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++Mp3 Discman++++++++++++++++++++++++++++
+++++++by+++++++++++++++++++++++++++++++++
+++Bloodknight33+++++++++++++++++++++++++++
Installation:
1.Chose 7 of your favourite MP3's and copy them into "Morrowind/Data Files/Music"
2. Rename the 7 Files into:
Song1.mp3
Song2.mp3
Song3.mp3
Song4.mp3
Song5.mp3
Song6.mp3
Song7.mp3
3. Unzip "Stop.mp3" into the same folder as the other MP3's
4. Unzip "Discman.esp" to "Morrowind/Data Files"
5. Activate "Discman.esp" with the Morrowind Launcher
Inside the South Wall Corner Club next to Sugar-Libs Habasi
you'll find a Scroll that will tell you everything you need to know
about using the Discman.
And for you scripters out there, here'e the basic script I used:
---------------------------------------------------------------------------------------
begin A1_Play_Music
if ( OnActivate == 1 )
StreamMusic "Song1.MP3"
endif
end
---------------------------------------------------------------------------------------
MADE BY BLOODKNIGHT33
PLZZZ FEEDBACK AT:
bloodknight33@aol.com
===============================================
Weapon Rotate Plugin for Tribunal and Bloodmoon
Version 1.0
===============================================
by Cydine, Maboroshi Daikon, and Erstam
Mail us with any bugs, suggestions, questions or comments
- <cydine@hotmail.com>
- <erstam@online.de>
Installation
============
Unzip the archive to your "Morrowind\Data Files" directory. Make sure the "Extract Pathnames" option (or similar, depends on your archiver program) is active. The files should go to their proper locations:
the .esm and .esp files to Morrowind/Data Files
the .nif files to Morrowind/Data Files/Meshes
the .dds files to Morrowind/Data Files/Textures
the .tga files to your Morrowind/Data Files/Icons
Enable the following plugins in the Morrowind Launcher:
Weapon Rotate.esm (Required)
Weapon Rotate - Tribunal.esp (if you have Tribunal installed)
Weapon Rotate - Bloodmoon.esp (if you have Bloodmoon installed)
Weapon Rotate - Vendors.esp (to make various pawnshops and traders sell weapon racks)
NOTE:
You may have to patch your save games and other mods to get the most from this plugin.
Use the included utility - Weapon Rotate Patcher (WRPatcher) to automatically patch your save games and plugins. It is fairly straightforward to use but please refer to the instructions if you need to.
Read WRPatcher.txt for full instructions.
What does it do?
================
Weapon Rotate is a mod that provides an easy way to arrange your weapon collection tidily. If features various beautiful weapon racks you can buy from several vendors. Unlike other mods that allow for objects being rotated, you don't have to go through a menu every time you place (or pick up) a weapon. Simply drop the weapon on the right spot on a rack, and it will rotate and snap to the correct position. Quick and easy.
This plugin adds scripting to every weapon in the game. It allows you to place weapons vertically and horizontally on weapon racks. You can buy the racks from several vendors all over Vvardenfell, and place them wherever you like.
Simply drop the weapon on the rack you want to display it on. Most of the racks have little dots, or "pads". These are the spots you're supposed to click on. In some cases, the weapon won't fit on a particular rack - if that happens, you'll receive a message.
Wall racks can be moved smoothly after they have been placed. Activate the rack, choose the movement speed, and then the direction you want it to go. To stop it again, simply activate it within 15 seconds after it started moving. If you wait longer, it will snap back to the place it started from. This way you can't lose it when it moves through a wall or into an inaccessible place.
The default behavior of the plugin is to only rotate the weapons in the appropriate way if they are dropped on a weapon rack. Otherwise the weapons will drop like they normally do in the game. To chage this behavior, buy the ring "Change Weapon Rotate Mode" from any of the traders who sell the racks, and equip it. You have the options:
- to disable all weapon rotations
- to enable the default behavior
- to enable default placement on racks as well
- to allow for normal and vertical placement everywhere as well
- to disable the rack code and have the weapons drop like in the Book Rotate mod
Limitations & other issues
==========================
Weapon Rotate requires either Tribunal or Bloodmoon (or both) to work properly. It is not compatible with just Morrowind.
When you use the Weapon Rotate plugins with an existing savegame for the first time, you get several warning messages on game load. This is normal, and does no harm to your game. Simply resave, and on next load the messages won't pop up again.
In some cases, users have reported that the mod is not working correctly and some weapons are not rotating.
There can be two reasons for this:
1) - Using the mod with previously saved games. It occurs with user enchanted weapons.
When you enchant a weapon ingame, a reference to that fact is stored in your save.
Unfortunately, when this information is stored, the game not only saves the fact that you enchanted that weapon; it saves other additional information about it - which includes whether or not any scripts are attached to the weapon at that point.
If you enchant a weapon before installing the Weapon Rotate mod, the game stores that fact and also stores the fact that, at that point, there is no script attached to the weapon. This information takes precedence over all other. When you install the mod and load up your save, the game looks at the save and thinks "OK - this weapon has been enchanted and there are no scripts attached to the weapon". No matter if the mod may be telling it otherwise, the game will choose to take the information from the save. Hence, the rotation will not work.
2) - Confilcts with other plugins.
If you use Weapon Rotate in conjunction with other plugins that modify weapons in any way, the changes in these plugins may overwrite the changes made by Weapon Rotate and the rotation will not work.
However, you can patch the conflicting mods and/or previous saves with the rotation scripts so that no matter which data is taking precedence, the rotation will still work.
Please read WRPatcher.txt for more information on getting those pesky weapons rotating :o)
Notice for modders
==================
Weapon Rotate.esm contains a set of "static" racks that have the full rotation functionality, but can't be bought, taken, or moved. They are meant to be placed in the Editor to furnish your mod's storerooms, halls, or whatever, with them. Make your mod dependent on Weapon rotate.esm, but don't carry over the definitions to your own esp.
History
=======
1.1: 27 October 2005
- Updated with WRPatcher 2.1 (see the Patcher readme for details)
1.0: 3 April 2005
- WRPatcher 2.0 written
Beta 6: 2 October 2004
- Scripts rewritten to allow for precise drop area detection
- IDs of static racks changed to be consistent with the mod's
naming convention
- Cleaned out a few reference entries in the Vendors plugin
Beta 5: 18 September 2004
- Wall racks can be moved
- Added ring to change global rotation mode
- Message when a weapon doesn't fit on a rack
- Placement parameters for some weapons revised
- Origin of one of the .nif models changed, fixing placement problems
- Bugfix: one floor rack turned into another one when picked up
- Rack chest removed from Jeanne in Vivec, avoiding problems with boneScript
0.95 beta: 27 June 2003
- Added wall rack, Single Wall rack and single weapon floor stand.
0.90 beta: 17 June 2003
- Initial Beta Release
Modding Team:
=============
Cydine: Putting everything together and finding the proper rotation positions.
Weapon Cleaner.
Maboroshi Daikon: Script Monkey and Modeler.
Tom Varvaresos: Rack ideas. He had some models as well, but could not complete them.
I built the wall rack and single weapon floor stand from .jpgs of
his models.
Erstam: Scripting, reviewing rotation positions.
*****************************************************************
The Elder Scrolls III
MORROWIND:
Entertainers Plugin
*****************************************************************
Index:
1. Installation
2. Playing the Plugin
3. Save Games
*****************************************************************
1. INSTALLING THE PLUGIN
*****************************************************************
To install the plugin, unzip the files into the Morrowind/Data Files
directory.
UPDATE: This plugin has been updated to version 1.2.0722 of Morrowind.
You will receive a master file/plugin incompatibility error when
run with prior versions, but the plugin will work correctly.
*****************************************************************
2. PLAYING THE PLUGIN
*****************************************************************
From the Morrowind Luancher, select Data Files and check the box
next to the entertainers.esp file.
Speak with Dulnea Ralaal in Balmora, Eight Plates on the topic
"entertain the patrons". She will give you options to tell jokes,
dance the high-kick, play the drum, play the lute and sing, or juggle.
*****************************************************************
3. Save Games
*****************************************************************
Official Plugins will not invalidate your old saved games. If you save
your game while this plugin is loaded, you may encounter error messages
when you reload the saved game without the plugin. But you will be
able to continue on with the original game.
http://lovkullen.net/Emma/
Seasons 1.02 *final*
by TheLys
Mainly a rework of the Foliage Season mod v1.2 by Ayse, with additional features. Please see his readme file for info, contact and credits.
This mod makes the weather and flore follow the seasons. Seasons are based on months and days of the year, like on Earth.
1 - Changes from Foliage Season:
*******************************
- Determined season via a global variable
- Weather according to seasons on Vvardenfell
- Bunch of console commands to tune the mod in game
- Wind depending on season and weather
- Swaying trees in the wind
- More effective system so should be quicker BUT might be less stable
- Requires Tribunal or Bloodmoon because of scripts
- New more detailed textures by Rahuu
1.1 - Changes in version 1.01:
- added a correction about setdelete command thanks to the suggestions of Zarkis. Should make the mod more stable, what's good :)
1.2 - Changes in version 1.02:
- implemented the Zarkis suggestions (again). Mod is perfectly stable (as stable as a mod for MW can be), and foliage changing is done only when you don't look to the trees, so it goes nicely now :)
- there where some foliage with different shapes dependiong on seasons, now corrected.
2 - Coming:
**********
- More variety and details in trees
- Falling leaves in autumn
- Snow?
- surprises
3 - Console commands:
********************
set Foliage_Wind to 1
; set it to 0 to disable wind
set Foliage_MultX to 0
; swaying X "speed". You can play with numbers to see the results
; I don't recommend values higher than 10 / -10
set Foliage_MultZ to -2
; swaying Z "speed". You can play with numbers to see the results
; I don't recommend values higher than 10 / -10
set Foliage_Speed to 25
; swaying general "speed"
set Foliage_Timer to 1
; time in seconds between wind movements. the bigger, the less movemements
; Saves CPU power when wind activated
set Foliage_Sound to 1
; set it to 0 to disable additional sounds
set month to XX
set day to XX
; change month AND day to change seasons
; spring: 03/21 to 06/20
; summer: 06/21 to 09/20
; autumn: 09/21 to 12/20
; winter: 12/21 to 03/20
; changes aren't systematic, some trees can take a few days before changing
; all trees will change after the 28 of the new season corresponding month
; all trees will change after the 2nd month of the new season begins
set Foliage_SeasonsWeather to 1
; 0 = no more weather changes = keep current
; 1 = weather depending on seasons
; 2 = always clear apart Ash and Blight storms
; 3 = 100% clear
4 - Known problems:
******************
- This mod requires a strong CPU power and/or lots of RAM because of the number of scripts running. That's the price to pay for active trees.
- The whole trees are swaying, because of technical limitations. If you don't like the effect, just disable it (set wind to 0).
5 - Selection of mods -I- highly recommend, for a great ambiance:
****************************************************************
- MORROWIND FPS OPTIMIZER: how could you run Morrowind without it?
- Lights: light modifying mod you like
1 - Light Based Sneaking by Vanhikes + WindowLights 2 by ModMan
2 - The Lightning Mod
3 - Light 300
- Sound packs:
1 - Atmospheric Sounds Enhanced by Duncann
2 - Wilderness sounds by Puma man
- Visuals / retextures:
1 - Landscape Remix by
2 - Visual pack by Khalazaa
- Creatures (not monsters)
1 - Wilderness by Puma man
2 - Cait creatures mods, like Cait's critters unleashed by Hoghead
- Misc:
1 - Advanced Herbalism by Andoreth
2 - Morrowind Comes Alive by Neoptolemus
Enjoy!
-TheLys
thelys@free.fr
http://thelys.mwsource.com
-----------------------------------------------------------------------------------------------------
Pegas Horse Ranch ( requires either Tribunal or Bloodmoon )
created by MADMAX and Team ( Sep 2004 )
-----------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
INDEX
-----------------------------------------------------------------------------------------------------
1. CREDITS
2. INTRODUCTION
3. GAME SUMMARY
4. INSTALLATION
5. THE RIDING SCRIPT
6. HORSE ATTRIBUTES
7. HORSE BREEDS
8. RANCH OPERATIONS
9. BONUS FEATURE
10. VERSION UPDATES ( Read this )
11. FUTURE ADDON
12. DISCLAIMER
------------------------------------------------------------------------------------------------------
1. CREDITS
------------------------------------------------------------------------------------------------------
I have to say that this mod will not exist without the help of a
team of many talented people who has put in a lot of time and
effort to make it happen. I salute all of them and each one
deserves all the credits that they can get.
First of all, thanks to Cait for giving us such a wonderful horse
model. And, Kagrenac for letting me use the horse models that
were specially created for him by Cait. They have inspired me
to come out with this idea and concept for the mod.
Romualdo and Angel who without them this mod has never
started. They did all the wonderful landscaping and foundation
work which I would never have the time to do myself. Their
contribution has greatly helped to make this mod a reality. So,
a big thank you to them.
DoomedMarauder who has helped tremendously on ideas for
breeding, creating all the nice names and manificent write up
on horse bios and characteristics. She is also instrumental in
roping together a team for this project. You can say that I can't
live without her.
AcidBasick on all his beautiful models and textures. His
commitment and work rate is astounding. I have never come
across any other person who can model high quality stuff so
fast. Modelling is like drinking coffee for him. ;)
Highpressure on dialogues and web pages. His attitude on
helping people is second to none. He has been a buddy to me
for a long, long time.
Tsuruga for the very nice horse banners. This guy is a real
artist. Trust me!! ;)
The Beta Testers; my sincere gratitude for their time and help
on getting the mod out as bug free as possible.
a. DoomedMarauder
b. AcidBasick
c. Highpressure
d. Cethegus
e. Brash
f. Pseron Wyrd
g. MagicNakor
h. Telephoros
i. Sunsi
And, not forgeting Matt (Simpleton) Edlefsen for his simplistic
trigonometry code.
Ronin49 and SirLuthor for their contribution on the horse
names and writeup.
-----------------------------------------------------------------------------------------------------
2. INTRODUCTION
-----------------------------------------------------------------------------------------------------
The title says it all. It's a horse ranch and it allows you to do
what a ranch supposed to do. With the ranch, you now have the
ability to buy, sell, train and even breed horses. Not to mention
the latest riding script that comes with it.
Also, there is no conflict at all with IWWH. So, you can play
both mods together.
----------------------------------------------------------------------------------------------------
3. GAME SUMMARY
----------------------------------------------------------------------------------------------------
The horse ranch is located in Grazeland slightly south of Vos
and NOT Tel Vos. To get there, you need to travel by ship to
Vos after which just go south for a short distance and you
should be able to locate the place. There are NPCs in the game
which you can talk to discover how things operate in the ranch.
There is also a horse riding manual in the game which you
can refer to.
----------------------------------------------------------------------------------------------------
4. INSTALLATION
----------------------------------------------------------------------------------------------------
******************VERY IMPORTANT*******************************
This mod requires either TRIBUNAL or BLOODMOON installed!!!
*********************************************************************
All the files are zipped in a RAR format with all the relative paths
attached. When you open up the zip file, you should see 169
files including this readme file. ( approx. 4.5Mb )
- Textures ( 48 files )
- Sound ( 5 files )
- Music ( 1 file )
- Meshes ( 88 files )
- Icons ( 5 files )
- BookArt ( 20 files )
- Esp ( 1 file )
- Readme ( 1 file )
To install the plugin, I suggest that you unzip the files onto the
desktop first. Then copy the folders to your main Morrowind
directory.
Email your feedback and bug report to:
maxyuecy@yahoo.com
My site ( MadMax's World of Scripting Magic )
http://www.highpressure-morrowind.com/Madmax_Morrowind.html
------------------------------------------------------------------------------------------------------
5. THE RIDING SCRIPT
------------------------------------------------------------------------------------------------------
If you have not tried this script before, it is basically a
breakthrough in terms of concept on animal riding. Firstly, it
uses a creature and not a static/activator to operate. This
eliminates the problem with cell change and potential CTDs.
But, the biggest plus point is the ability to detect collision.
Another attractive thing about this script is the portability which
means you can use this script on any creatures with very
minor adjustments needed.
Specifically for this mod, a few extra features have been added
to the horse.
a. Ability to detect slopes.
b. Companion share.
c. Jump.
d. Attributes which has impact on gameplay.
Note : You can now save your game while riding.
A quick view on how to ride a horse in this mod.
ACTIVATE (not riding) - ride horse
SNEAK+ACTIVATE (not riding) - open dialog menu
ACTIVATE (riding) - dismount horse
RUN (riding) - toggle horse run/stop
SNEAK (riding) - toggle TROT/GALLOP
Hold_SNEAK (GALLOP) - horse will jump
Hold_SNEAK (TROT) - horse will perform special move
JUMP - if the player falls below the horse.
------------------------------------------------------------------------------------------------------
6. HORSE ATTRIBUTES
------------------------------------------------------------------------------------------------------
There are a total of 4 main attributes and how they will affect
the horse
a. Strength - how much weight the horse can carry.
b. Endurance - how far the horse can run before it gets tired.
c. Intelligence - how susceptible the horse to training.
d. Speed - how fast the horse can run.
The health of the horse is actually generated based on the
strength and endurance attributes. They can be regenerated
by eating food sold by the ranch workers.
Horse food available. :
a. Carrot - 20 points regeneration.
b. Hay - 10 points regeneration.
c. Grass - 5 points regeneration.
When you first purchase a horse from the ranch, they all will
have mediocre attributes. Here, you can improve those stats
through training. You can check the attributes from the horse
dialog menu.
------------------------------------------------------------------------------------------------------
7. HORSE BREEDS
------------------------------------------------------------------------------------------------------
There are 3 categories of breeds.
a. Common breeds ( 10 types )
b. Cross breeds ( 6 types )
c. Ultimate breeds ( 4 types )
Obviously, the cross breeds have higher maximum stats as
compared to the common and ultimate will have the best stats.
Below is a sample of maximum stats for common breeds
a. Strength - 100
b. Endurance - 80
c. Intelligence - 100
d. Speed - 30
To get these horses, you need to breed them. Getting the right
combination is important. Some combinations are known but
mostly you have to experiment with it.
------------------------------------------------------------------------------------------------------
8. RANCH OPERATIONS
------------------------------------------------------------------------------------------------------
As mentioned earlier, the ranch allows you to buy / sell / train /
breed horses. I'll explain a little bit about each functions.
Buying Horses
-------------------------
In the middle of the ranch, there is a cattle-pen which will
randomly generate some common horse breeds every new
day. This is where you initiate your purchase of a horse. You
can also view the statistics of the horse. The price of the horse
is based on the attributes. If you like it, just select it and then
talk to Dirdayvin inside the office. Talkamor will give you an
overview of the mod when u first enter the ranch office. Talk to
him to learn more. There is no limit to how many horses that
you can buy or keep. But, note that there are only 5 stables
available. For FPS control, I do suggest that you do not keep
more than 10 at one time.
Selling Horses
------------------------
The concept is slightly different fm buying. First, select the
horse that you want to sell. Make sure you RIDE the horse to
the selling pen (it's located just outside the office). After you
dismounted, access the horse dialog menu and select "Sell
Horse". This will activate that horse to be sold. Go and talk to
Dirdayvin again to either complete or cancel the transaction.
BTW, the selling price is calculated fm the horse attributes
plus the disposition of Dirdayvin.
Training Horses
--------------------------
Obviously, you need a trainer. There are 10 trainers scattered
around. You need to locate them. Hints are given by Talkamor.
Now, the interesting concept here is that there are 3 groups of
trainers, POOR, MEDIOCRE and GOOD. And, to make it even
more interesting, I have randomized all of them. So, even
myself cannot tell u which one is a good trainer. You can only
find out the truth after you used them a couple of times. You do
however have the option to sack the trainer and then hire
another one. The 3 groups of trainers will have different effect
on the outcome of the training. For eg, a poor trainer can actually
deteriorate statistics!!! There is also a grandmaster which will
only appear after a certain period of time. The entire training
process will take one full day.
Breeding Horses
----------------------------
There are 3 type of breeds; common, cross and ultimate. Cross
breeds can be attained by breeding common breeds. Wt the
right combination, you will have a 50% chance of getting it right.
The same goes for the ultimate breeds. But, these requires
combinations of cross breeds. The breeding process will take
place when you put 2 horses of opposite sex in the breeding
pen next to Liokys shack. Again, you need to activate the horse
and select "Breed Horse" for each of them. Then, go and talk to
Liokys. The combination of the cross breeds will be made
available. Hints only will be given for ultimate horses combination.
The entire breeding process will take one full day. And, the new
foal will be created in the pen next to Liokys shack. You cannot
ride the foal yet. It will take approx. 3days for it to grow up before
you can ride it. However, if it is not something that you want, you
can always sell it. Also, note that foal should inherit an average
statistics fm its parents.
***************************HINTS**********************************
NOTE : In order for the horse to be recognized in the pen, make
sure you RIDE them to the pen. Using the follow mode will not
enable the pen to detect whether the horse is in it.
If you ever get stuck in a pen after dismounting the horse, the
best way to get unstuck is to mount the horse again. Adjust
yourself and then dismount.
------------------------------------------------------------------------------------------------------
9. BONUS FEATURE
------------------------------------------------------------------------------------------------------
The NPC companion horse riding feature was not intended for
this version but somehow I have managed to squeeze it in for
this release. How does it work?
The scripts written for this allows you to bring along one of your
companion together to ride with you. Firstly, the definition of
companion means any NPCs that has a companion share option
activated. You will see a new topic "Companion Riding" in
their dialogue. The scripts allows you to choose ANY companion
that you want to bring along. However, only one can be selected
at one time. To change to another companion, simply cancel
the existing one and then select the next one.
After selecting the NPC, you can select any horses that you had
purchased or breed. That can include a horse which you are
planning to ride yourself. YES, your companion can ride with
you on the same horse or you can select another horse for your
companion. Use the same topic "Companion Riding" in the
horse dialogue to select or cancel.
Things to note :
I do not have the chance to extensively test this out but should
there be any bugs, please report back to me.
a. Don't complain about alignment and positioning, there's not
a whole lot of improvement that can be done primarily because
I cannot move the NPC any further front without disrupting the
movement of the horse.
b. Apparently, when you re-load a game after you had activated
the companion ride, the script does not attach to the reference
NPC and horse anymore. This cause both the NPC and horse
not performing accordingly. There is nothing much that I can do
about this. The script however can detect a game re-load. Upon
detection, it will try to reset the companion riding. However, if
the NPC is currently riding a horse, you will see that the NPC
will still have the saddle on. To reset this, just talk to the NPC
and activate on the topic "Companion Riding". Everything
should reset to it's original state.
c. During combat, you will have to dismount your horse before
your NPC will help you in battle. However, your companion
horse will help to attack your enemy.
------------------------------------------------------------------------------------------------------
10. VERSION UPDATES
------------------------------------------------------------------------------------------------------
v2.1
Bug fixes
- breeder "yes" "no" dialogue repeat loop.
- foal missing after successful breeding.
- foal growing up time gone astray.
- horses died while in training, breeding or companion riding
causing problem.
- grandmaster training messing up stats.
- grandmaster training charge mismatch.
- wrong breeding combinations on books.
- icon for saddles.
Additional stuff
- horse now will not attack you if you accidentally hit them while
riding after you dismount.
- the saddle is now a skirt and not an armor.
- some minor additions on books.
- training charges now depends on horse types. And, the GM
charges slightly higher.
- timer for foal growing up is a global script. Which means the
time will be counted even when you are away from the ranch.
- buy more than 5 horses from the ranch.
To continue playing from an earlier savegame. Pls read the
below instructions.
1. DO NOT load this version first. Reload your savegame with
the previous version first.
2. Make sure no horses are on sell, train, breed or companion
mode. Also, make sure there are no foals in the pen.
3. Find an interior cell ( not those created by this mod ). Go
inside and save.
4. Now, exit and select the new version and uncheck the old one.
5. Reload the savegame.
6. Go back to the ranch. Check everything to see whether it is
ok before you save the game.
7. If you see double banners in the game, open up your console.
Click on one of the banner and type "Disable". Repeat the same
for all double banners. This is the only way to eliminate it from
the game if you want to re-use your existing savegame.
8. Save your game with a new name. This is where your game
continues with the new version.
If you still have problem, then you have to restart the game from
scratch. :(
*You're
the
*Idiot
Now go away please.