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This page was last updated on 26 July 2023, 7:53PM
- Changelogs
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Version 4.5.2
- Fixed more shenanigans from 1.2.2
- Starting with mod version 4.5.0 this mod uses ButterLib instead of BannerLib.
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Version 4.5.1
- Fixed a crash relating to the party visual manager missing a key when checking if a party is traveling via ship (for users using mods that change the player into a ship when on water).
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Version 4.5.0
- Updated code for 1.2.2.
- Fixed default speed penalties. Weary should have been lowest penalty at -0.15, then tired at -0.35 and exhausted the highest penalty at -0.6. Check your settings and I recommend default settings.
- Performance mode with a distance of 4 is now default in the MCM.
- NPC tents now work properly and display as soon as they start resting and toggle off as soon as they start moving.
- ButterLib is now used for hotkeys. BannerLib is no longer needed.
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Version 4.4.17
- Mods that have travel over water via ship and turn the player icon into a ship will now be compatible with this mod. While traveling on a ship it will assume you are resting but you will not get morale bonuses if the end of the day triggers while on water. This assumes the name of the GameEntity used for the party visuals will contain the string "ship." Should be compatible with Lemmy's Europe Map for example. This mod changes the player into a ship while on water named: "elp_ship_icon_b"
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Version 4.4.16
- Fixed tent being toggled when you load your game and then causing your character to be invisible when first moving.
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Version 4.4.15
- Bug fix for performance mode. Parties that went out of range that were resting would not wake up so you will need to disable performance mode and then just play your game until at least a day runs and then you can enable Performance Mode again.
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Version 4.4.14
- Added performance mode and its settings to the MCM. With AI resting enabled, normally it is keeping track of over 1000 parties and depending on mods, maybe more. With this mode enabled it should reduce it down to a couple hundred (depending on range setting) and help those experiencing framerate loss. In my limited testing it seemed to have a benefit when enabled and increased my average FPS. It is off by default so make sure to turn it on after loading your game.
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Version 4.4.13
- Mutineer banner will now be the same as the player's banner but colors reversed.
- Fix for invisible armor pieces on mutineer leader (I think).
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Version 4.4.12
- Fixed Landlord Needs Access To Commons Quest. This is a short quest and these parties do not need to rest so to keep things simple and not break the quest, these parties will ignore resting.
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Version 4.4.11
- Merchant caravan from the escort quest will rest now.
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Version 4.4.10
- Fix for bug introduced in 4.4.9 that caused parties, mostly bandits, to rest indefinitely. Note to self, TW code, IsCurrentlyUsedByAQuest, does not mean what it says! :D
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Version 4.4.9
- Ignoring any party used by a quest now. Asking them to rest screws up their objectives. For the escort merchant caravan, just make sure to lead them so you have time to rest, or just deal with the morale penalties until town. ;)
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Version 4.4.8
- Fixed party AI behavior in the Caravan Ambush Quest. The caravan and bandits will be ignored by the mod. If you experience weird behavior with parties in other quests, while using this mod, you can message me on youtube.
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Version 4.4.7
- Updated default setting for exhaustion penalty from -1.1 to -0.25 (it was way too high, npc parties suffered too much).
- Lowered tolerance for no sleep for npc parties from 36 hours to 24 hours. Hopefully they should rest more reliably and try to avoid exhaustion penalty to their speed.
- Only one version now, it is still compatible with Real Spacetime Continuum Mod. Checking if the mod is loaded dynamically instead of making direct reference.
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Version 4.4.6
- Fixed caravan behavior in the Escort Merchant Caravan quest... again. This time it should be good.
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Version 4.4.5
- Fixed caravan behavior in the Escort Merchant Caravan quest.
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Version 4.4.4
- Fix for a crash if NPC party's scout is null when hunting.
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Version 4.4.3
- Fixed hunting results and scout xp gain being doubled. Guess I was ... "tired" when updating. :3
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Version 4.4.2
- Added settings for hunting to the MCM to determine when hunting triggers for NPCs and the player.
- Fixed hunting for NPCs
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Version 4.4.1
- Fixed some stuff with heir selection and game over if you get executed by the mutineers.
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Version 4.3.10
- Hunting time is now tracked separate from resting time because you could rest over 4 hours in a settlement then go outside and trigger hunting. Now the mod will make sure you are resting outside.
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Version 4.3.8
- Finished the localization support for the MCM settings.
- Fixed I'm Tired MCM Settings Not Loading??
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Version 4.3.6
- Tweaked some stuff with the AI to hopefully get them to rest more reliably.
- Added speed penalties to parties that don't rest enough. You will see either Weary, Tired or Exhausted in your speed modifier descriptions,
- Fixed player spouse not being able to remarry if they were executed by the mutineers.
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Version 4.3.5
- Mutiny will no longer start if you entered a settlement when it triggered. It could be reasoned, the guards in a town or castle would prevent this from happening and they would rather get you out on the road. ;)
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Version 4.3.1
- Fixed Mutiny crash.
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Version 4.1.2
- Changed setting Occupation for heroes through reflection to using the now public method.
- Fixed mutinies triggering when the player was alone in their party which then led to a crash.
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Version 4.1.1
- Mutiny Parties can now be formed by regular troops. The mod will create a hero from one of the mutineer troops to lead.
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Version 4.0.3
- Fixed villager resting.
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Version 4.0.2
- Fixed wake up alarm sometimes not pausing the game and saying you rested enough when it should have.
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Version 4.0.1
- Added localization support.
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Version 4.0.0
- Removed spacetime syncs. That will now be in the standalone mod found here and requires the I'm Tired RSCM compatible version: https://www.nexusmods.com/mountandblade2bannerlord/mods/980
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Version 3.4.11
- Made spacetime syncs compatible with player death in my Heroes Must Die mod.
- More minor fixes.
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Version 3.4.10
- More improvements/bug fixes to execution code and player heir selection.
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Version 3.4.9
- Fixed some stuff with mutiny executions.
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Version 3.4.8
- Fixed spacetime sync after sieges so now allied parties aren't glued to the player.
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Version 3.4.7
- Smithing spacetime sync now depends on stamina usage. The max smithing time can be set in the MCM.
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Version 3.4.6
- Fixed some crashes with mutinies.
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Version 3.4.5
- Fixed syncs running forever after bandit hideouts.
- Attacking hideout's will now cause a spacetime sync for 2 hours if you have activity syncs enabled.
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Version 3.4.4
- Fixed AI resting to be compatible with the merchant escort caravan quest.
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Version 3.4.3
- Added trading and smithy to the town activities that will trigger spacetime syncs.
- Removed the AI holding in settlements feature since it wasn't working properly.
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Version 3.4.2
- Town activities will now take time and cause spacetime syncs. Tournaments take all day now! (Can be disabled in MCM)
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Version 3.4.1
- Fixed ally armies not waiting for spacetime to sync after you guys won a battle.
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Version 3.4.0
- Compiled for 1.6.1
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Version 3.3.11
- Now compatible with Freelancer. When serving in an army, the resting mechanic will be disabled.
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Version 3.3.10
- Fixed not being able to edit some of the MCM settings from default values.
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Version 3.3.9
- Added a setting to toggle sync messages.
- Fixed sync messages displaying the time when clock is disabled.
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Version 3.3.8
- Fixed error in sleep reminder triggering in the morning while clock setting is disabled.
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Version 3.3.7
- Fixed error in sleep reminder when clock is disabled.
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Version 3.3.6
- Fixed error in message checking hours rested while the clock is disabled.
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Version 3.3.5
- Added "Quick Sync" setting for spacetime. You can choose to sync at the default fast forward speed or normal speed.
- Added a setting to toggle the clock. When disabled, the time of day will be described as: late night, early morning, morning, afternoon, late afternoon and night.
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Version 3.3.4
- Fixed the MCM settings groups.
- Added a toggle for mutinies.
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Version 3.3.3
- Changed how relationship penalties get applied when the player was dishonorable and gets executed by the mutineers.
- Fixed default relation penalty for faction members to -35.
- Changed default relation penalty for friends to -60.
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Version 3.3.2
- Fixed some stuff with mutinies.
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Version 3.3.1
- To avoid crashes I made it so a hero needs to be available to lead the mutiny party. So you would need a companion with low enough relation. Later I might try to rework it so mutinies can be led by regular troops.
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Version 3.3.0
- 1.5.9 stable + mcm 4.2.0+
- Flagged mod as synced on new game so it enables properly when starting a new game.
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Version 3.2.14
- Added execution scene if you lose to the mutineers led by a hero.
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Version 3.2.13
- Fixed crash on line 1211 if a party had no troops/leader.
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Version 3.2.12
- Fixed a crash if no heroes in your party qualified to lead the mutineers. Now it will work fine if a normal troop leads the mutineers.
- Added your trial and execution if you lose the mutiny battle. If the party is led by a hero they will just disband. If it is led by a normal troop, then it will become a bandit party. When you are killed you will be able to select your heir to continue playing as.
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Version 3.2.11
- Fixed crash when joining custom battle after exiting campaign.
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Version 3.2.10
- Parties will display tents when resting.
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Version 3.2.9
- Added mutinies. If you force march your party too much they will rebel against you. Even your companions will join the mutineers if you don't have good relations. Troops not belonging to your culture are more likely to mutiny.
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Version 3.2.8
- Added a setting to set the maximum length of time a battle can take when spacetime syncs.
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Version 3.2.7
- Fixed bug causing rested hours to not accumulate while you were not moving in certain situations. One example was while being attached to an army.
- Added Harmony as a required submodule and stopped including Harmony with this mod itself. You need to have the Harmony mod installed or you won't be able to enable this mod in the launcher now. Harmony can be found here on Nexus.
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Version 3.2.6
- Added error message if save/load game sync fails.
- Attempting to fix crash line 550 if a sync did fail.
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Version 3.2.5
- Bug Fix: Hours rested will now be reset and morale changes will be applied, if applicable, when day ends (8am - 9am) while spacetime is syncing. For example, before if you had entered a city at like 7:50 AM and if it takes spacetime 1.5 hours to sync. It would have missed the one hour window to check your rested hours and reset the day. So your hours rested would have carried over to the next day.
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Version 3.2.4
- Now time will stop automatically when you get notified that you have rested enough. You can fast forward while resting easier. Can be toggled in mod options.
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Version 3.2.3
- Well I finally decided to find out what morale gains/losses decay at so you no longer need to set a cap expiration. I removed this setting from the MCM. Now the script will know what morale changes from this mod are currently applied and will allow the cap to work. This will work best on a new game but I think after time it will correct itself.
- Allowed normal resting (default <4 hours) to gain back morale penalties if you had any.
- Updated defaults in MCM. You should set the MCM options to the default values after updating and then make any changes if you want to after. I think the defaults I set is the optimal setting but of course you can change anything.
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Version 3.2.2
- Now after waiting inside a village, it won't sync spacetime again as if you had entered the village again.
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Version 3.2.1
- Fixed AI parties that were part of the winning side of battle not being forced to wait while time syncs. For some reason they ignored the code when told not to make new decisions.
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Version 3.2.0
- Now works with MCM 4.0.7 (do not use any older versions)
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Version 3.1.6
- Fixed bug that made time pass as if you had entered a settlement when you ended raiding.
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Version 3.1.5
- Had to fix a bug in the time sync message. Check changelog for 3.1.4 too.
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Version 3.1.4
- Added messages to the spacetime continuum sync.
- Added error checking to hopefully fix a crash reported in the bugs tab for when an enemy army attacked you while time was passing.
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Version 3.1.3
- AI parties will now rest around the right amount of time. Their AI only gets updated every hour to maintain your framerate and it takes them an hour to get moving so it caused them onlys to rest an hour too long.
- Instead of guessing a distance if a target settlement is withing the AI parties seeing range then it should prevent the AI party from setting up camp.
- Stopped telling AI parties in settlements to hold position which was making them sit outside the gates. When I tested parties were going into cities now to rest.
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Version 3.1.2
- Optimized the AI resting stuff. Previous version would basically pause the game every in game hour for stuff to calculate and made the game unplayable. I reduced a bunch of calculations so now it should make your playable again. :3
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Version 3.1.1
- AI list will now clear after disabling AI resting or resting entirely.
- Fixed a mod breaking bug that prevented all AI parties from being evaluated. :3
- Now when toggling caravan and villager resting, the AI list will update properly.
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Version 3.1.0
- Refactored some code.
- AI should not rest, and they should wake up, when in danger.
- Added villager and caravan AI resting to settings as toggle. If you notice buggy behavior with caravans or villagers, you can toggle these off.
- Corrected script so it will now refresh the parties being tracked when AI stuff processes every game hour. This will fix bugs with newer created parties after the script first loaded. Before the script only loaded parties once, which was an oversight by me.
- Removed Reset hot key since script will now constantly update tracked parties instead of once.
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Version 3.0.9
- Fixed bug that overwrote player's last position with the AI party positions. This prevented AI parties form updating their position and that then prevented them from accumulating rested hours when holding position but not technically waiting as defined by the game engine. This also made the script think the player was constantly moving so there could have been times you were holding but not accumulating rested hours.
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Version 3.0.8
- Fixed bug that still let nobles camp outside cities because I forgot a line of code last update. :3
- Fixed crashes when hotkeys were used outside of the campaign map.
- AI lords should only rest between 12 and 3 am.
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Version 3.0.7
- Downgraded piece of shit MCM to 2.0.10.
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Version 3.0.6
- Parties that have a settlement targeted and within 5 units of the city will be prevented from resting now. Hopefully this prevents armies from camping outside cities and starving.
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Version 3.0.5
- Removed caravands and villagers from resting AI. Conflicts with game for some parties. Might try to figure it out later and add them back in since it would make sense for caravans to satop and rest when traveling between cities. Villages not so much. Will probably not add them to this AI in the future.
- Reorganized the alphabetically sorted settings menu by numbering settings items.
- Updated MCM to v2.0.11
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Version 3.0.4
- Checking AI position instead of ComputeIsWaiting() to check if AI is stopped. Should be more reliable as the game does not always consider a stopped party as waiting.
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Version 3.0.3
- Fixed the crash mentioned here, https://imgur.com/4lQ3sRP. Added null object checks.
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Version 3.0.2
- Fixed bug that caused player party to keep pausing while moving. I had accidently added the player party to the AI list. You need to reset your script for this to be fixed. Use reset hotkey. You can toggle AI resting again.
- Added hotkey to reset the script. You can change the key in the game options keybinds under the campaign map section.
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Version 3.0.1
- Optimized and bug fixed a bunch of the AI code, event I was using was completely wrong. The learning process ;) They should probably start resting and acting correctly now. Maybe more bugs but I fix them as I see them.
- Resting is now based on position. Sometimes you would be standing still but the code for waiting would not trigger so now I check if you are stopped and waiting the fool proof way ;). This will let you join armies and if they stop and start "thinking" you will get rest hours.
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Version 3.0.0
- AI Parties will now be tracked and told to rest if they have not met the required hours. They will only be told to rest if they are not busy.
- AI parties once found entering a city will be told to stop there. They should be released from this hold based on their hours rested for that day. They follow same rules as player required hours, which by default is 3.
- After player battle all parties on winning side will hold position while time elapses.
- Fixed bug that did not disable battle spacetime when disabling spacetime in the settings.
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Version 2.1.4
- Fixed a null object crash when starting a custom battle.
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Version 2.1.3
- Fixed time running in situations it should not have. Changed checking the mission mode, which is bugged, to determine if the player was in a battle or siege.
- Player party will now be ignored by the AI when time passes after retreating
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Version 2.1.2
- Fixed calculation error in battle time.
- Battle time will no longer count towards rest. It never should have.
- MBOption 2.0.10
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Version 2.1.1
- mboption 2.0.8 mcm
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Version 2.1.0
- Compiled on beta branch
- Compiled with MBOption v2.0.6
- Fixed time running in settlements on load. Game starts running before data is synced :/ now i know and handle it.
- Time will now pass after a battle depending on the number of troops on the losing side (or player party if you retreat). Configurable in setting. The formula for it is x = time; y = troops per x amount of time; z = number of troops defeated; so x * z / y and you can set x and y in the settings. Hope that makes sense. :3 Example: 20 vs 50 battle. The side with 20 loses. So the script tries to figure out how long it took to defeat 20 soldiers. The default settings use 1 hour to defeat 50 troops. So the time calculated is... 1 hour * 20 defeated / 50 troops per hour = 24 minutes. So after the battle is over 24 minutes in game will pass then pause. Watch out for nearby enemy armies when fighting large battles ;). This algorithm might need improving because it will also need to consider how many men on the winning side. I will mess with it later. This is part of the spacetime features and can be turned off completely.
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Version 2.0.0
- Integrated Real Spacetime Continuum Mod into this for compatibility.
- Made resting and spactime mechanic able to be toggled.
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Version 1.9.7
- Edited default settings based on feedback. Thanks @KristerKovacs!
- Limited morale penalties to -100 which will accumulate within 10 days at default settings if marching your troops without rest.
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Version 1.9.6
- Added more settings to the menu to help users find the right balance for this mod.
- Fixed a notification not disabling when having had disabled notifications in the options menu.
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Version 1.9.5
- Added MBOption screen as a dependency to handle user settings.
- Added a toggle for notifications to instead show the less intrusive message that displays on the lower left part of the screen.
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Version 1.9.4
- Fixed crash related to registering hotkeys for a 2nd time when loading your game a 2nd time.
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Version 1.9.3
- Created a more unique save base ID to ensure there will be less conflict with other mods that save data. All mods installed that save custom classes or containers will need to use unique save IDs for their classes. I have created a unique hash based on my mod's name to help ensure nobody uses the same save IDs as this mod.
- Fixed the morale cap not resetting by setting it to reset after 30 days since your first bonus.
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Version 1.9.2
- Fixed bug that prevented saving game.
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Version 1.9.1
- Moved clock notification to hours rested message in the lower left corener of the screen.
- Fixed crash when starting a campaign.
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Version 1.9
- Fixed time calculation bug which caused the 7pm warning message not to show or the day to end.
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Version 1.8
- Fixed Crash when showing the clock in v1.7
- Made BannerLib a required submodule in the submodule.xml
- Day now ends at 8am and this is when morale/bonus is calculated
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Version 1.7
- Now you can show the clock anytime you want and set the key in the options menu like any other key.
- Fixed inconsistencies in messages with updated morale gains and penalties.
- 7pm alarm can only trigger between 7pm and 7:30pm in case you loaded your game after 7pm you would see the message. Eventually I will not use the game's end of day but a specific time due to inconsistency of when that time is. Probably something like 8am. But that is next update.
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Version 1.6
- Fixed an oversight causing the "You have rested enough" notification to spam. It will now only trigger once if necessary each time you start to wait somehwere.
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Version 1.5
- Capped Morale gains at +6
- Well Rested (Slept 2-3 hours in the day) now yields no bonus or penalty.
- Morale gains and penalties tweaked slightly to reduce rate of gains/losses
- Added notification while waiting when you have slept more than 3 hours and are no longer facing penalties
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Version 1.4
- Fixed another error I overlooked. Hours rested should not go negative anymore, my initial fix used a wrong value to adjust the calculation. This is corrected I hope :3
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Version 1.3
- You can only get a morale penalty half the time you incur the penalty. Meaning you will get the penalty only every other time that you rest below 3 hours.
- Halfed the amount of hours you need to sleep
- Waiting in cities give you 25% bonus
- Alarm goes off at 7pm if you are in need of rest.
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Version 1.2
- Bug fix: deleted code that would have interfered with the hours rested calculation, I forgot to do it in v1.1
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Version 1.1
- Rounded hours rested in the message that pops up with the clock notification
- Fixed the 4pm alarm to notify you the correct hours you need to sleep. Before I used 8 when the penalty is less than 6 hours.
- Fixed resting before midnight which caused your hours rested to go negative due to an oversight in the calculation
- Change the morale bonus for well rested to +2 to balance it out.
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Version 1.0
- Party is now required to rest 8 hours per day or get hit with morale loss
- Press NumPad Minus to dislay the clock (does not work while paused unfortunately)
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- Author's activity
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July 2023
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26 Jul 2023, 7:53PM | Action by: Cheyron
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'Description changed.'
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26 Jul 2023, 7:17PM | Action by: Cheyron
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26 Jul 2023, 7:16PM | Action by: Cheyron
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24 Jul 2023, 6:08PM | Action by: Cheyron
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'Change log added for version 4.5.2'
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