Azura's Touch

Post » Sun Aug 08, 2010 6:19 pm

Actually I like it being this hard (...)

Me too ! That's why i keep coming back for more. And so i did. And so there's a new version on its way : The Lustrum Edition. I have just uploaded the Final Beta and made it available through the Site.

Quite some families still hadn't much to offer in the higher regions, so now there's new BoneWalkers and -Lords and Piranhas etc , and i've reduced Mystic Set's properties slightly, reduced some more summoning ( Highest Maniacs were awful ) , reduced some bits here, tweaked-up some others elsewhere, new Skeletal Archers will make you sorry you entered that Tomb.

Yesterday i added a couple of new lights. They are still very sketch, but imho they add enormously to the sense immersion , allowing the Hero a way to dump tons of items without making a total mess. The idea is so very simple, and the impact is tremendous.

But please note that all Hero Doors now require a key (: of sorts :) It's easy to find for a NewBorn, but probably a bit more difficult for a Veteran like you :-)
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Alexx Peace
 
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Post » Sun Aug 08, 2010 10:11 pm

I'm glad to see you're still at it. Will ATLE be the final version? Will it have everything init you always wanted? Would I be safe to fire up a brand new game and experience the horror in all its glory once the final release is out? I've been thinking about starting a new character to take full advantage of a few smaller mods anyway, I was just waiting for some big change to make it worth abandoning my current character.
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Lizzie
 
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Post » Sun Aug 08, 2010 7:14 pm

I'm glad you're still working on it.

However, I should caution you that Sudden Death at level 60+ would more likely be considered a big bug. :)
In Vanilla, at maxxed Endurance, you would have around 550-650 health at that time.
Nothing should one hit kill you with that much health.
Otherwise you have a massive balance issue that needs fixing.

I don't think you want your mod to be considered harder than a diamond. :) I mean, nothing is harder than a diamond!
In my humble opinion, anyway, Your mileage may vary.

However, I am at the moment enjoying playing this mod the way I play. Which is far more different then SteveDog plays it. I assure you. *cough* long lasting reflect 100% spell *cough* How much is 100,000 seconds again?
Been lucky to find two Azura's mystic gear. A shirt and a skirt. Yeah! Now I have a lot of Reflect/Spell Absorb.

Oh, I should say that bows and arrows are useless after a certain level because I don't see any major weapons you added to do significant damage like the Plutonium weapons and the Golden weapons.
Unless I am totally missing the uber bows.
But yeah, once things start having more reflect then Ricklings, (30-60% reflect IIRC) your enchanted arrows and marksman weapons are pretty much useless. Unless one wants to break them out on mudcrabs. :)

So, maybe a modmod that turns Reflect to Spell Absorb would be the best bet.
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daniel royle
 
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Post » Sun Aug 08, 2010 10:16 pm

Well my character has a Plutonium Bow, but I never checked to see which mod it came from, though I have so few.

David, is your reflect spell a custom spell or enchantment? Just curious?

To fit my playstyle I had tried making a custom birthsign called "The Skeptic" Immune to Magic, but cannot use it. But enchantments and Alchemy still worked. Eh.. I'm happy with what I got. Azuras Touch adds so much I don't see my self getting bored with it, and I don't see myself getting too comfortable by being at uber high levels. I'm glad that Rolf decided to release it!
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Breautiful
 
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Post » Sun Aug 08, 2010 4:53 pm

Custom spell made in the construction set. 100,000 seconds of Reflect 100% to mostly avoid low level stupid deaths. :)
It still hasn't worn off yet, and I'm level 28 now. :)
Oh, well, that explains it, that's over 27.5 hours. :)

I also play with my one mod that adds a bunch of stuff. Such as an ability that uh, gives me slowfall, health/magicka/fatigue regen, and other fun things to again, prevent low level stupid deaths.

Odd how your mod didn't want to work. Did you make the birthsign an ability? Because they work immediately. Also, Immune to all magic, or just the Magicka category?
Cause if you're just immune to Magicka, you're just immune to stat damage and damage health/fatigue/magicka spells, and a few other minor things, like sound, and blind.

Also, wow, I have never found a bow at all. :(
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Harry Hearing
 
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Post » Sun Aug 08, 2010 6:24 pm

IIRC I bought the bow from a creature hanging around in the GhostGate area, not at the gate but a short jog away. But again I only assume that was added by Azuras Touch, I do have a few other mods going as well.

I set the Birthsign to Resist Magic and Absorb Magic both at 100%, I'm not familiar enough with this specific CS to do anything too fancy, maybe I should take another stab at it. Maybe make a few more changes I've been wanting...in fact... :bolt:
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Bee Baby
 
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Post » Sun Aug 08, 2010 10:07 pm

I'm glad you're still working on it.

However, I should caution you that Sudden Death at level 60+ would more likely be considered a big bug. :)

Hi DAVE !

When i say Sudden Death, it means two or three stabs. But i say "neglecting signs" as well. You can tell by the signs that danger lurks. It's not a shadowy character that does this, it's one you'll only ignore when being over-confident. Which just happens every now and then. These massive Damage Dealing Adversaries are perfect to get your feet back on the ground.

By the way : 100.000 seconds is a bit more than a day (86400 is a well known and memorizable number).

You speak of things i do not know, like IIRC. But i have a feeling that you - how shall i put it - mess with some parts of the balance. It is easy to create a spell in CS that only costs 1 magicka and makes one immune to anything. Copy a mudcrab, give it the spell, put it near the boat, give it some greeting and AI. Easiest thing in the world. No fun in that. No abilities needed. Balance ruined.

When i do balancing acts, i do so on the edge of a knife. No way i want the Game to be harder than a diamond, in fact i've been tuning down lots of horrors or shifting them to higher levels after their first conception. I play this game for one thing only and that is : FUN .

When i fight a battle on the isles that goes on and on, i want to be sure i can die in an instant if i start to fail. I want to be scared for my life and crashes, but above all i want the Adrenaline. And when i summon traders in a quiet area and return there later on, i'm glad to see them and i'll have plenty to sell. And when i start a new Hero i realize how utterly dark and unfriendly the House near Seyda Neen is, but i find lights and tables and other items to cheer things up soon enough. There is absolutely no Game in the world where i can do so much to make me feel so at home as this one - as far as i know.

I go now before i get a timeout.

(ed : corrected some spelling glitches)
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Lucy
 
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Post » Sun Aug 08, 2010 8:01 pm

... Will ATLE be the final version? Will it have everything init you always wanted? Would I be safe to fire up a brand new game and experience the horror in all its glory once the final release is out? I've been thinking about starting a new character to take full advantage of a few smaller mods anyway, I was just waiting for some big change to make it worth abandoning my current character.

Dear Steve.

Don't. Don't think of starting a new character. Just DO it. Be weak and humble for a while in a world that's friendly. The Horror only starts at later stages, the first few levels are nearly girlishly sweet. Except for the swarms and the Isles and the Playground et all other ceteras.

But this is definitely not the Final Version. It will however be the version that's released this spring. Next spring will see a vastly improved version, just like this one is a big improvement over the Spectrum Edition. I have no idea yet what will be in it, but i have some plans that may take some time to work out like Jiub's Quest. I already know where his place will be, and i have a raw sketch of the Quests he'll give. But there's Lavacave as well. Only very basic right now, but if one speaks to The Lord about it (Lord Welcome ofcourse) there are clues that there may be more.

It's a good thing i quit my job to have more time to put into this little gem i made. I hope it will shine in hearts i do not yet know and hearts i already do. Only when i die, one might say : so that's the Final Version.

Rolf

ed : Speaking to The Lord about lots of subjects only crept in after the april 17 version, last week actually. I don't even remember if i put LW's Amulet in April17. I don't think so. It's an Amulet of sorts. But if you have started a new one in ATLE final beta, it will be highly compatible with the definite ATLE. Might not even have all that many duplications if you tread carefully. Somehow (some of my) doors have a tendency to disappear with new versions, only to reappear later on.
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Quick Draw
 
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Post » Sun Aug 08, 2010 7:05 pm

ok so i lost track of this mod after a while and need a quick refresher:

what's all new in this new mod version rolf? and did you fix any bugs that were present in the last versions? i forgot what they were but i thought i ran across some...
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Red Bevinz
 
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Post » Sun Aug 08, 2010 7:58 am

ok so i lost track of this mod after a while and need a quick refresher:

what's all new in this new mod version rolf? and did you fix any bugs that were present in the last versions? i forgot what they were but i thought i ran across some...

Hi Bob, long time no read.

BUGS? There ARE no Bugs in this Mod. There may be issues that need a bit of polishing, but i do not publish anything with Bugs in it.

What's new? Ever so much. Mainly on the fun and gameplay side. New items, new adversaries, new friends, new tools, new tricks, new traders, new magic, new lights, new ingredients, new -

Actually as a matter of fact i counted the mods to have an idea of what has happened since the Spectrum Edition of 2009 - which was great and a vast improvement over the Grand Beta that had been The Version for 2 years. Over 300 Modules, each with lots of tweaks and improvements.

I do not count these things regularly, but i felt some urge to do so as TODAY, i posted The Lustrum Edition.

If i may say so myself : it's a Beauty. I brought some Great Heroes from 2002-2004 to Seyda Neen to enter This World - which is very very very dangerous, but being in Seyda Neen halps a lot. So I have played some hours in the Unmodded Version. My goodness, am i glad i started modding five years ago. If not, i would have started doing so today ! Morrowind is still the Greatest Game i know, and this Mod is my unofficial Third Expansion.

PS Sorry if i may sound somewhat offensive / offended, but inglish is not my native language, so please forgive any rudity.

Gods, how i Love that Lord Welcome and his presents. The one at Level 27 . . . Oh m-a-a-a-a-n! And the way the Summoned Saint talks to a male Hero. She's HOT.

That's New. And 298 other things. :-)

Just do it, download the baby and push the New button. Enter this wonderful world. Fear not, for i am watchful. She sure keeps her promise in THIS mod !

Greetings from Muddinibibi ,
Rolf .
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Richard Dixon
 
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Post » Sun Aug 08, 2010 3:18 pm

YES-S-S ! ! !

Ladies and Gentlemen. The Lustrum Edition has been posted and is available for download at azuras-touch.com/dl .

Why do i keep referring to Muddinibibi ? That's the place where something snapped five years ago. I killed that sweet thing and the game didn't stop me. I never knew what i had done until i saw the bottles in it's corpse. And so i made that creature stronger. And now i gave that place a name.

There's five years between those last two sentences.

TES-CS is a fantastic Tool, Morrowind is a wonderful game, and i am a bloody maniac. So it just HAD to happen.

So : see you on Muddinibibi ! Have fun and some potions and other things that you may come across.

IT's BIG !

Bye, Rolf
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jess hughes
 
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Post » Sun Aug 08, 2010 11:25 am

I know what I'm downloading tonight!!
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R.I.p MOmmy
 
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Post » Sun Aug 08, 2010 8:16 am

Alright, new version! I'll go give it a whirl.
Anyhow, IIRC, means If I recall Correctly. It's what people use in case they make a mistake in something they said. :)
Maybe this time, I'll finally use Marksman weapons a bit more. I need to do that.

Oh, in regards to what you posted on your website, Talking about Fatal : unequipping the lot when their total combined Fortify Health > Your Health = Suicide :-)
Yeah. Fortify Health is actually kind of a bad thing to be honest. Unless it's in an ability, granted to you by an NPC, or something like that. Unless the Morrowind Code Patch finally made it act like Oblivion.
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Kelsey Hall
 
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Post » Sun Aug 08, 2010 9:31 am

... Maybe this time, I'll finally use Marksman weapons a bit more. I need to do that ...

Before you step over , i forgot to mention. I reduced the value of the Ebony and Daedric Thrown ammo quite substantially.

You know this trick? Crouch until the symbol turns up, or even if it doesn't because someone else sees you. Fire a ranged spell towards an adversary . Keep Crouching. As long as you do, your sneak improves. Sneaking at High Levels is great. It helped RQ through some tremendous hordes on the Wild Isles. I think South is the most horrible, probably due to the fact that it's closest to Hell.

Marksman is great to have, but imho nothing beats the trick i just described. I prefer to use large footage and only small damage on those tactical sneak-attacks, as they lure large amounts of hostiles towards you and mostly do not harm possible friends as most of them have substantial Reflect. They needn't even be Destruction, just imagine what a 50 foot Soul Trap explosion into a Swarm would do to the value of your collection of unused Soul Gems. Every first hit after this trick is a Critical and most of those first is likely to be a last.

Marksman is a great skill, and the abundance of ammo in loot etc nearly invites you to it. By the time the Ravenous arrows appear in the Skeletal Archers , one could be Master in that Art, and one would hardly ever need a second arrow / bolt. And the deadly things that are hurled at you, those extreme golden bombs, wouldn't harm you one bit if the thrower had neglected their skill. Vice Versa works in your favour of course, but as always : the choice is yours. But firing a Napalm Arrow / Bolt / Bomb at a hostile crowd is fun when it hits and a waste of money if it doesn't. I choose Hit.

There's no law against training Marksman, and the Muddy Waters may be a perfect place for practice. Have Marksman in Misc and you can be 100 at level 3. One of my testers did so. Severe Headache, her name was. A Bosmer. Marksman 89 at the end of Level 2. Trading Pearls for ammo with summons. It's a Weird Game.
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I’m my own
 
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Post » Sun Aug 08, 2010 10:29 am

I agree it is a weird game. :)
However, I am not a big fan of sneaking at all. :(

Ravenous arrows huh? Heh. The nice advantage of Marksman is you can kill Cliff Racers before they can attack you. :)

I am really enjoying the mod. I look forward to seeing some of the changes in this version.
Maybe you should add a version change log on your website?

Also, what does this mean, exactly?
I know there are some flaws in Lord Welcome's new lyrics, but i can no longer withhold all his new presents to my faithful Players. These presents make The Lord so bloody important that i even consider a way to make good in case you insulted him at your first rendez-vous.

What presents? I'm level 8 now, and I didn't get anything from him other than a few minor hints...Are we talking literal presents, or just hints about places to go like what he does?

Also, your screenshots are way to small on your webpage, I can barely make out any details in them.

Also ,Heh.
Summon David ;-)

David Candy ;-)

David Salts ;-)

Really? I'm in the game? I'm so honored! So, how does one find David candy and salt?
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Oscar Vazquez
 
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Post » Sun Aug 08, 2010 2:48 pm

Sneak and Marksman are my bread and butter in this game, I absolutley LOVE the various enchanted arrows. Especially the 5pts of Fire to every thing within a 15ft radius for 5-10 seconds type of arrows, I think of them as "explosive" arrows and fire off one or two into a group of baddies, whatever survives hasn't got enough fight left to last long against long sword. I also like all the thrown weapons, they act like grenades!

I use a leveling mod that advances level based on all skills so I can gain 2-3 levels getting any skill to 100 and beyond, I usually spend a bit of time on the mudcrab island by seyda neen to help train my favored skills but then the world becomes a harsher enviroment when I get back to it. :)
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Ashley Tamen
 
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Post » Sun Aug 08, 2010 5:46 pm

Sadly, I don't see the use of sneak. Plus, slowing you down is bad, and makes it boring.
Chameleon is where it's at. Also, uh, you realize that with all the monsters in this game that have reflect on them, that using magic weapons is uh, bad, after a certain point. Unless you get about 90% resists to everything. :)

The main reason I use Marksman is to beat people down before they get close. Which is fun. However, using enchanted arrows and throwing weapons in this mod, is bad in the wrong crowd.

Which is why when the Summoners get summoning, I break out the Chameleon and then beat them upside the head. Works like a charm.

But again, that's just me. :) I do understand the use of Sneak. But to be honest, I'm not Sam Fisher. :)
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Alina loves Alexandra
 
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Post » Sun Aug 08, 2010 10:13 pm

Yes I have discovered the hard way which enemies to use flaming arrows on and which i should not.

I think it is a testament to how much is covered and added to Azuras Touch that polar ends of the playstyle spectrum find that it suits thier needs for improved gameplay. I'd be interested in seeing what other character builds enjoy playing this mod.
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T. tacks Rims
 
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Post » Sun Aug 08, 2010 9:18 am

Hopefully not just warrior and thief based.

Big issue, seems to be lots of clanfear summoners. Including everyone in the Dark Brotherhood, and Fryst Hags, and basically everyone who has the magicka cost. Maybe it's set wrong. Wait, I'm confused...why should everything summon Clanfears? I mean, it doesn't even make sense for everything in the game to summon Clanfears, and I'm not really exaggerating. :)

Also, Steve, are you high enough level to run into the Summon David spell yet? :) I want to know how to get those ingrediants...and Rolf has teleported to Golden Saint island I guess.
Hey, I want to go there too.

Okay, While looking at this in the CS. Rolf, you have the GMST errors. You might want to fix that. Because there's a few of them, and they would mess with the game badly.
Also ,they would prevent certain summons from working.

Oh, and your esp is read only, which doesn't make sense, because it makes it awfully hard to fix issues with it on your end. :) Or my end.
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T. tacks Rims
 
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Post » Sun Aug 08, 2010 1:29 pm

...
1. Clanfears everywhere
2. Summon David
3. GMST
...

1. Blast, i noticed those too after the upload. I don't know where they came from, but i'm chasing them. They're not that difficult to kill, but they have the magick potions at higher levels that can make them harder and harder to beat as many other summons, so they are a big issue here. Probably a flag in one of the many spells i did for the Ogrim 'Maniacs'. I've noticed more of my spells turning up in NPC's.

2. That was a joke i did last year when we were having discussions about summons - that have resulted in my reducing them substantially, improving gameplay. Kind of tribute to you. They are not in the game. Unfortunately i lost my mySql password. I think i'll better remove that page until it does what it should.

3. GMST sounds serious. Maybe i should withdraw this version of the mod until all is solved?
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Luis Reyma
 
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Post » Sun Aug 08, 2010 2:15 pm

. . .
Lord Welcome's Presents
. . .

When you meet first, he asks if he may ask you a question . Sure, fire away, you say. He then starts waving his arms as to cast a huge blast on you, etc. If you succeed in making the Lord see that his idea of the word Alk has to do with his not speaking fleshtongue all that well, he gives you a rmortar&pestle. If you didn't get the M&P, you'll never get any of the other presents. If you insulted him really badly, he won't even trade with you .

The M&P are followed by more Alky Tools at levels 2,3,4, and from L15 on, there will be Birthday Presents, beyond Alking. From L35 there will be an extremely beautiful set - but you'll have to earn that by being a gook Alker / Alchemist - these tools stem directly from Lady Azura.

There will be more presents, but this is the basic mechanism. Ruin your first contact, and they're lost - except for the ultimate Alky Tools, which is actually another Azura Set, only as a Set they turn up beyond level 40-something and they are very rare. So being good to The Lord gives you a definite edge.
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Thomas LEON
 
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Post » Sun Aug 08, 2010 3:14 pm

Well, then you made a mistake in the writing.
At least I got presents at level 15 and 18.

Here's what the construction set says his greeting has after you say "Sure, fire away."
Choice "Dunno, you tell me." 11 "I'm sorry, i don't know what you mean, Could you give me an example?" 12

If you pick the second option, which I did, I'm certain of it, because I didn't get the goodbye message... You get this.
Journal "rtk_LW_Alk" 10
;AddTopic "Lord Welcome's Alchemy"
Choice "You silly twit, the word is Alchemy" 121 "Oh, you mean Alchemy. That's making potions, isn't it?" 122 "Er, how do I put this? Let me try. There is no verb 'Alk', the word is Al-che-my. This is a word our language borrowed from another language. There are many of these words. " 123
I never got the add topic to show up in his menu. So, that's why I asked about the Presents.
He doesn't ever give you anything, at least in my game.

Also, the final option there sounds kind of insulting to be honest, so almost no one would pick it. :)
Really, would you insult a Dremora Lord?
The one in Maar Gan doesn't count. :)

But yeah, no presents except Birthday ones.

Ah, I'm not in the game? Curses! Foiled again. :)

GMSTs are errors you get from saving the mod with all three main ESM files loaded. I think. Or maybe it's if you don't load all three. I'm not sure.
However, it's rather simple to fix on your end. Just load up the CS and click the details tab in the File/ Data Files menu, after highlighting your mod as the active file. The first several things will have GMST by the name. Just select them all and hit delete. The game and the CS will ignore them.

The other way is to use that one program to remove the GMSTs but I don't know how that works.
Here's a website on how to deal with them. http://www.mwmythicmods.com/argent/tech/gmst.html

As for the lots of spells showing up. You have set Autocalc on them. That's a bad thing to do actually, because it can give very low level enemies the ability to cast spells that can kill anyone in one hit up to level 20.

No, really, autocalc can allow for monsters to cast spells only Vivec is allowed to cast!
The best way to fix it, is to remove the option for autocalc on all your added spells, and some of the spells that you didn't add but changed a little, so that they don't spam ungodly spells. :)

Because I'm not joking, one of the major bugs with Autocalc is low level enemies casting God's Frost.
Or some super frost spell from Bloodmoon. One or the other.

Also, might want to put a warning on the main page for your mod about bad language in some places. I don't care, but some people wouldn't like it.
THe dialoge with Lord Welcome, well, let's put it this way, I changed the one word up there to twit. :) The other word is really not good, and is potentially shocking to people not expecting it.
Also, some of the Journal entries for this mod are odd. "Thanks mate!" "Thanks again, Mate" Not bad or anything, but it's a bit jarring to have your character suddenly become Australian. :)

Oh, and I'm not sure if you know this, but setting a monster's strength to 255 in the CS and having their damage range be 25-125, is actually making their damage range 100-625. :eek:
I believe that's how much the multiplier on damage is for monsters and players alike. I don't believe monsters aren't affected by Strength.

Because if you give the Mudcrab merchant 5000 strength using the Console, well, he doesn't do like 1-16 damage, or whatever. He does about 1500 to 7000. Yeah, the Mudcrab Merchant will kill any monster in the game in one hit with 5000 strength.
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Melanie
 
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Post » Sun Aug 08, 2010 11:46 am

Where can I download the patches you talk about in various posts to the thread I've downloaded the ESP & am going to start a game with it but with some tripadation. I have loved reading through the thread & have to give it a go . Beebee
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Sarah Evason
 
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Post » Sun Aug 08, 2010 10:13 pm

Where can I download the patches you talk about in various posts to the thread I've downloaded the ESP & am going to start a game with it but with some tripadation. I have loved reading through the thread & have to give it a go . Beebee

P.S I'm just blind or impatient after going back for a look I have found all of the files so I willl get back when Iv'e played the game for a while
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Heather Stewart
 
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Post » Sun Aug 08, 2010 2:22 pm

Bump for this little big jewel. Someone may be interested in having a look at it. It's a sort of Total Conversion, incompatible with most of the mods out there.
As the author states, it can be considered as a "Uber-Diablo" version of MW, all revolving around the idea of challenge and reward. Adds a lot of new contents and landmasses.

An updated version has been recently released.

The website for more details is in the first post. Site's pages works randomly, so you'll have to reload them more times to know more.
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The Time Car
 
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