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NuminaXLT
Nov 11, 2002

ThaumPenguin posted:

It's linked in the OP under "Homes, Dungeons, and Worldspace".

Here's a direct link.

No, I mean where is it in the game after I've added it to the game?

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SplitSoul
Dec 31, 2000

NuminaXLT posted:

No, I mean where is it in the game after I've added it to the game?

Up the hill to the right of the gas station in Goodsprings.

ThaumPenguin
Oct 9, 2013

NuminaXLT posted:

No, I mean where is it in the game after I've added it to the game?

Oh right. Sorry, must have misread it.

SplitSoul posted:

Up the hill to the right of the gas station in Goodsprings.

You'll also need a key to get in, it's hidden in the Jean Sky Diving building east of Goodsprings.

Hambilderberglar
Dec 2, 2004

Does New Vegas have a crash log or some other utility I can enable to see why after quite a few hours of gameplay any attempt to enter Lombard Station crashes my game? I've tried consoling myself in as well as just using the entryway. Used to be that one or the other would work (maybe after smashing pcb into the console) but I get crashes all the time now and all my loot is in there.

NuminaXLT
Nov 11, 2002
Awesome, thanks!

Ready! Set! Blow!
Jun 17, 2005

Red alert.

khy posted:

Please help me figure something out.

I have a Laser Rifle (With all 3 mods), and a Tri-Beam GRA laser Rifle (with two mods).

I have 70+ science and the 'vigilant recycler' perk. I made myself a fair amount (100) of optimized Microfusion Cell rounds, but I cannot equip them in either laser rifle - the normal one, or the GRA tri-beam.

What am I doing wrong?

If you're using the Companion Infinite Ammo mod linked in the OP, the way it works is that it overwrote the ammo Formlists to add Magical Companion Ammo to all the formlists. Since it hasn't been updated since a couple of weeks after New Vegas was released, it therefore doesn't include the GRA ammos (or .45 ammo from Honest Hearts).

JIP Companions Command and Control (also in the OP) has an "infinite companion ammo" option buried in there somewhere, which has the advantage of actually working with HH/GRA (or any other mod that adds new ammo types).

khy
Aug 15, 2005

Vlad Antlerkov posted:

If you're using the Companion Infinite Ammo mod linked in the OP, the way it works is that it overwrote the ammo Formlists to add Magical Companion Ammo to all the formlists. Since it hasn't been updated since a couple of weeks after New Vegas was released, it therefore doesn't include the GRA ammos (or .45 ammo from Honest Hearts).

JIP Companions Command and Control (also in the OP) has an "infinite companion ammo" option buried in there somewhere, which has the advantage of actually working with HH/GRA (or any other mod that adds new ammo types).

Thank heaven. It was annoying the gently caress out of me that I couldn't use optimized rounds with their superior DT penetration. I'll gently caress around with it more later!

drkeiscool
Aug 1, 2014
Soiled Meat
How are Beyond Boulder Dome, DEIMOS, and Project Brazil?

Acebuckeye13
Nov 2, 2010
Ultra Carp

drkeiscool posted:

How are Beyond Boulder Dome, DEIMOS, and Project Brazil?

Can't speak to the last two (Though I've been meaning to try them out since I've heard they're good), but BBD is baaaaaaad. You can tell they put a ton of work into it, but the level design is pretty poor (Expect to backtrack A LOT), the combat is a never-ending slog, and the plot (Especially the ending) is abysmal. Good if you're into combat and running back and forth, but not much else.

chitoryu12
Apr 24, 2014

drkeiscool posted:

How are Beyond Boulder Dome, DEIMOS, and Project Brazil?

Beyond Boulder Dome had a lot of effort put into it, but is pretty low in actual quality as Ace said.

DEIMOS is kinda neat but not really challenging except for the beginning pre-time travel stuff, and only because the mod gives very little indication of what to do or where to go. It's also loaded with bugs and I actually couldn't beat it because a robot I had to escort would consistently stop moving at one area and every new robot I grabbed to replace it would do the exact same thing.

Project Brazil is probably the most extensive mod on the Nexus right now because it literally isn't New Vegas any more. It's got okay voice acting and is generally pretty neat (though there's a pretty awful scene where you can cyber with a girl in another Vault) and has a ton of poo poo to do. Just remember that it's unfinished.

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!

midnightclimax posted:

Is the "100 dangerous places" "a world of pain" mod worth installing? I just want to add random encounters, that aren't tied to a narrative.

I found this random encounters mod, I haven't tried it extensively but it seems to work OK. It did add a 50 foot tall boss Robobrain one time and the sounds seem to be a bit buggy but it's very customisable and my game didn't crash more after installing it than it did before.

MrBims
Sep 25, 2007

by Ralp
Fallout: New Vegas - my game didn't crash more after installing than before

I think I got the Nevada-Fook Convergence working right, trying to get all the bells and whistles of the other plugins it wants, though I may never be certain if all the features are there and working as intended. Used Mod Organizer instead of Fomod to install everything, except for PN - Extra Options which needed to be done manually for some reason. Then I had to install UHUD and prioritize it last to get a HUD error message to stop coming up. No other crashes or oddities so far.

Quasipox
Sep 6, 2008

So I installed that Nevada Skies-Weather Effects mod and it's way too dark at night. I went and saw that there are other .esps that will change the lighting, so I installed another one using Mod Organzier and did the Merge option, yet the night still looks the same. I double checked in the readmes and the mod page but I can't seem to figure out how to fix it.

Has anyone else used a different esp with it, or should I try manually installing the mod instead of using MO?

Thanks.

ThaumPenguin
Oct 9, 2013

MrBims posted:

Fallout: New Vegas - my game didn't crash more after installing than before

I think I got the Nevada-Fook Convergence working right, trying to get all the bells and whistles of the other plugins it wants, though I may never be certain if all the features are there and working as intended. Used Mod Organizer instead of Fomod to install everything, except for PN - Extra Options which needed to be done manually for some reason. Then I had to install UHUD and prioritize it last to get a HUD error message to stop coming up. No other crashes or oddities so far.

uHUD has kinda been superceded by UIO - User Interface Organizer, which works for essentially all UI mods and makes them work in tandem. It works well with Mod Organizer as it generates its compatibility thing when you start up the game, so it gets access to MO's virtual data folder. The UI files it generates gets thrown into the overwrite folder though, so you might want to add those into their own mod folder.

Capsaicin
Nov 17, 2004

broof roof roof
I'm trying to get the NMC texture packs, New Vegas Bounties, and the 4GB New Vegas Updated mods, along with More Perks and Expanded Traits. Some of them say to use FOMM and others say to use NMM. Do I need to use both, or could I use one or the other?

Other than that, it's literally just click and drag into my "data" folder, right? The entire folder or just the files inside the folder?

Capsaicin fucked around with this message at 03:21 on Jun 7, 2015

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!
The zipped folder usually has a folder in it called "data" which will contain other folders like "textures" "meshes" and an esp file. Just drag that data folder to the data folder in your NV install and it'll merge them, choose to overwrite if a prompt comes up. Then you need to use a mod manager to activate the esp, I think FOMM is the one most people use.

ThaumPenguin
Oct 9, 2013

Capsaicin posted:

I'm trying to get the NMC texture packs, New Vegas Bounties, and the 4GB New Vegas Updated mods, along with More Perks and Expanded Traits. Some of them say to use FOMM and others say to use NMM. Do I need to use both, or could I use one or the other?

Other than that, it's literally just click and drag into my "data" folder, right? The entire folder or just the files inside the folder?

Yeah, they both do roughly the same thing, so just stick with one of them or get Mod Organizer instead.

As for your second question, the files you want to put into the data folder have names like "textures", "scripts", "meshes", and "SpaceAdventure.esp".

If the file or folder you're about to add into the data folder is called something like "SethLord's Space Adventure mod", then don't do that. Instead, open it and check if you can see files or folders with names like in the first example. If you do, add all of the files in that folder into the data folder unless the mod's Readme says otherwise.

If the mod has a folder in it called "fomod", then you're only supposed to install it via a mod manager, like NNM, FOMM, or MO.

That's a very basic introduction, so it's not gonna cover everything. I'm personally rusty on most of this as I went over to MO about a year ago, where you're never supposed to add anything to the data folder at all.

e: beaten to the punch, oh well.

ThaumPenguin fucked around with this message at 17:25 on Jun 7, 2015

khy
Aug 15, 2005

So. Let's talk TTW.

I've been wary about it because I didn't know how well the two games would function as one. How is the stability? Does it give FO3 all of NV's gameplay changes or vice versa? Is it difficult to install? Gimme the rundown.

Internet Wizard
Aug 9, 2009

BANDAIDS DON'T FIX BULLET HOLES

khy posted:

So. Let's talk TTW.

I've been wary about it because I didn't know how well the two games would function as one. How is the stability? Does it give FO3 all of NV's gameplay changes or vice versa? Is it difficult to install? Gimme the rundown.

You're playing F:NV. All of the mechanics and crap are F:NV. This also means Super Mutants are a lot harder. It just lets you play through the FO3 content.

Acebuckeye13
Nov 2, 2010
Ultra Carp

khy posted:

So. Let's talk TTW.

I've been wary about it because I didn't know how well the two games would function as one. How is the stability? Does it give FO3 all of NV's gameplay changes or vice versa? Is it difficult to install? Gimme the rundown.

I installed and ran it not too long ago. The way it's set up, it's basically a giant DLC pack for New Vegas, so it's all New Vegas gameplay in an adjusted Fallout 3 environment. Companions use the companion wheel, New Vegas weapons are added to leveled lists and such, stuff like that. Installation isn't too difficult, and the base game is pretty stable, so long as you're not running dozens upon dozens of mods like I was. :v: I just uninstalled it since I wanted to try some other stuff in New Vegas proper, but I'd certainly recommend it if you're looking to play 3 again over playing 3 by itself.

khy
Aug 15, 2005

Internet Wizard posted:

You're playing F:NV. All of the mechanics and crap are F:NV. This also means Super Mutants are a lot harder. It just lets you play through the FO3 content.

Does it have the FO3 MQ? How would that work, some random old guy who claims to be your dad or something? Or the FO3 companions? OR do you just stick to sidequests?

Also, I need caps. I've been killing fiends for their lovely energy weapons but seems like more and more fiends are charging me with pool cues now. What's a fun enemy that tends to use fairly expensive stuff I can resell? Other than BoS because I'm being friendly with them right now.

maev
Dec 6, 2010
Economically illiterate Tory Boy Bollocks brain.
Keep away from children
Yeah I'd love to know how the hell TTW works. Where do you start, is there a proper intro / end to the original game? Once you finish FO3 do you start NV at basically max level?

Capsaicin
Nov 17, 2004

broof roof roof
Is there a better place than NexusMods to get some of these? I'm trying to get More Traits and New Vegas Bounties, but they require a registration for anything over 2MB in size. I tried registering but they aren't sending registration emails out. :confused:

Brainamp
Sep 4, 2011

More Zen than Zenyatta

maev posted:

Yeah I'd love to know how the hell TTW works. Where do you start, is there a proper intro / end to the original game? Once you finish FO3 do you start NV at basically max level?

You start in fallout 3 and do all the fallout 3 stuff. If you want to go to new vegas, there's a train station thingy.

It's literally fallout 3 in new vegas.

Republican Vampire
Jun 2, 2007

It also advances time to close the gap between the two games in terms of date. The idea is that after heading out west, the Lone Wanderer bums around for a few years before taking the Mojave Express job and becoming the courier.

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!

ThaumPenguin posted:

If the mod has a folder in it called "fomod, then you're only supposed to install it via a mod manager, like NNM, FOMM, or MO.

Oh really? That I didn't know. I've installed a bunch of mods manually that had the "fomod" folder and they seem to work, but each one overwrites the info.xml in that folder. I thought nothing of it but maybe that's causing some instability. Might start over with a fresh install and do everything with one of those folders through the mod manager.

escalator dropdown
Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

Just picked this up again after a year and a half away, immediately spent hours modding it. Oh, FNV. :allears:

For what it's worth, I found this Mod Organizer for New Vegas playlist on YouTube to be immensely helpful. I'd used MO for Skyrim before, but it's been awhile and I'd never used it for FNV. It'd be a pretty good resource to stick in the OP for people who are struggling with modding for the first time. It covers MO, LOOT, cleaning ITMs/UDRs with FNVedit, and installing most of the major mods from the OP. He walks through everything very, very slowly and carefully, and covers them in a proper/sensible order. Anyone who followed along with that would end up with a good set of mods installed, likely no issues, and a good base of knowledge to move on adding things on their own. The only stuff he's really missing is more advanced things ike bashed patches and ENBs. (It is really hand-holdy, but I imagine most people will figure out when they can skip ahead or just turn it to double-speed or whatever.)

Also, is the version of Lombard Station in the OP still missing the GRA ammo sorting fix? IIRC that was a loose file some goon had made that usually just got posted in-thread upon request. I've still got the fix from my last install, might be worth tossing in there.

escalator dropdown fucked around with this message at 05:51 on Jun 7, 2015

chitoryu12
Apr 24, 2014

maev posted:

Yeah I'd love to know how the hell TTW works. Where do you start, is there a proper intro / end to the original game? Once you finish FO3 do you start NV at basically max level?

It literally merges both games. You start as the Lone Wanderer in Fallout 3 and have the entirety of Fallout 3 and its DLC open to you. When you feel the need to move on, there's a train station added to DC where you can pay to travel to New Vegas. It does a timeskip to justify the length of time between the two games, so the Courier is actually the Lone Wanderer after years of adventuring through the American wastelands. When you first travel to New Vegas it plays the game's intro and starts you off in Goodsprings like usual. The train station is in Freeside and after the first trip you can freely travel (it only takes something like 2 weeks of time to make the journey).

It has almost all of the content of the two games; the only stuff that's different is that identical items between the two (like stimpacks and 10mm pistols and molerats and stuff like that) use the New Vegas stats and they change up a few of the guns (the .32 pistol is now in .22 and all the hunting rifles are in .308, and the combat shotgun is 20 gauge to balance out the NV riot shotgun). By default TTW uses New Vegas super mutants, but there's a plugin that brings back the DC super mutants to keep Fallout 3 from being stupidly hard.

There's plenty of mods and plugins specifically for TTW. It's common to use level cap increasers or XP decreasers to keep you from hitting max level before you reach the Mojave. There's mods that add easier ways to jump between the two games, as well as ones that make it harder (like increasing the amount of money needed to get a train ticket and making it use pre-war money instead of caps).

Kerning Chameleon
Apr 8, 2015

by Cyrano4747
The only thing I can think to add is you might want to run this puppy in MO, since I ran TTW in FOMM and after two playthroughs decided I didn't like FO3 and just wanted to play regular New Vegas going forward, so I felt I had to uninstall both the mod and the game itself to start fresh. Was probably unnecessary, but I didn't want to risk TTW leaving leftovers in dark corners, so to speak.

MO, I imagine, would make that a non issue. Have fun listening to Liam Neeson not be his character in Taken.

ThaumPenguin
Oct 9, 2013

2house2fly posted:

Oh really? That I didn't know. I've installed a bunch of mods manually that had the "fomod" folder and they seem to work, but each one overwrites the info.xml in that folder. I thought nothing of it but maybe that's causing some instability. Might start over with a fresh install and do everything with one of those folders through the mod manager.

Well, you don't have to, it's just that mods with fomod folders generally have custom installers where you can pick and choose what to install, very useful for some mods, but you don't really need them if you know which of the files to install.

The xml files are only used by the installers, so if you're installing the mods manually you don't really have to worry about them being overwritten.

Serperoth
Feb 21, 2013




So after ~20 hours or so on my current playthrough, I've been interested in some overhaul mods. Is there a general comparison between FOOK, Project Nevada and JSawyer? I like JSawyer's apparent "More like the old games" bit, but I don't know how each of them differ to one another.

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!
Patch question: there are compatibility patches up on the Nexus to make, say, AG Supplementary Uniques work with EVE. If I use FNVEdit to make a merged patch do I still need those compatibility patches as well? I'm trying to trim down to as few ESPs as possible.

ThaumPenguin
Oct 9, 2013

So I'm trying to install ADAM with the All-In-One fomod that's linked on the Fear and Loathing STEP guide, but I can't choose any options, they're all marked as "required". I can't select or deselect any of them, despite the guide telling me to do so. I'm installing it via MO, anyone have any idea what could be causing this?

BurritoJustice
Oct 9, 2012

2house2fly posted:

Patch question: there are compatibility patches up on the Nexus to make, say, AG Supplementary Uniques work with EVE. If I use FNVEdit to make a merged patch do I still need those compatibility patches as well? I'm trying to trim down to as few ESPs as possible.

Yes. If you want to save load order space then I suggest using the plugin merge script to merge together patches for a mod to save on load order space.

Gyshall
Feb 24, 2009

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

2house2fly posted:

Patch question: there are compatibility patches up on the Nexus to make, say, AG Supplementary Uniques work with EVE. If I use FNVEdit to make a merged patch do I still need those compatibility patches as well? I'm trying to trim down to as few ESPs as possible.

Yes, you still need them.

You can use this script and FNVEdit experimental to merge multiple ESP files together. Just merge, then deactivate or move the files you merged. You can find a guide/outline for doing that here You can also use This xEdit script to add Bash tags to mods that don't have them, which is super useful.

In my experience, I think it is useful to make both a Merged and a Bashed patch, naming the merged patch FNVMerged, then bash tag that file as "NoMerge" in Wrye Flash. Then make a Bashed Patch after that. Wrye Bash can merge a ton of your load order, reducing the number of active plugins.

I'm also using This combat armor retexture instead of ADAM, which doesn't have all the plugin requirements, just new textures.

Missing Name
Jan 5, 2013


LoonShia posted:

Could you put up your altered audio file somewhere?

Merry Christmas. 7zip needed, just plop the two files into idontfuckingknow\fallout new vegas\Data\Sound\songs\radionv

Groovelord Neato
Dec 6, 2014


So I signed up on the nexus like midday yesterday and have yet to get an activation email! GODDAMMIT. I need CONELRAD and Project Nevada DAMMIT

Saint Sputnik
Apr 1, 2007

Tyrannosaurs in P-51 Volkswagens!

maev posted:

Yeah I'd love to know how the hell TTW works. Where do you start, is there a proper intro / end to the original game? Once you finish FO3 do you start NV at basically max level?

There are also alt start mods that give you the choice when starting a new game of being in New Vegas first, which is what I like to do. For one thing, thanks to the laziness of many modders, you can grab enough gear to single-handedly destroy the Legion before even leaving Doc Mitchell's house. No way I'm going to play through Fallout goddamn Three in its entirety before getting that sweet poo poo.

Naky
May 30, 2001

Resident Crackhead

Saint Sputnik posted:

There are also alt start mods that give you the choice when starting a new game of being in New Vegas first, which is what I like to do. For one thing, thanks to the laziness of many modders, you can grab enough gear to single-handedly destroy the Legion before even leaving Doc Mitchell's house. No way I'm going to play through Fallout goddamn Three in its entirety before getting that sweet poo poo.

I'm not lazy, I put it there to test and also for those that want to play with the weapons right away. I always place everything in the leveled lists too though.

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Mosnar
Apr 21, 2007
Dropping Heavy Things From High Places, LLC
I have picked up the damndest issue with FO:NV; really, really long save game loading screen.

FOMM opens just fine, Start NVSE goes swimmingly, load to main menu screen absolutely normal. But when I click Load (choose load # to resume play) and confirm, there's a solid 4-5 minute wait until the game starts. The game always starts, mind you. No issues in gameplay whatsoever, but that wait between loading a save and the save actually loading is maddening.

Edit: 9 minutes, I timed it.

I'm only at level 15 right now, so my save games are in the neighborhood of 14Mb. Mod installed just prior to this issue coming about was the GenLOD mod spoken of in these hallowed halls, seen here: http://www.nexusmods.com/newvegas/mods/58562/ Uninstalling has no effect.

Load order:
[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] CaravanPack.esm
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] TaleOfTwoWastelands.esm
[X] ProjectCloverTTW.esp
[X] Attack_of_the_50_foot_Woman.esm
[X] FCOMaster.esm
[X] IWR.esm
[X] AWorldOfPain(Preview).esm
[X] SomeguySeries.esm
[X] RBX.esm
[X] Tales from the Burning Sands.esm
[X] factions reloaded raiders v2.esp
[X] MoonQuest.esm
[X] T6M Equipment Replacer NV.esm
[X] NVWillow.esp
[X] The New Bison Steve Hotel.esm
[X] AWOPDeadMoney.esm
[X] DesertersFortress.esm
[X] SpeedyResources.esm
[X] Weapons.of.the.New.Millenia.esm
[X] FCO - GlowingOne.esp
[X] CASM with MCM.esp
[X] EVE FNV - ALL DLC.esp
[X] DesertersFortressUpdate_V1.1_DemiLore.esp
[X] FCO - Willow (Cazy).esp
[X] FCO - Willow.esp
[X] The Weapon Mod Menu.esp
[X] NiptonRebuilt.esp
[X] Camp Searchlight HotFix.esp
[X] PerkEveryLevel.esp
[X] Pacersgambit.esp
[X] outsidebets.esp
[X] Factions Reloaded Legion.esp
[X] factions reloaded followers.esp
[X] WeaponModsExpanded.esp
[X] avangraffscorned.esp
[X] TTW_StashPackOptions.esp
[X] The Mod Configuration Menu.esp
[X] TTW_SpeechChecks.esp
[X] ttw_wildwasteland.esp
[X] TTWOptions.esp
[X] TheInheritance.esp
[X] Weapons.of.the.New.Millenia.Store.esp
[X] IWR - Rebuilt.esp
[X] Automated Reloading Bench.esp
[X] rotfacetoriches.esp
[X] WMX-ArenovalisTextures.esp
[X] WMX-DLCMerged.esp
[X] AWOPDeadMoneyVendorPatch.esp
[X] Type3MClothing.esp
[X] NewVegasBounties.esp
[X] NewVegasBountiesII.esp
[X] TTW_NoKarmaDCFollowers.esp
[X] TTW_AnchorageCustomization.esp
[X] Rivet City Merchants With Point Lookout.esp
[X] Lombard Station.esp
[X] WMX-EVE-AllDLCMerged.esp
[X] Lombard Station - Old World Blues.esp
[X] FalloutNVCheatTerminal.esp
[X] awilderwasteland.esp
[X] FNV NPCs Travel.esp
[X] ttw_startupmenu.esp
[X] ttw_-_end_custom_race_fix.esp
[X] TTW_OutcastTrading.esp
[X] Weapons.of.the.New.Millenia.Store.LITE.esp
[X] OWB_CazaclawFacility.esp
[X] Lombard Station - Dead Money.esp
[X] Lombard Station - Gun Runners' Arsenal.esp
[X] Lombard Station - Honest Hearts.esp
[X] Lombard Station - Lonesome Road.esp
[X] WMX-ModernWeapons.esp
[X] WMX-POPMerged.esp
[X] AWOP-WMX-EVE AllDLCMerged.esp
[X] WMX-AWOP.esp
[X] AWOP-FCO.esp
[X] weapons.of_.the_.new_.millenia.ttw_.unified.distribution.esp
[X] Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp
[X] Merged.esp

Mosnar fucked around with this message at 11:22 on Jun 8, 2015

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