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Cialis Railman
Apr 20, 2007

Cream-of-Plenty posted:

An alternate roleplaying start mod has been released, allowing you to start the game from the perspective of:

1) New Republic of California
2) Caesar's Legion
3) Brotherhood of Steel
4) Great Khan
5) Freeside
6) Powder Ganger

Awesome! This is pretty much what I was looking for earlier.

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Heti
May 22, 2007

I like Video Games

Cream-of-Plenty posted:

An alternate roleplaying start mod has been released, allowing you to start the game from the perspective of:

1) New Republic of California
2) Caesar's Legion
3) Brotherhood of Steel
4) Great Khan
5) Freeside
6) Powder Ganger

Does this change anything beyond the start? It would be cool if it was integrated with the later bits of the main quest but I guess that would be pretty hard to do.

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.
Oh man, my next game may be a powder ganger playthrough.

Horns
Nov 4, 2009
Couple of interesting new mods:

Malignant AW50f - New .50MG sniper rifle based on the Accuracy International AW50. Weapon itself looks pretty drat good, has working animations, comes with a new ammo type schematic, and has a very minor mini-quest attached in obtaining it.

Fire Axe Retexture - Very nice new textures for the fire axe. Now it kinda looks like something a crazed killer in some trashy 80's slasher flick might use.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
How would I go about making jumping in game use AP? Is that even possible?

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Heti posted:

Does this change anything beyond the start? It would be cool if it was integrated with the later bits of the main quest but I guess that would be pretty hard to do.

Currently it doesn't change anything beyond the beginning quest, and your character doesn't receive a special disposition with their starting group. So it appears that you'll still be scrutinized by your faction as if you were the courier. Immersion aside, the mod seems like it has laid the foundation for more thorough alternate starts to be built off of.

Gyshall posted:

How would I go about making jumping in game use AP? Is that even possible?

Wasn't there something made for FO3 that accomplished this? I'm trying to find it right now but am having no such luck.

Cream-of-Plenty fucked around with this message at 22:58 on Jan 11, 2011

Brace
May 29, 2010

by Ozmaugh

Demerzel posted:

Oh, I thought you were trying to actually be helpful. haha how i use compewturr me dum just make 6 figures doing database work/development with 4 different languages.

holy, that's sick man!!!

Mordaedil
Oct 25, 2007

Oh wow, cool. Good job.
So?
Grimey Drawer

Demerzel posted:

Oh, I thought you were trying to actually be helpful. haha how i use compewturr me dum just make 6 figures doing database work/development with 4 different languages.

My condolences regarding your disability.

Heti
May 22, 2007

I like Video Games

Cream-of-Plenty posted:

Currently it doesn't change anything beyond the beginning quest, and your character doesn't receive a special disposition with their starting group. So it appears that you'll still be scrutinized by your faction as if you were the courier. Immersion aside, the mod seems like it has laid the foundation for more thorough alternate starts to be built off of.

Yeah I look forward to a mod that goes that far.

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
How does it handle NPCs talking? Does it have...custom voice acting :gonk:

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

RagnarokAngel posted:

How does it handle NPCs talking? Does it have...custom voice acting :gonk:

The alternate start mod? I don't believe it modifies anything beyond your starting point, to be honest. The author hasn't changed (or added) dialogue.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

Really at this point the only thing that the mod actually accomplishes is making it possible for the player to get in with the Legion before the NCR, as that was something of an issue with the vanilla game.

It would also make games a bit harder since the game's vendors and encounters are roughly tailored for a game starting in Goodsprings and winding around the map counter-clockwise.

It would certainly make the citizens of Goodsprings seem delusional.

cat doter
Jul 27, 2006



gonna need more cheese...australia has a lot of crackers
Edit: woop nevermind, this ain't the PC thread it's the mod thread!

cat doter fucked around with this message at 00:18 on Jan 12, 2011

Vita
Nov 7, 2009
I seem to be getting random...purple backgrounds on the main menu. Here's my load order, I'm not sure what could be causing it besides maybe one of the textures? All I've been using was Detailed Normals though.

FalloutNV.esm
CompanionInfAmmo.esm
AWorldOfPain(Preview).esm
More Perks.esm
ImmaSightinMahLazor.esp
Better Tag Skills.esp
XFO - 4b - Perks - Perk Every Level.esp
XFO - 8a - Cripple & Body Part Revamp.esp
noautoaim.esp
IHATECAZADORES.esp
VHAmmo.esp
condition.esp
BetterGamePerformanceV3.esp
Purge Cell Buffers.esp
ELECTRO-CITY - CompletedWorkorders.esp
drgNV - Marcus Companion.esp
Max Followers 12.esp
UnlimitedCompanions.esp
SunnyCompanion.esp
More Perks Update.esp
Sprint Mod.esp

SheepNameKiller
Jun 19, 2004

Demerzel posted:

I have to disagree, I think in general the quality is much higher than in stock, even on the low end. About the only character that I don't like more is Veronica, but I wouldn't go so far as to say that it is worse quality, it's definitely higher quality I just don't like her looks.

Maybe a strong statement but I think he did an excellent job, especially for unpaid labor, and it is noticeably higher realism especially with throwaway characters.

Eh, fair enough. A warning to anyone thinking of using New Vegas redesigned though - the guy who made it has obviously not patched his game and using this mod re-breaks Veronica and sets everyone else's leveling multiplier too high. I haven't found any other issues with it, but in the case of Veronica this can have a pretty major effect.

SheepNameKiller fucked around with this message at 02:47 on Jan 12, 2011

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

SheepNameKiller posted:

Eh, fair enough. A warning to anyone thinking of using New Vegas redesigned though - the guy who made it has obviously not patched his game and using this mod re-breaks Veronica and sets everyone else's leveling multiplier too high. I haven't found any other issues with it, but in the case of Veronica this can have a pretty major effect.

Saw your comment on the Nexus...how difficult would it be to open up the files in GECK and do the changes yourself? I'm considering doing this if I know what variables I need to change.

EDIT: Started poking around in the patched FalloutNV.esm and the NVRedesigned.esm / Lore.esp and yeah, you're right. For example, Boone has been patched to have a level multiplier of 0.75 with a min of 5 and max of 40. The New Vegas Redesigned has him set to a level multiplier of 1.00 and min 5 max 20. I'm going to go through and make the corrections, but do you think Veronica is going to be a special case? The changes I'm currently comparing are limited to the "stats" tab of each companion's actor list.

Cream-of-Plenty fucked around with this message at 03:15 on Jan 12, 2011

BENGHAZI 2
Oct 13, 2007

by Cyrano4747

Cream-of-Plenty posted:

An alternate roleplaying start mod has been released, allowing you to start the game from the perspective of:

1) New Republic of California
2) Caesar's Legion
3) Brotherhood of Steel
4) Great Khan
5) Freeside
6) Powder Ganger

My game froze when I tried to do a Legion run.

Maybe I'll try it again.

SheepNameKiller
Jun 19, 2004

Cream-of-Plenty posted:

Saw your comment on the Nexus...how difficult would it be to open up the files in GECK and do the changes yourself? I'm considering doing this if I know what variables I need to change.

EDIT: Started poking around in the patched FalloutNV.esm and the NVRedesigned.esm / Lore.esp and yeah, you're right. For example, Boone has been patched to have a level multiplier of 0.75 with a min of 5 and max of 40. The New Vegas Redesigned has him set to a level multiplier of 1.00 and min 5 max 20. I'm going to go through and make the corrections, but do you think Veronica is going to be a special case? The changes I'm currently comparing are limited to the "stats" tab of each companion's actor list.

It's not difficult at all, I only reported it to the mod author because there are obviously a lot of people who will be unwittingly breaking Veronica because of it. It's actually fairly easy to fix the file yourself in FNVEdit without even needing to boot up the GECK, just drag and drop the poo poo you want (stats, etc.) from FNV.esm to the NV Redesigned ESM.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

SheepNameKiller posted:

It's not difficult at all, I only reported it to the mod author because there are obviously a lot of people who will be unwittingly breaking Veronica because of it. It's actually fairly easy to fix the file yourself in FNVEdit without even needing to boot up the GECK, just drag and drop the poo poo you want (stats, etc.) from FNV.esm to the NV Redesigned ESM.

:doh:

Oh well, too late. I did it manually through GECK. Curiously, only Boone, Veronica, and Cass were broken (Arcade might have been, but I can't remember if I ended up changing him.) I see where Veronica was seriously broken, though. She isn't even scaled to the player at all and starts off at level 14.

Now maybe you might know how to disable companions auto-regenerating health after combat?

Cream-of-Plenty fucked around with this message at 03:34 on Jan 12, 2011

Brace
May 29, 2010

by Ozmaugh

Cream-of-Plenty posted:

:doh:

Oh well, too late. I did it manually through GECK. Curiously, only Boone, Veronica, and Cass were broken (Arcade might have been, but I can't remember if I ended up changing him.) I see where Veronica was seriously broken, though. She isn't even scaled to the player at all and starts off at level 14.

Could you drop the esp here ? that'd be awesome :unsmith:

SheepNameKiller
Jun 19, 2004

Cream-of-Plenty posted:

:doh:

Oh well, too late. I did it manually through GECK. Curiously, only Boone, Veronica, and Cass were broken (Arcade might have been, but I can't remember if I ended up changing him.) I see where Veronica was seriously broken, though. She isn't even scaled to the player at all and starts off at level 14.

I don't think the NV Redesigned guy actually made any changes to the face of Arcade, even though he does curiously still include a dupe of his record in the mod as if he were.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Brace posted:

Could you drop the esp here ? that'd be awesome :unsmith:

Here

You should be able to just drag and replace it, but considering my track record with modding, it might cause your computer to burst into flames or kill you.

You have been warned.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Demerzel posted:

Oh, I thought you were trying to actually be helpful. haha how i use compewturr me dum just make 6 figures doing database work/development with 4 different languages.

Failing up, I see! If simply leaving task manager open and ready to go is too passé, or you feel the suggestion is too demeaning for your professional sensibilities, here's a non-spoiler walkthrough with hints.

1. Open task manager. If you have used a computer in the past decade or two you should have experience here. Hint: Ctrl-alt-del is a good start
2. Once you have it, put your education and experience to work! Select the "processes" tab. Hint: Tab and Shift Tab cycle through contextual "hot spots." Left and right is often used to then select options.
3. Select the "falloutnv" process. Hint: typing an entry into a selection area generally begins partial matches, so typing "SA" into a filename listing will jump to the first file that begins with "SA" if there is one
4. Use "end process" next, it's pretty straightforward. Hint: "Alt" is used in conjunction with accelerator keys to skip through lengthy menu chains; a modern Windows installation often underlines the letter you need
5. You have to pass the dreaded confirmation dialog. This can be tricky if you upgraded from a decade old Windows XP installation due to a slight UI change! Hint: Windows 7 removes the yes/no accelerator keys from the "end process" confirmation dialog! However, "Spacebar" or "Enter" are akin to pushing a button. Think hard about the default button selection!

SheepNameKiller
Jun 19, 2004

Cream-of-Plenty posted:

Now maybe you might know how to disable companions auto-regenerating health after combat?

Unfortunately scripting is a bit out of my knowledge base, I suspect we'll see this feature added before long when project nevada is released though. As great as XFO is I think PN Is going to end up being the de-facto king of overhauls once all is said and done.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

SheepNameKiller posted:

Unfortunately scripting is a bit out of my knowledge base, I suspect we'll see this feature added before long when project nevada is released though. As great as XFO is I think PN Is going to end up being the de-facto king of overhauls once all is said and done.

You're probably right. I've had an eye on PN for a while and I have to be honest, I'm not too excited about the direction they're taking augmentations / cyberware, especially the art. Considering that's a large part of their overhaul (even though it's modular), if you take that away it doesn't seem like they're doing much different than XFO. The descriptions for each mod almost sound the same.

On that note, I heard that the FO3 WMK creator was working on an unreleased version of his mod for NV, which is confounding since it looks almost identical to WME...and WME's had three months to establish itself as the de facto weapons modding...mod. And so far, it's done a very good job. Then again, I'm not sure why we have 7 different "companions are essential" mods.

Variety is the spice of life, I guess.

Vitriol
Mar 11, 2001

Phhhhhtttttt!
Hey there!

regarding the fiasco with my last alphaish test release of the slowly evolving backpack mod, several changes have happened:

I'm renaming it to the Unified Backpack Mod. This is because I have decided to make it stand-alone. I've gone back to all the same mods everyone else did in Fallout 3 and have imported the models myself, and am rebuilding everything from scratch, reworking skins, learning nifskope, and contemplating learning enough blender to.. no, that's probably not happening. Too much learning curve..

Anyway, It's still going to be ESM and ESP based, but will no longer be envisioned as an expansion for someone else's mod.

Oh yeah, I've got a world model for the slave pack! Cheerfully ganked with permission from another backpack mod - one that is not quite as ambitious as mine in regards to changing poo poo around.

Most importantly - I'm vastly lowering the numbers of skin variants to ones that are 1: actually lore-friendly and 2: look like they belong in the game. No more ACUPAT or "DESERT NINJA TECHNO DESIGNED BY COMPUTERS" camo schemes. instead you will find appropriate looking stuff like the grungy Vault 3 blackwolf variant down below.. perhaps being worn by a random fiend.

The boomers will get one that looks appropriate to them, too, I suppose... Khans I am looking into. Basically when I am done, all major groups should have an appropriate pack of some kind, packs will be laying about in the wilderness and available for sale or theft in a lot of places, etc.

My goal is to have them just appear in the game, like they had been there all along.

I sure do wish I could model though. I'm using a few different backpack models, but I wish that someone would just do some regular ol' backpacks, courier bags, etc. The Blackwolf packs are nice, but obviously designed by someone who once had a backpack described to him by a blind person, and who went to the Rob Lefield school of pouch distribution and design.

ah well. I should have something actually usable and stable bashed together for release sometime after next Sunday, which is my next day off.

Only registered members can see post attachments!

Vitriol fucked around with this message at 05:02 on Jan 12, 2011

KaiserPanda
Jan 24, 2008
I hoarded a mountain of wasteland junk by reflex. Now half way through the game I've learned that there aren't really any weapons to craft like in fallout 3 :smith:
Is there a mod that adds that back in (and maybe some of the old fallout 3 items)?

Vitriol
Mar 11, 2001

Phhhhhtttttt!

KaiserPanda posted:

I hoarded a mountain of wasteland junk by reflex. Now half way through the game I've learned that there aren't really any weapons to craft like in fallout 3 :smith:
Is there a mod that adds that back in (and maybe some of the old fallout 3 items)?

well, this makes it a bit easier to kill big game that likes to chase you

SheepNameKiller
Jun 19, 2004

Cream-of-Plenty posted:

You're probably right. I've had an eye on PN for a while and I have to be honest, I'm not too excited about the direction they're taking augmentations / cyberware, especially the art. Considering that's a large part of their overhaul (even though it's modular), if you take that away it doesn't seem like they're doing much different than XFO. The descriptions for each mod almost sound the same.

I'm on the other side of the equation I think, I'm actually really impressed with the cyberware stuff. I don't know if I would've said adding implants and turning the game into deus ex would be a must have but it seems like they've been professionally implementing it and it's probably good enough to be worth a try.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

SheepNameKiller posted:

I'm on the other side of the equation I think, I'm actually really impressed with the cyberware stuff. I don't know if I would've said adding implants and turning the game into deus ex would be a must have but it seems like they've been professionally implementing it and it's probably good enough to be worth a try.

Yeah, I think it will be pretty sweet. I'm curious what other changes they are making. The Helm POV one looks pretty good and could be sweet if it works.

More modding questions - is it possible to force first person view all of the time? Basically disabling third person view.

Not strictly a mod but wouldn't hurt to have in the OP: Mark Morgan's Fallout 1 and 2 Remasters have been re-released. I'm using the tracks that aren't in New Vegas in New Vegas. Just drop the MP3's into the relative music folders, although it may need to be converted to CBR MP3s if you experience stuttering.

e: Also have to give another vote for Vmods Suite, which combined better binoculars, grenade and melee hotkey, sprint, bullet time, and a bunch of other mods into one with a nice cohesive menu to tie it all together.

Gyshall fucked around with this message at 06:07 on Jan 12, 2011

SheepNameKiller
Jun 19, 2004


The same guy who makes this also reimplements a lot of other poo poo from FO3 back into the crafting environment:

http://www.newvegasnexus.com/modules/members/index.php?id=2152853

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

SheepNameKiller posted:

I'm on the other side of the equation I think, I'm actually really impressed with the cyberware stuff. I don't know if I would've said adding implants and turning the game into deus ex would be a must have but it seems like they've been professionally implementing it and it's probably good enough to be worth a try.

Yeah I think that's what it is: I get a strong Deus Ex vibe from it. Coincidentally, I am a big Deus Ex fan too...but for whatever reason this is one peanut butter I don't want with my chocolate.

Gyshall posted:

Not strictly a mod but wouldn't hurt to have in the OP: Mark Morgan's Fallout 1 and 2 Remasters have been re-released. I'm using the tracks that aren't in New Vegas in New Vegas. Just drop the MP3's into the relative music folders, although it may need to be converted to CBR MP3s if you experience stuttering.

What? This somehow slipped by me. Thank you. Updated.

XENA I LOVE YOU
Sep 11, 2010

Does anyone know of a mod that increases the max view range? For some reason most of the things that are just out of view range flash like crazy, and going around on my sniper runthrough this poo poo gets really annoying really fast.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

SovietSteel posted:

Does anyone know of a mod that increases the max view range? For some reason most of the things that are just out of view range flash like crazy, and going around on my sniper runthrough this poo poo gets really annoying really fast.

Off the top of my head, have you given a look at the Performance DOF that was just released today on the Nexus? It is intended to be a low-impact DOF mod used to reduce that "jittering" distant texture thing that drives some people crazy.

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire

Cream-of-Plenty posted:

Off the top of my head, have you given a look at the Performance DOF that was just released today on the Nexus? It is intended to be a low-impact DOF mod used to reduce that "jittering" distant texture thing that drives some people crazy.

Took a look at this what exactly does it do? Make the distance look less crap basically?

XENA I LOVE YOU
Sep 11, 2010

Cream-of-Plenty posted:

Off the top of my head, have you given a look at the Performance DOF that was just released today on the Nexus? It is intended to be a low-impact DOF mod used to reduce that "jittering" distant texture thing that drives some people crazy.

This definitely helped. There's still a few things that will spaz out in the background but at least the spotter perk doesn't flash when I look at someone that's far away now.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

RagnarokAngel posted:

Took a look at this what exactly does it do? Make the distance look less crap basically?

Yeah, there is a small collection of Depth of Field (DOF) mods that have already been written for New Vegas. They just try to simulate a sense of the human eye / camera lens focusing on things closer to the viewer, while distant objects (like hills) are blurred slightly. Quality DOF mods make screenshots looks really, really pretty. But sometimes they're too strong and the in-game result looks awful or kicks your framerate in the dick. I personally don't use one.

A side effect of this is that it helps reduce the texture jittering you can sometimes see that is fairly distracting.

LawrenceOfHerLabia
Feb 4, 2005

by Ozmaugh
^^^ Thanks for the thread, Cream.

I've been using quite a few of the mods from the OP:

FalloutNV.esm
Military Explansion Program.esm
More Perks.esm
Weapon Mod Expansion.esm
AWorldOfPain(Preview).esm
XFO - 1aa - Accuracy Revamp - mild.esp
XFO - 1be - Dmg - Skill-Var - 2x.esp
XFO - 2ab - Armor - DR+DT - revamp - med.esp
XFO - 2da - Bleedthrough - 10% (from 20).esp
XFO - 3aa - rarity - ammo - mild.esp
XFO - 3ba - rarity - caps - mild.esp
XFO - 3ca - rarity - meds - mild.esp
XFO - 4a - Perks - Paths.esp
XFO - 4b - Perks - Perk Every Level.esp
XFO - 5a - SPECIAL & Stats Rebalance.esp
XFO - 5b - Skills - SP Formula Rebalance.esp
XFO - 5c - Skills - Better Med Surv Repair.esp
XFO - 5ea - Skills - Barter - Mild.esp
XFO - 6b - Pacing - Mild (No Cap).esp
XFO - 7b - UnMSG - Karma (Incl Sounds).esp
XFO - 7c - UnMSG - Sneak Status.esp
XFO - 8a - Cripple & Body Part Revamp.esp
XFO - 8b - Speed Increases.esp
XFO - 8c - Karma Rebalance.esp
XFO - 8d - Gore Changes.esp
XFO - 9a - Enemies - AI revamp.esp
XFO - 9ba - Enemies - NPC Health + low.esp
XFO - 9ca - Enemies - NPC Aim + low.esp
XFO - 9db - Enemies - NPC Healing - med.esp
CONELRAD 640-1240.esp
FreeplayafterMQNVv1_6.esp
populatedcasino.esp
No More Annoying CC - ALL.esp
Lucky 38 Suite Expansion.esp
NewVegasBounties.esp
Fellout.esp
Western Sky.esp
Western Sky - Darker Nights.esp
Distant Gunfire Sound Fix V2.1 - Machienzo.esp
Wasteland Defense.esp
Weapon Mod Expansion.esp
More Perks Update.esp
UHNV.esp
DK_BulletTime_NV.esp
Bashed Patch, 0.esp

Total active plugins: 45
Total plugins: 84


And I've got great stability with that load order. However the amount blood splattered on the screen during combat is ridiculous. After being shot twice, I cannot see anything at all. I know that the console command 'CSB' will clear it off, but during a firefight it just comes right back. Is there anything I can do to disable or severely curtail the amount of blood splattered on the screen?

To contribute a mod, I think that the bullet time mod is worth adding to the OP. It integrates with 'more perks.esm' nicely.
http://www.newvegasnexus.com/downloads/file.php?id=35823
You may want to change the visual effect to 'none' or 'tunnel vision' in the bullet time config tool, as some of the effects stack badly with other mods that change lighting.

EDIT: I'll just add that if you haven't tried it yet, the 'Underground Hideout' is the cat's pyjamas.

LawrenceOfHerLabia fucked around with this message at 12:09 on Jan 12, 2011

potaties
Apr 8, 2005

meow meow
Does anyone have a mirror for the Reload mod? Seems to be under some sort of trouble over at the Nexus.

Also, I just have to say that Two Bears High Fiving is the best mod I've ever seen.

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SheepNameKiller
Jun 19, 2004

I hadn't noticed this before but Ahztek's overhaul has been ported to New Vegas:

http://www.newvegasnexus.com/downloads/file.php?id=37342

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