I am a casual/story orientated gamer, I enjoy Warhammer 40,000 to the point I am fanatical about it. I am also a YouTuber too, I make videos based on Warhammer 40,000 including some fantastic music videos if I do say so myself! I have seven to date. I do various other games as well. Some projects I have yet to finish too. Search in YouTube "LoneWolfLazarus" and you will find me. I currently hold 3,290 Subscribers, feel free to subscribe! "The hardest road you can take is the road you take alone, the road that makes you the strongest." — Lone Wolf Lazarus

Comment History  (0 - 30 of 264)
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Devices of Anomaly Redone (UPDATE 4.1)

I'll go check it out and download now, many thanks to you for your hard work! Barry also! Keep carving your names amongst the gods fellas! ;)

Good karma+2 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Devices of Anomaly Redone (UPDATE 4.1)

I'll be keeping a hawk's eye on it then my brother! Both of these mods! Many thanks again! :)

They fit amazingly well with my privately shared mega mod pack - "INSTINCT". :D

Good karma+2 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Devices of Anomaly Redone (UPDATE 4.1)

Oh you two are legends! I'll give this a try ASAP!

EDIT 1: I wish I could upvote you guys more than once! You deserve another hundred upvotes from me, if only! :P

EDIT 2: So Catspaw! I ended up getting this when testing out the mod, I got

[19:59:25.017]
[19:59:25.017] FATAL ERROR
[19:59:25.017]
[19:59:25.017] [error]Expression : <no expression>
[19:59:25.017] [error]Function : CScriptEngine::lua_pcall_failed
[19:59:25.017] [error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[19:59:25.017] [error]Line : 257
[19:59:25.017] [error]Description : fatal error
[19:59:25.017] [error]Arguments :
[19:59:25.017] 1 : [Lua] ....t.a.l.k.e.r. anomaly\gamedata\scripts\item_radio.script(835) : set_indicator_color
[19:59:25.017]
[19:59:25.017] LUA error: ....t.a.l.k.e.r. anomaly\gamedata\scripts\item_radio.script:835: attempt to index upvalue 'indicator' (a nil value)
[19:59:25.017]

This happened after the animation (which is very cool by the by) of the RF Receiver finished, it crashed immediately with the following above.

Seems to point to the following:

indicator:SetTextureColor(clr)
end

function show_indicator(tf)
if indicator then indicator:Show(tf) end
end

EDIT 3: FIXED IT! Just remove the first end at the end of this line:

if indicator then indicator:Show(tf) end (DELETE THAT end, THE BOTTOM ONE WILL SUFFICE!)

Good karma+2 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Perk Based Artefacts 2.1 (PBA) (UPDATE 4.1)

[19:34:25.992] FATAL ERROR
[19:34:25.992]
[19:34:25.992] [error]Expression : <no expression>
[19:34:25.992] [error]Function : CScriptEngine::lua_pcall_failed
[19:34:25.992] [error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[19:34:25.992] [error]Line : 257
[19:34:25.992] [error]Description : fatal error
[19:34:25.992] [error]Arguments :
[19:34:25.992] 1 : [Lua] ....r. anomaly\gamedata\scripts\perk_based_artefacts.script(3952) : func
[19:34:25.992]
[19:34:25.992] LUA error: ....r. anomaly\gamedata\scripts\perk_based_artefacts.script:3952: attempt to perform arithmetic on field 'blood_loss_limit' (a nil value)
[19:34:25.992]

Really want to use this mod but it conflicts with BAM, and due to demand of my mod pack "INSTINCT" I've been asked to report this in the hopes a patch can be put into effect and made.

Essentially when you put a SCAR artefact the little trinket one from BAM into an IAM/AAC/AAM and then equip it on your belt you crash with the following above. Is it possible to have a patch as people really like this Perk Based Artefacts mod but they also like BAM as it provides a unique aspect to the Artefact-Belt-Building gameplay. I have to admit, I'd be sad to see it gone too but I guess our folks on our end like the idea of having unique one-of-a-kind artefacts from BAM. I and others would be very appreciative if a patch could be put in place at all? Thank you very much for reading and have a wonderful day, keep up the good work with what you're doing man! Legend! :)

P.S: This issue I've posted is all prevalent in the old version of PBA as well. So I can't use either yet unless a miracle patch happens. :D

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Devices of Anomaly Redone (UPDATE 4.1)

[13:27:46.733] FATAL ERROR
[13:27:46.733]
[13:27:46.733] [error]Expression : <no expression>
[13:27:46.733] [error]Function : CScriptEngine::lua_pcall_failed
[13:27:46.733] [error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[13:27:46.733] [error]Line : 257
[13:27:46.733] [error]Description : fatal error
[13:27:46.733] [error]Arguments :
[13:27:46.733] 1 : [Lua] ...t.a.l.k.e.r. anomaly\gamedata\scripts\cold_system.script(887) : hud_update
[13:27:46.733]
[13:27:46.733] LUA error: ...t.a.l.k.e.r. anomaly\gamedata\scripts\cold_system.script:887: attempt to index upvalue 'main_text' (a nil value)
[13:27:46.733]

Getting this, same thing as before when I used Catpaw's New Extensible RF Sources.

Good karma+2 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ [1.5.1/1.5.2] Banjaji's Crafting system improvements v4.4

Damn, was hoping it weren't a client side issue heh! I've put so many mods in my mod pack now I've lost count. I'll see if I can try this mod again what with it being updated and what not but I fear I may get the issue again. Wish I remembered which one it was. And thanks for your hard work too Banjaji, you're a legend man. :)

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Perk-Based Artefacts (UPDATE 25)

Hello, not sure if this is relevent to this mod or not but getting this - [11:04:23.473] FATAL ERROR
[11:04:23.473]
[11:04:23.473] [error]Expression : <no expression>
[11:04:23.473] [error]Function : CScriptEngine::lua_pcall_failed
[11:04:23.473] [error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[11:04:23.473] [error]Line : 257
[11:04:23.473] [error]Description : fatal error
[11:04:23.473] [error]Arguments :
[11:04:23.473] 1 : [Lua] ...a.l.k.e.r. anomaly\gamedata\scripts\item_artefact.script(289) :
[11:04:23.473]
[11:04:23.473] LUA error: ...a.l.k.e.r. anomaly\gamedata\scripts\item_artefact.script:289: attempt to index a nil value
[11:04:23.473]
[11:04:23.473] Check log for details
[11:04:23.473]
[11:04:23.473]
[11:04:23.766] stack trace:
[11:04:23.766]

For some unknown reason. I don't even have that file.

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ DAO + New Levels v0.51 [compatibility patch][DLTX][G.A.M.M.A.][EFP]

{@} --- Invalid destination [-9.444510][329.209808]
~ Warfare is not loaded, unregistered warfare callbacks
TerrainEnumerator | indexing crowdedness
TEIdxTree | No cache d:/mods & modded games folder/s.t.a.l.k.e.r. anomaly\gamedata\configs\_te_caches\crowdedness_grimwood, bulding tree
TEIdxTree | SAVE ERROR: Failed to save index cache.

Just received this when entering Grimwood. Not sure if it's relevant to this mod or not? Just removed it and put promzona.ltx back in from DAO's original mod file. Gonna give it another go transitioning, if I get in, then well, I'll edit with my answer.

EDIT - 00:45AM: I can confirm, can load into Grimwood now that this mod has been removed from my build. Damn.

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ [1.5.1/1.5.2] Banjaji's Crafting system improvements v4.4

I hate to be that guy bro, but it isn't, I keep crashing under a different argument even now.

EDIT: Crash log below.

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...maly\gamedata\scripts\aa_load_recipes_banjaji_csi.script(265) : reformat_vanilla_recipe_string

LUA error: ...maly\gamedata\scripts\aa_load_recipes_banjaji_csi.script:265: attempt to concatenate local 'tool' (a nil value)

Check log for details

stack trace:

Good karma+3 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ English voice for UNISG

This is awesome! Thanks SHREDDER, wish I'd come to this addon sooner as I'd seen it before. Love this many thanks!

Good karma+3 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Chatty Companions 0.9.9.5

Hi there Darkasleif! I thought I'd logged in that day but I must've forgot hehe! Yeah I am referring to this version I believe the latest one available for 1.5.2 of course, link is just below. :D

Moddb.com

If you can get this sorted, I'll happily re-download and re-install the mod again, it's just every time I encounter Dynamic Mutants, I get told to report the errors to you, thing is, there is no errors, it's just missing a patch for it so the companions can chat about the new mutants.

EDITED at 18:15PM: Also, just in case this ever becomes an issue and also to kill two birds with one stone, I'd highly recommend supporting this addon with a patch too link will be below as per! It's amazing just like yours man and it'd be great to see Dynamic Mutants and New Levels have a patch and work well together, I'll make sure to add this to my version of Anomaly and give credit as I admittedly do share my build between friends primarily and give them my entire build of Anomaly! If anyone else wants it feel free to PM me, it's highly modular and quite stable too and extremely fun or so I've been told. Anyone is welcome to give me a message. :)

Moddb.com

I hope you have the best of luck patching these two mods or whichever one you decide to choose, thanks for all your work Dark! ^^

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Dynamic Friends AND Enemies

I don't have that in my game for sure. I'd check your other addons, I am aware I'm a year too late for this, haven't been around for a long time but yeah if you still have the old implementation of your Anomaly version with addons then I'd suggest taking a look at one of the other addons. :)

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Unification Fx Pack v1.92

Check summary section on this page Gillespiecoda. I posted something that may interest you and others with the same request as you. :)

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Fx Sub Mod for Unification Mod [Release!]

Hi guys, just thought I'd let you all know that there is a merge available on Unification's Official Discord, discovered by me.

There are specific instructions and options there to allow you to merge Unification FX and Unification Redux UI with both Unification Campaign AND Unification Unlimited. It works for both and in Multiplayer. If you're interested and if you pay careful attention to the walkthrough as Dawn of War - Soulstorm can be fickle and one wrong hasty move can see to it that you start from scratch again, however, luckily, it doesn't take long once you've got the hang of it. Regardless if you're an experienced mod user or not. See below.

Official Unification Mod Server: Discord.gg

If you're not in it, come, stay a while, maybe you'll make good friends here. :)

Even if that isn't for you? And are just interested in grabbing the merge, it's all on there, the instructions and details are too long to post here hence why I can't share it publicly on ModDB, that and I don't want to upset any of the authors who have put blood, sweat and tears into this by uploading everything pre-made as it uses their content and work.

The channel you're looking for is under fan-made-addons under the Unification General section and is pinned by Kekoulis in case you don't see this anytime soon and the merge information and walkthrough gets buried under other people's content and walkthroughs. Hope this helps ya'll! Peace and love, and glory to the very people who made these mods/addons possible! <3

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Chatty Companions 0.9.9.5

I hate to be that guy, but I had a crash today out of the blue, I had no companions to speak of however a crash occurred with the following...

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: ...r/s.t.a.l.k.e.r. anomaly\gamedata\scripts\chatter.script:761: attempt to index a nil value

stack trace:

Not sure what's going on there to be fair. Like I said, I had no companions so why this happened I have no idea. But if it's fixable then that'd be awesome for when I do actually get companions. :)

EDIT: Same crash again after loading in, it happened two minutes after me loading in. I'll remove for now, if this mod updates again I'll check the changelog and download again if there's any indication of a fix, I've no idea why my game keeps crashing when I have no companions what-so-ever. I've seen people mention that this effects NPCs in general though in the comments section, uncertain if it's coincidental if that is what's causing said crash or not. Confusing to the say the least I have to admit!

Good karma+4 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Dude, where's my gear?! [v0.7.2.2]

Love this film, classic! Gonna download this for sure and give it a whirl! :)

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ NV BINOC & SCOPES TOGGLE V1.0.7.1 (BEEF'S SHADER V1.1.1,DX8 VERSION INCLUDED)

Hey man seeing st_prop_binoc_nightvision 0 for every upgrade for binoculars in tooltips since I installed this, it doesn't affect anything other than slight immersion but it may be worth looking into when you've got the time, unless you know where and what I need to change to correct it? I've tried looking but there's 300+ mods in my list from my own compilation, it's rather awesome! :) But it's a labyrinth to find! If you know how I could fix it or if you have the time to fix it then that'd be great.

Thanks for your work! It's brilliant this mod. Everything works as intended except for that text issue! :)

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ [DLTX REQUIRED] Artefacts Variationizer (UPDATE 11)

Getting a "Not enough memory" error when using this with NMA and the associated patch for this mod from NMA upon generation of variations of Artefacts. I'm not sure if it means not enough memory for the engine or not enough memory on my computer, what do you guys reckon? :)

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ S.T.A.L.K.E.R. 2 Build Exo Pack v1.0 (GAMMA compatible)

Before I download this mod and install it (which by the way, looks absolutely banging might I add, most excellent work!) I have a question:

Would this mod work with **** alone with other mods, or does it really exclusively require G.A.M.M.A. as well? I use my own personal mod build/batch/list which is the equivalent of the size of G.A.M.M.A. if not slightly more. Containing some mods similar to G.A.M.M.A. and from G.A.M.MA.too that I have integrated into my own version of S.T.A.L.K.E.R.: Anomaly, mods that I personally find thee 'best' lore-friendly and 'additional experience enhancement' mods for S.T.A.L.K.E.R.: Anomaly. It's not about conforming or evading the G.A.M.M.A. Modpack by the way to any who may wonder since 80% of most new S.T.A.L.K.E.R.: Anomaly players tend to dive into trying G.A.M.M.A. first before they ever think about constructing their own version of the game. For me it's more of a consistent goal for me to keep pushing my knowledge and understanding of both modding in general and modding S.T.A.L.K.E.R. games, after all, been modding games for over 10+ years now. Whether I am installing and editing or just installing.

So yeah, if you could let me know if you know that at all, if it'll work with **** on it's own without G.A.M.M.A. then do tell. I'd be very appreciative! Cheers! :)

Good karma+2 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ [MODDED EXES REQUIRED] KillCam (UPDATE 1)

Would you be able to add in an option to show the bullet passing through the head of a stalker for example? Like in Sniper Elite? :) This mod is just too good but I think if the implementation of a anatomical bone shattering shot to the head would make it so satisfying for snipers like myself. :)

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Exoseva CBSE outfits [1.5.2] EN/RU

I hate to bump a literal year old reply but I have been tearing my hair out trying to write in what it wants, only for then to compensate for another thing, and then another thing, and then another thing. In short, I'm practically writing my own mod at this point and stopped as soon as I got to scripting because I haven't a clue about that at all!

I tried the DLTX version and still kept getting the error Lightspace was getting. If there's one file I loathe slightly more than script files, it is the ui_custom_msgs file because it's always got it's older bros to back it up and cause grief for someone trying to fix things instead of break it more.

Any help would be tremendously appreciated.

As I am at my end with this error.

FATAL ERROR

[error]Expression : xml_doc.NavigateToNode(path,index)
[error]Function : CUIXmlInit::InitStatic
[error]File : ui\UIXmlInit.cpp
[error]Line : 154
[error]Description : XML node not found
[error]Argument 0 : hud_sci_blue1
[error]Argument 1 : ui\ui_custom_msgs.xml

stack trace:

And no matter matter what I change in actor_effects or some other file like the culprit, it just makes it worse. I have Nav's installed correctly, this mod was working for me with it back on 1.5.1 so don't know why it's changed all of a sudden?

I am using the version that was released today by the way.

Cheers for any assistance anyone can provide if they can, be amazing to play this mod again on 1.5.2. :)

EDIT: YES, YES, YES! I GOTS IT BACK! :D

Guys, should you do a fools move like I did by like missing the DLTX file YOU SHOULD BE EDITING which is called "mod_actor_effects_exoseva" not "actor_effects" and you use "NAV'S MASKS" then do the following!

Replace all 'hud_sci' in the aforementioned folder "mod_actor_effects_exoseva" with below...

![settings_helm]
exoseva_outfit = hud_seva , true , 2.5 , true
dolg_exoseva_outfit = hud_seva , true , 2.5 , true
merc_exoseva_outfit = hud_seva , true , 2.5 , true
military_exoseva_outfit = hud_seva , true , 2.5 , true
monolith_exoseva_outfit = hud_seva , true , 2.5 , true
svoboda_exoseva_outfit = hud_seva , true , 2.5 , true
ecolog_exoseva_outfit = hud_seva , true , 2.5 , true
isg_exoseva_outfit = hud_seva , true , 2.5 , true
looted_exoseva_outfit = hud_seva , true , 2.5 , true
looted_dolg_exoseva_outfit = hud_seva , true , 2.5 , true
looted_merc_exoseva_outfit = hud_seva , true , 2.5 , true
looted_military_exoseva_outfit = hud_seva , true , 2.5 , true
looted_monolith_exoseva_outfit = hud_seva , true , 2.5 , true
looted_svoboda_exoseva_outfit = hud_seva , true , 2.5 , true
looted_isg_exoseva_outfit = hud_seva , true , 2.5 , true
looted_ecolog_exoseva_outfit = hud_seva , true , 2.5 , true

I can't believe of all the things I overlooked! I can finally play this mod again now, I am over the moon! I loved this mod in my last personal 1.5.1 mega build. It's gonna be so awesome having it in my new updated 1.5.2 mega build now! See, even a decade + worth of modding experience and you can still make oversights! Never judge yourself too harshly is what I've also learned here.

To any who have this issue and/or oversight. You're welcome. :) Peace and love and.. Good Hunting S.T.A.L.K.E.Rs!

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Base Skills Pack v1.2.2 (Update 1) [Experience Framework]

Speaking of which Orleon, I've encountered an issue with what I assume is a script patch for *** (Advanced Stamina System). I'm no wizard with scripting but every time I choose the Hardy skill I crash with this error...

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: ...nomaly\gamedata\scripts\experience_baseskillspack.script:1259: attempt to compare nil with number

stack trace:

It points to these lines below, particularly

"if power + self.hardy_power > satiety_power_limit then"

As I say I am no wizard with scripting just know bare basics, this is the entire script here for again, what I assume to be an *** patch, I've removed it for the time being, gonna see if I can get the Hardy perk now. But the rest of the lines are below.

if advanced_stamina_system_ass then
local satiety_power_limit = advanced_stamina_system_ass.satiety_power_limit
if power + self.hardy_power > satiety_power_limit then
actor.power = satiety_power_limit
return
end
end

Sincerely hope you can help, I use *** so would be preferably to have this if at all possible, but don't know how to fix it.

Thanks for your time and effort with this mod, Experience Framework wouldn't be the same without this pack!

EDIT: Can confirm, that with *** installed still and the lines removed. The perk functions as expected. Happy days! Dunno if I'll have any other issues down the line to face, but will see! :)

Good karma+2 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ [Anomaly 1.5.1] Track Stalkers Using Their Names [MCM] (v1.2)

This was me by the way. Thought I was logged in. But anyway, never mind what I said, it was ] for me, not INSERT or Y, that was change ammo the INSERT button and not fire type, I am an idiot and should've paid closer attention to the demonstration lol!

Had a great laugh typing my own name in to test the mod on my end further and only then to see the anonymous reaction, absolute classic reply! Keep doing this stuff, biggest laugh of the day I have to say!

Good karma+2 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Quick Companion Teleport [MCM]

Apologies, forgot to login lol, that was me there as 'Guest' hah! Here's the link for those who struggle to get this working.

Moddb.com

Good karma+1 vote
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Unification Mod - Dawn of War: SoulStorm

I've been waiting the past year eagerly waiting for more, thing is, Unification is the gift that keeps on giving. You see where they're going with their crusade for lack of a better term to bring us great content and your imagination runs wild as a result. And all you can think of is "Geez, can only imagine what the next update will be like." Thus ya get stoked for the next update months down the line. We're all waiting Guest Guy. :)

The thing we should really be praying for, is for it to not get knocked back another month or two like last time.

But in that same regard, there's no Tzeentch Oracles around as far as the eye can see. All I can say is "Patience is a virtue." for now. :)

Good karma+3 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Unification Mod - Dawn of War: SoulStorm

Well, to voice a Death Guard you've essentially gotta be phlemy or be able to put on a phlemy accent, good thing for the team I went the full mile as I am a smoker anyway, soon won't be though, as for all the good it's done in adding more entertainment to the mod. It's not really good for ones health. And so I'll be quitting smoking after six years of it.

Back to the topic at hand though, good ol' Thuddy Thudmeizer is a genius when it comes to audio editing so if ya'll enjoy it, then you can thank him. :)

Good karma+2 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Unification Mod - Dawn of War: SoulStorm

Kekoulis informed us down below that everything is just awaiting clearance, well, the core one is, the races one is all sorted. :)

Good karma+2 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Unification Mod - Dawn of War: SoulStorm

We will know when Kekoulis rises from his crypt. ;)

Good karma+2 votes
LoneWolfLazarus
LoneWolfLazarus - - 264 comments @ Unification Mod - Dawn of War: SoulStorm

My heart has been skipping beats ever since I found out the new version was coming months ago. And today is no exception even though I know and we all know we're waiting for some staff member to tick the damn "YES IT'S FINE, MOD UPLOADED!" button! Lol! Damn red tape.... And damn my new heart condition from all this excitement! I've deliberately not checked up on any of this other than the news on when it is or isn't coming, I wanted it to be the equivalent of a christmas present but... Well, before Christmas lol

I am more excited also because I voiced the Death Guard "Plaguereaper" Super Heavy Tank. I **** you not. Was a load of fun and can't wait to hear all the lines edited in-game when I can jump into a skirmish match with the Death Guard! I am gonna be so spoilt for choice, hell to the yeah I will! :)

Good karma+9 votes