility Purge work correctly with Invisibility that is granted through special abilities such as the Assasin's Invisibility (NW_S0_InvPurgeA.NSS).
Fixed an issue with Wail of the Banshee sometimes requiring the first target to make two saving throws instead of one (nw_s0_wailbansh.nss).
Implosion now properly ignores immunity to death magic (nw_s0_implosion.nss).
Fixed the maximized damage healed for cure spells (nw_i0_spells.nss)
Cure spells now do DAMAGE_TYPE_POSITIVE to undead rather than DAMAGE_TYPE_NEGATIVE (nw_i0_spells.nss).
Phantasmal Killer now properly respects Fear immunity and properly ignores Death Magic immunity (nw_s0_phankill.nss).
Weird now properly ignores Death Magic immunity (nw_s0_weird.nss).
Mind fog now properly respects immunity to mind affecting spells (nw_s0_mindfoga.nss).
The item properties "Immunity: Specific Spell [Gaze Petrification/Touch Petrification/Breath Petrification]" now work properly against monster petrification effects (x0_i0_spells.nss).
Fixed an issue with Choking Powder heart beat script not repecting poison immunity ( x0_s3_chokehb.nss ).
Fixed an issue with the way the damage calculation was being done for the Cone of Frost monster ability (nw_s1_conecold.nss).
Made the Shifter's Manticore's spike script work correctly in the case when it is inappropriately given to an NPC Manticore monster by mistake (x2_s1_gwspikes.nss).
Fix to Negative Energy Ray, to properly calculate the damage for a successul saving throw (nw_s0_negray.nss).
Fixed the extended duration for Divine Favor (x0_s0_divfav.nss).
Made a change to the Wyrmling Breath, Dragon Breath and Petrifying Gaze attacks used by some of the Shifter shapes. Previously if you targeted yourself with one of these attacks the cone attack would damage creatures East from your location, it will now be directed forwards from your character instead. (x2_s2_edragbrth.nss, x2_s1_wyrmbreath.nss, x2_s1_petrgaze.nss).
Made the same above fix for the RDD dragon breath ability (x2_s2_discbreath).
Updated the duration of "Camouflage/Mass Camouflage" to bring these spells more inline with 3rd edition rules (x0_i0_spells.nss, x0_s0_masscamo.nss). Also updated the in game spell descriptions to reflect the change.

Custom Content
Added a new column to the feat.2da "ReqAction" (all default NWN feats have this value set to 1 and if the column is missing from the feats.2da, such as in a hak pak, it will also default to 1). Turning this off means that the adjusted feat will no longer require an action from the object (it fires immediately, takes no action, and ignores your action queue entirely). In order to use this new functionality you need to do the following:
Set the "ReqAction" value for the feat to 0 in the feat.2da
Have a spellID associated with the feat in the feat.2da.
Have a "ImpactScript" specified in the spells.2da for the spellID that you specified in the feat.2da
The ImpactScript will then fire immediately when the feat is used.
Walk meshes now work when placed at heights above -30 (previous lower limit was -10).
Added an option to change/increase the selector height (when placing tiles) in the tileset "set" file. In order to use this you must add a new setting called "SelectorHeight" to the set file and specify the desired float value for this setting. The selector height will continue to default to the transition height if it has not been specified.
Added more tile path nodes types m, n, o, and p. For custom tile set support.
TYPE m TYPE n
--------- ---------
[ | | | ] [ | | | ]
[-+ | +-] [-+ + +-]
[ + ] [ ]
[-+ | +-] [-+ + +-]
[ | | | ] [ | | | ]
--------- ---------

TYPE o TYPE p
--------- ---------
[ | | | ] [ | | ]
[-+ | | ] [-+ | ]
[ + +-] [-+ +-]
[-+ | | ] [-+ | ]
[ | | | ] [ | | ]
--------- ---------

2DA Files Changed in this Update
ambientmusic.2da
cls_skill_blkgrd.2da
feat.2da
iprp_feats.2da
portraits.2da
swearfilter.2da
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Post by szabot » Tue Jun 14, 2005 10:50 pm

Some things in this patch that make me happy:

* Fixed an issue with creatures some times occupying the same space. This should happen a lot less frequently now.

* Fixed Damage Immunities against weapons with more than one damage type (e.g. Halberds with slashing/piercing damage) to work correctly.

And my favorite:

* Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery feat.
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Post by Marleh » Tue Jun 14, 2005 10:58 pm

Fixed an issue with creatures some times occupying the same space. This should happen a lot less frequently now.
Whoohoo!
Neutral monks now get ultra cool purple glowing eyes.
Nice!
Fixed placement of helmets on Human/Half-Elf females (much thanks to the DLA team for their help with this).
Excellent!

Oh, and all the rest of the stuff is great too. :wink:

Can't wait to add Witches Wake music to an area, I love fiddling with the audio options.
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Post by KeirannHalcynn » Tue Jun 14, 2005 11:01 pm

sweet. i was gonna post asking what it fixed/upgraded but you already kinda answered my question. good stuff, good stuff.
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Post by Zxlork » Tue Jun 14, 2005 11:19 pm

arg! too late...when might you be upgrading?
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Post by choraldances » Tue Jun 14, 2005 11:22 pm

Zxlork wrote:arg! too late...when might you be upgrading?
Best answer: Sometime in the future :)
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Post by Jordicus » Tue Jun 14, 2005 11:22 pm

Zxlork wrote:arg! too late...when might you be upgrading?
most likely at least 2 weeks.. unless the changes have a minimal impact on our haks and stuff
Last edited by Jordicus on Tue Jun 14, 2005 11:23 pm, edited 1 time in total.
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Post by szabot » Tue Jun 14, 2005 11:23 pm

Zxlork wrote:arg! too late...when might you be upgrading?
It can take a while...sometimes a month or more in the past, if I recall correctly. The team has to do a lot before upgrading.

If they haven't already, Bioware will soon post instructions for reverting back to the last path. When they do, follow the instructions, and you'll then be able to play again.
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Post by Alphonse » Tue Jun 14, 2005 11:24 pm

if you have already run the update, there should be a rollback patch on the bioware site
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Post by Alorina » Wed Jun 15, 2005 12:50 am

Revert Patch is located at:

Bioware Thread :D
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Post by jaythespacehound » Wed Jun 15, 2005 2:30 am

Added a "Test Module" option to the toolset's Build menu that allows you to quick launch the game (for testing module changes).
Me loves... :D
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Post by Jonezie » Wed Jun 15, 2005 2:35 am

jaythespacehound wrote:
Added a "Test Module" option to the toolset's Build menu that allows you to quick launch the game (for testing module changes).
Me loves... :D
Hell yes. Also, this one is a nice addition:
DMs can now still login to a server when the server is full, so that they are not prevented from performing any required administration tasks. If you go above the 64 player maximum, server performance may be adversely affected until some players leave the server (your mileage may vary).
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Post by chiefsheep » Wed Jun 15, 2005 8:04 am

Not that I care if I sound like a Bioware fanboy, but I wanted to say kudos to them for continuing to support and patch NWN.

For many companies, patching and support is something that is done only until the next project comes along - considering the age of the game, that Bioware continue to tweak, adjust, update and add to NWN is a real credit to them.
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Post by Alphonse » Wed Jun 15, 2005 8:09 am

jaythespacehound wrote:
Added a "Test Module" option to the toolset's Build menu that allows you to quick launch the game (for testing module changes).
Me loves... :D
finally
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Post by Heronimous Fox » Wed Jun 15, 2005 8:20 am

2DA Files Changed in this Update
.....
swearfilter.2da ??????
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Post by Arandil » Wed Jun 15, 2005 8:36 am

Hehe..I think we'll see Wierd used a bit more than Wail of the Banshee now? Illusionists will be happy ( if there are any around? ).
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Post by KaiRal Windspar » Wed Jun 15, 2005 10:30 am

Fuzz wrote:Obligatory "Link to the patch changes because I'm a lazy bastard!"
This is why I love Fuzz... he's one step ahead.
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Post by Shiro Tsuki » Wed Jun 15, 2005 10:40 am

What was my katanas doing before {now changed to #3 {slashing weapon}? Was I pig sticking the orcs?
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Post by Dirk Cutlass » Wed Jun 15, 2005 10:42 am

My favourites ...

Fixed an issue with creatures some times occupying the same space. This should happen a lot less frequently now.

And this bug is long over-due. Makes those mixed weapon types much more interesting :D

Fixed Damage Immunities against weapons with more than one damage type (e.g. Halberds with slashing/piercing damage) to work correctly.

Updated Morningstars to use the new Bludgeoning and Piercing WeaponType (BaseItems.2da).


And I think Avlis already fixed this with a hak change ? Actually I think Avlis Team "fixed" the morning star / halberd thing to making them just one damage type. (To Team: they can all be un-haked now guys - please).

The following weapons have had their WeaponType changed to 3 (Slashing) in the BaseItems.2da in order to bring them inline with 3rd edition D&D rules (and their NWN in game descriptions): Longsword, Bastard sword, Greatsword, Katana, and Double Axe.


And a minor one ;)

Fixed an issue that was causing creatures to always face east when sitting on a stool placeable (plc_x05.pwk).
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Post by Dirk Cutlass » Wed Jun 15, 2005 10:47 am

Shiro Tsuki wrote:What was my katanas doing before {now changed to #3 {slashing weapon}? Was I pig sticking the orcs?
I think nearly all swords were set as Slashing & Piericing. Even though their in-game description said slashing. I believe The Avlis Team haked the 2da though to make it just slashing (otherwise the damage immunity bug would make Archer's Belts and their ilk protect against swords too). Hopefully, all these related things are now fixed in 1.66
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Post by Gimlor » Wed Jun 15, 2005 5:45 pm

Patch 1.66 broke Female heads. all custom head for females will have to be reworked

From the bio boards
The issue with female characters losing their necks when they put on a helmet has been fixed in this patch.
The fix will break ALL custom female head models that you use (i.e. in hack paks or CEP), until the person that created/packaged the custom heads fixes their custom female head models.
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