[RELz] AFK_Weye

Post » Fri Oct 08, 2010 8:32 pm

Just wandering what the status is on 2.0? Am thinking to redo my game, making it Bain- rather than OMOD-centric, but know I'll want AFK_Weye from the get-go. That being the case, it makes sense to wait for 2.0 before doing anything so radical.

-Decrepit-
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Sat Oct 09, 2010 2:03 am

I'm sure Dwip will be a long with a better estimate, but let's just go with "soon" for now. :)
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Fri Oct 08, 2010 10:34 pm

Let's revise "soon" to "tomorrow, probably evening EST as soon as I can get the HTML version of the new walkthrough done and/or everything uploaded to Nexus."

You'll be happy to know I'm even packaging it as a BAIN-friendly archive, too.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Sat Oct 09, 2010 12:07 am

Very exciting! There's a clean save waiting here ready to give it a try! I loved the last version - brilliant quests, great town. Thanks so much for your efforts!!
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Fri Oct 08, 2010 7:47 pm

Great to hear its almost ready. :foodndrink: And since I just had to delete all my savegames the other day because something corrupted them I'll be able to start with a fresh game.
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Fri Oct 08, 2010 11:37 pm

AFK_Weye 2.0 has been released.

This is a major overhaul of the entire mod. Please read through the readme in the first post of this thread (or on the file description page at Nexus) before installing. If you're upgrading from 1.21 or earlier, please read the upgrading note in the readme so that you don't break your game.

http://www.tesnexus.com/downloads/file.php?id=22828
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Sat Oct 09, 2010 12:40 am

AFK_Weye 2.0 has been released.

This is a major overhaul of the entire mod. Please read through the readme in the first post of this thread (or on the file description page at Nexus) before installing. If you're upgrading from 1.21 or earlier, please read the upgrading note in the readme so that you don't break your game.

http://www.tesnexus.com/downloads/file.php?id=22828


Thanks! DL'd 2.0 and printed the readme. I'm gonna make it my first BAIN install, which means it's gonna be a while since I'm still learning how to do that.

-Decrepit-
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Fri Oct 08, 2010 8:22 pm

Umm well having read the section on upgrading from 1.x to 2.0 I see that basically you are requiring a clean save.

So don't you think your should put in bold that all quest progress made from version 1.x will be lost right after those instructions?

[edit] I have the manor (didn't want) completed most of the major quests - other than going through them again I'm not seeing a reason to update.
User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Fri Oct 08, 2010 4:25 pm

@Decrepit - Let me know how it goes, and if my instructions make sufficient sense.

@Psymon - As we discussed a while back, yes, clean save is required. Not much I can do about that. I've tried to be pretty up front about that fact, but I think you're probably right, I could be even clearer in the readme, so it's been updated here and at Nexus to reflect that fact.

As far as whether to upgrade or not upgrade, that's very much up to you, but as far as I'm concerned the legion of bugfixes is probably worth it all by itself, never mind the three new major quests. Your milage may vary, however.

@All - As I said above, updated the readme to better state the need for a clean save and the loss of quest progress from same. I've tried to be as clear as possible in my readme (and the walkthrough), but as always I welcome questions, comments, and corrections. If it's confusing, please let me know and I'll try to take care of it.
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Sat Oct 09, 2010 2:53 am

OK I'll update ... Since I didn't want the manor anyway I hope I can play the new quests without playing the older ones.

I assume the 35 identical to master records are ok to clean.
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Sat Oct 09, 2010 12:11 am

So far as I'm aware, they're harmless, and can be cleaned or left intact as you see fit. I keep cleaning them out before releases, and something keeps adding them back in. It's never caused any problems that I can tell.

Sorry to say you'll have to replay at least a few of the older quests. Death and Taxes and that whole questline. If you don't really feel like doing the Kerrach quests beyond Down In A Hole, it's not particularly necessary, however. Although I did make some improvements down there (including voice for the final scene), so if you ever get curious, there's at least something. And as I've said, I tried to add some new choices, paths, and other improvements to the older quests, so people going through multiple times will keep at least somewhat entertained. Too, a lot of the quests ARE tied to manor upgrades, but there's not many times you have to actually be there for much.
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Fri Oct 08, 2010 10:21 pm

Kerrach was my favorite part.

The thing is my character owns Hoarfrost and went through all those quests.

Ah well better to have less bugs overall and support if needed.

thanks
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Sat Oct 09, 2010 3:07 am

Yay... I did a clean save as advised, loaded up 2.0, started the game... and it crashed partway through the loading screen. I disabled the mod, saved again just to be sure, and re-enabled it... and it crashed again.

Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.3]02  Francesco's Leveled Creatures-Items Mod.esm03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]05  Mart's Monster Mod.esm  [Version 3.6beta3]06  Enhanced Daedric Invasion.esm07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.8]09  Better Cities Resources.esm0A  NNWAEMaster.esm0B  The Other Spheres Base.esm0C  CustomSpellIcons.esm**  TweakedGenericFaces.esp0D  Unofficial Oblivion Patch.esp  [Version 3.2.6]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  Better Cities .esp11  Francesco's Optional Chance of Stronger Bosses.esp12  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.8]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]++  Advanced_Water_Modification-2734.esp++  Symphony of Violence.esp13  Echo_ChapelChant.esp14  MIS Low Wind.esp15  MIS New Sounds Optional Part.esp16  PCSoundAnnah.esp  [Version 2.6]++  Vincente Valtieri Imperial.esp17  OBSE-Storms & Sound.esp18  WindowLightingSystem.esp19  AliveWaters.esp1A  Book Jackets Oblivion.esp**  CNRP Bruma4OOO.esp  [Version 0.2]**  CNRP Chorrol4OOO.esp  [Version 1.1]**  CNRP FightersGuild4OOO.esp  [Version 1.0]**  CNRP DB for OOO.esp  [Version 1.0]**  CNRP Cheydinhal4OOO.esp  [Version 1.0]1B  diversegrasses.esp1C  DS Time Manager.esp  [Version 1.0]++  Item interchange - Extraction.esp  [Version 0.76]++  Less Creepy Guild Porters.esp1D  Musical Immersion 1.0.esp1E  QZ Easy Menus.esp1F  RealitySpectre'sBetterPotions.esp20  ReneerCreatureMod.esp21  Reznod_Mannequin.esp22  Enhanced Economy.esp  [Version 4.1.1]23  Choices and Consequences.esp  [Version 2.0]24  C&C - The Blackwood Company.esp25  Map Marker Overhaul.esp  [Version 3.5]26  sr_super_hotkeys.esp27  1DeadlyShadows.esp28  Nicoroshi Creations DW Light.esp29  PTArtifacts.esp2A  StealthArmor.esp**  mz_Shields.esp2B  Thieves Arsenal.esp2C  Oblivion WarCry EV.esp2D  FCOM_WarCry.esp  [Version 0.9.8]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33b]2F  OOO-LightOfDawnFlamesWhenDrawnOBSE_1handed.esp**  OMOBS.esp  [Version 1.0]30  Choices and Consequences - OOO.esp  [Version 2.0]31  FCOM_Convergence.esp  [Version 0.9.8]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.8]32  Mart's Monster Mod - Extra Wounding.esp  [Version 3.6Beta3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.6Beta3]33  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Blood.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.6beta3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.6beta3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.6Beta3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]34  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellersItemsnpc.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.8]**  FCOM_FriendlierFactions.esp  [Version 0.9.8]35  TIE In.esp  [Version 1.07]36  TIE In - FCOM Convergence.esp  [Version 1.07]37  TIE In - Game Settings.esp  [Version 1.07]++  TIE In - Sounds.esp  [Version 1.07]38  SSEE-OOO.esp39  C&C - The Blackwood Company - OOO.esp3A  Ivellon.esp  [Version 1.5]3B  Bandit Hideouts.esp3C  Better Dark Brotherhood Sanctuary for Cobl & OBSE.esp3D  Bottomless Cavern.esp3E  Brendi.esp3F  BrotherhoodRenewed.esp  [Version 1.0.1]40  CDEP_FanaCeya.esp41  CDEP-UnderpallCave.esp42  Fort Ferrion.esp43  FortDragonShirev1.esp44  Gelden_Halls.esp45  Dirtier Waterfront.esp46  JQ-AssassinQuest.esp47  Kragenir's Death Quest.esp48  LostSwordOfTheAylied.esp49  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]4A  NNWAEDungeons-Series2EV.esp4B  NNWARE06-RhyeliaEmeroEV.esp4C  Return Of Shadows.esp  [Version 1.03]4D  Ruins of Tarnesia.esp  [Version 1.0]4E  Septim Mansion.esp4F  sunk ships.esp50  Sylar_INNMergedCyrodillInnsRevised.esp51  The Ayleid Steps.esp  [Version 3.3.2]52  The Crimson Queen.esp53  Treasure Maps Blood Ransom.esp54  Treasure Maps_Boethia's Burden.esp55  VHBloodlines 1.2.esp  [Version 1.4]56  TOS - Prelude.esp57  AFK_Weye.esp58  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.8]59  ElsweyrAnequina.esp5A  Reaper's Esmeralda's Desert Manor.esp5B  ElsweyrC&CBlackwoodPatch.esp5C  ElsweyrAnequinaFemaleBody.esp5D  Tales from Elsweyr Anequina.esp5E  Walkabout.esp5F  road+bridges.esp  [Version 4.5.5]60  Faregyl.esp  [Version 1.0.10]61  Faregyl+Anequina Patch.esp62  xulFallenleafEverglade.esp63  Anequina-Fallenleaf-Patch.esp64  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]65  KragenirsDeathQuest-LostCoast patch.esp66  xulBravilBarrowfields.esp  [Version 1.3.2]67  xulLushWoodlands.esp  [Version 1.3]68  xulAncientYews.esp69  xulBrenaRiverRavine.esp  [Version 1.0.2]6A  xulAspenWood.esp  [Version 1.0.1]6B  West Roads.esp6C  The Ruins of Miscarcand.esp6D  300 Arcane University.esp6E  Open Better Cities FULL.esp6F  OBCBravil-Barrowfields patch.esp70  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp71  Harvest [Flora].esp  [Version 3.0.0]72  AutoBookPlacer.esp++  DeadlierDarkBrotherHood.esp73  Leviathan Soulgems.esp++  more books teach.esp74  P1DkeyChain.esp  [Version 5.00]75  Enhanced Vegetation [125%].esp++  SigilStonesUnlevelled - Adjusted.esp76  Toggleable Quantity Prompt.esp  [Version 3.1.1]77  StarX Vampire Deaths.esp78  Ayelid Wells.esp79  Shadow Ranger.esp  [Version 2.9]7A  Quest Award Leveller.esp  [Version 2.0.1]7B  StartChoices.esp7C  LessHealthfulRest.esp7D  SM Encumbrance and Fatigue.esp  [Version 2.1b]7E  RealisticForceMedium.esp7F  RealisticMagicForceMedium.esp80  StarX Vanilla Vampires Revised.esp81  StarX VVR_OOO Patch.esp82  ArcaneArchery.esp83  RshAlchemy.esp84  attack and hide medium v2.1.esp85  ZumbsLockpickingMod - OBSE.esp86  RenGuardOverhaul.esp87  Smarter Mercantile Leveling - Multi.esp88  RealisticLeveling.esp++  Level_Rates_Modified_x5.esp89  immersive_caves_auto.esp8A  Let There Be Darkness - Cyrodiil + SI.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]8B  bgBalancingEVCore.esp  [Version 10.52EV-D]8C  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]8D  bgMagicEVPaperChase.esp  [Version 1.68EV]8E  bgMagicAlchemy.esp  [Version 1.57]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]8F  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]90  bgIntegrationEV.esp  [Version 0.962]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.95]91  OC+Integration Patch.esp  [Version 1.0]92  Better Cities IC Arboretum.esp93  Better Cities IC Arena.esp94  Better Cities IC Elven Gardens.esp95  Better Cities IC Green Emperor Way.esp96  Better Cities IC Market.esp97  Better Cities IC Prison.esp98  Better Cities IC Talos Plaza.esp99  Better Cities IC Temple.esp9A  Zero Annoying Comments and Messages.esp9B  bgMagicLightningbolt.esp9C  DS Flaming Arrows.esp  [Version 1.1]++  Magic Projectile Variants.esp++  Visually Realistic Lava.esp9D  Visual Enchantments v1.0.esp++  X-Ray Detect.esp**  NRB4 Standard Road Record.esp9E  Bashed Patch, 0.esp

User avatar
Jack Moves
 
Posts: 3367
Joined: Wed Jun 27, 2007 7:51 am

Post » Fri Oct 08, 2010 7:14 pm

I did the upgrade early this evening. I've a question about the exact meaning of the first sentence of Known Issues. It states:

  • If applied to an existing game, wait 24 hours for the NPCs to properly settle in.

Is this a matter of simply sleeping (in game) for a solid day, or should we actually go about our normal Cyrodiil business for 24 hours before visiting Weye?

-Decrepit-
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Fri Oct 08, 2010 9:05 pm

Most likely that means that some NPC schedules may not begin until later in a day and that by waiting before visiting those cells things will be in full swing by then.

Ohh and I updated and no crashing on load.
User avatar
Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Fri Oct 08, 2010 1:23 pm

You can either just go do stuff for the 24 hrs, or pass the time waiting. I also found during testing that sometimes just going to an interior worked to get things rolling. That caution really only seems to apply if you happen to be saved near Weye when you load the mod.
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Fri Oct 08, 2010 6:33 pm

@Decrepit - What Arthmoor said. I myself usually just wait outside the inn for 24 hours.

@WalkerInShadows - Ew, crash issues. I'll give it a shot, but I'm bad at crash debugging.

- Does it work if you put 1.21 back in? Dunno if that necessarily helps anything, but.

- You weren't saved in an AFK_Weye cell, were you? That would certainly kill it. If you can bring it back up, best to go far away from Weye to upgrade. And divulge yourself of any AFK_Weye eq in the process.

Other than that, dunno. Hopefully somebody who knows more can help.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Fri Oct 08, 2010 5:18 pm

Can't wait to try this out again...I played the original version...this will be fun now that it has expanded by leaps and bounds! INSTANTDOWNLOAD!
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Fri Oct 08, 2010 3:22 pm

Early impressions.

The update (from 1.21 to 2.0) looks to have have been successful. Had a scare early on, that might have had to do with me initially forgetting to wait 24 game-hours to let NPCs "reset". That first time, I loaded my game with my avatar in his Archmage quarters in the Arcane University. Traveled on foot directly to the new Weye. Got about halfway across the Imperial Bridge and the game goes into slow-time, taking seconds to advance one frame. Once frame advancement took so long I thought the game had frozen and was about to bring up the Task Manager when all of a sudden it moved again. I stuck it out and eventually managed to reach Weye. But at that frame-rate there was obviously nothing I could do there other than see that visually all was well. At that point I was about about to try and bring up the menu and exit, when POOF... frame-rate returned to normal and stayed that way. I talked with several Weye NPCs and began several quests, But the initial poor FPS bothered me. That's when I realized I'd forgotten the 24 hr wait.

So I exited, deleted the two saves I'd make in Weye, relaunched the game with my "AFKWeye20_installed" save (the one in the Arcane University), and this time slept 48 hrs before departing for Weye. Traveled to Weye via the same route I'd taken the first time. This time I had no frame-rate issues whatsoever. In fact I'd say that if anything the Weye area itself is now less laggy than it used to be. (I must point out that I run a LOT of mods in the IC/Imp-Isle/Weye area...AFK_Weye, Region Revive-Lake Rumare, UL_Imp-Isle, New Roads & Bridges, City Lights-Imp City, ImpeREAL-Unique ImpCity and addons, plus the various patches needed to have them work together.)

AFK_Weye and Region Revive-Lake Rumare blend together better now. Floating scenery near the Imperial bridge has been corrected, either by the mod itself or its updated compatibility patch. All NPC interactions have gone well so far, though I've done little besides starting Death_and_Taxes and agreeing to help to the merchant reclaim his goods and friend.

I won't get much chance to play today... retail sales so have a LONG holiday workday ...but will report again when able should I find anything newsworthy.

-Decrepit-
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Sat Oct 09, 2010 2:49 am

Yay... I did a clean save as advised, loaded up 2.0, started the game... and it crashed partway through the loading screen. I disabled the mod, saved again just to be sure, and re-enabled it... and it crashed again.


Same problem here! I made a clean save inside Bruma house and now just can't download it. Hope someone
could help with this problem. i like this mod vey much!:)
User avatar
Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Sat Oct 09, 2010 12:03 am

Same problem here! I made a clean save inside Bruma house and now just can't download it. Hope someone
could help with this problem. i like this mod vey much!:)


Not sure I can help. The update worked for me, discounting the early PFS hit mentioned above. Let's make sure you followed the correct procedures.

  • First, you went to the old Weye Manor and removed anything you had stored there and thought essential to game-play.
  • You went inside Bruma House and created a pre-uninstall save.
  • You exited the game, uninstalled AFK_Weye 1.21 and the AFK_Weye Lake Rumare patch (and any other related patch) if used, then relaunched the game, loaded your pre-uninstall save (getting the message about stuff missing), then while still in Bruma House made a new AFK_Weye_uninstalled save.
  • You then exited the game, installed AFK_Weye 2.0 and needed patches, fixed your load order, redid any Batch Patch and the like, re-ran TES4LODgen, launched the game and loaded the AFK_Weye_uninstalled save.
  • This is where the freeze occurs?


What does your reference to downloading mean? Is your issue that you just can't DL version 2.0 or rather that you can't load it once installed?

-Decrepit-
User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Fri Oct 08, 2010 9:06 pm

Not sure I can help. The update worked for me, discounting the early PFS hit mentioned above. Let's make sure you followed the correct procedures.


What does your reference to downloading mean? Is your issue that you just can't DL version 2.0 or rather that you can't load it once installed?

-Decrepit-


Thank you for your answer!:) Yes, I did all the steps and game crashed when I tried to load the save after upgrade.
Sorry I was unclear about downloading, I mean loading the save after installing the mode.
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Fri Oct 08, 2010 11:44 pm

@WalkerInShadows - Ew, crash issues. I'll give it a shot, but I'm bad at crash debugging.

- Does it work if you put 1.21 back in? Dunno if that necessarily helps anything, but.

I deleted my backup of 1.21, and TES only has 2.0, so I dunno. :(

- You weren't saved in an AFK_Weye cell, were you? That would certainly kill it. If you can bring it back up, best to go far away from Weye to upgrade. And divulge yourself of any AFK_Weye eq in the process.

Not that I know of - I was on the road in the Nibenay Valley, E of the IC.

I forgot about the step with running TES4LODgen, so I tried that too, and the game still crashes. :(
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Sat Oct 09, 2010 5:19 am

@WalkerInShadows

I reuploaded a copy of 1.21 to Nexus if you'd care to try that route.

A couple of other thoughts:

- Presumably you rebuilt your Bashed Patch. I'm not sure that really matters for AFK_Weye, but.

- I didn't really see anything that leapt out in your load order, except the lack of a version number on AFK_Weye.esp, which is something common to pre-2.0 versions but shouldn't be the case with 2.0 - you should have either 2.0.COBL or 2.0.Non-COBL there. Are you sure you've got the 2.0 esp in there? Also, are you trying to upgrade to the COBL or non-COBL version?

@Both

Are you able to start new games with 2.0, or does it crash there too?
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Sat Oct 09, 2010 2:56 am


@Both

Are you able to start new games with 2.0, or does it crash there too?

Yes, I could begin new game with 2.0 and load save with Weye 2.0 as only mod. Looks like mod
conflict, will try to find the culprit. Oddly enough that I have same troubles with updating Better cities since
they changed to bsa format.
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

PreviousNext

Return to IV - Oblivion