[WIP] CDM - Vampirism

Post » Sat Dec 05, 2009 1:21 pm

Glad to have you back CDM :D
I hope you fixed some issues about the Holy water and i hope you made the vampires less tough because i find them to have too much hp or something :S
Anyways Supreme magicka makes light damage vampires you might wanna take a look at that :D
Like i said glad to have you back <3
If you are gonna alter the vampire npc's then i'm gonna have to research OOO and how will you alter OOO/FCOM doesn't matter which
I think that the system should go like this remember this is what i think...as you go further into the vampire stages you evolve after a while and if you are gonna include the ini it would be good if you would set what level or how many days have to pass for me to advance...i think that should be it good luck!
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Tai Scott
 
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Post » Fri Dec 04, 2009 11:51 pm

MEH ooo ISN'T ALL ITS CRACKED UP TO BE THERE ARE FAR BETTER OVERHAULS ooo JUST GOES CRAZY AND TRIES TOE DIT WAY TOO MUCH OF THE ORIGINAL CONTYENT CAUSIGN A PLETHORA OF CONFLICTS THAT JSUT ARN'T NESSICARY
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Josh Dagreat
 
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Post » Sat Dec 05, 2009 4:24 am

MEH ooo ISN'T ALL ITS CRACKED UP TO BE THERE ARE FAR BETTER OVERHAULS ooo JUST GOES CRAZY AND TRIES TOE DIT WAY TOO MUCH OF THE ORIGINAL CONTYENT CAUSIGN A PLETHORA OF CONFLICTS THAT JSUT ARN'T NESSICARY


Ehm.... what? :shakehead:
I suppose you had caps lock accidently on? Because i can see by the writings that ooo is in small letters
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Bellismydesi
 
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Post » Sat Dec 05, 2009 7:45 am

Not looked into the Vamp bug yet (since I can't test, I'll leave it for now). But will get around to it-- my theory is one of the Scripts is checking for the infection, rather than if the Player has it.

OOO/FCOM shouldn't be a problem, due to no direct modification of NPC Vampires ;) (or their shouldn't be, anyway ;) )
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Lucky Girl
 
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Post » Fri Dec 04, 2009 10:58 pm

I create a new female charactor in a new game.

The blood armor's greaves seem broken in version 1.0.

It appeared like an torso armor, and the lower body disappeared.
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Farrah Barry
 
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Post » Sat Dec 05, 2009 8:46 am

I create a new female charactor in a new game.

The blood armor's greaves seem broken in version 1.0.

It appeared like an torso armor, and the lower body disappeared.


I have heard of this-- based on reports I've had, it looks like it may be something to do with Body Replacers, but I cannot be certain yet-- are you using any? Also, does it work OK with males? It seems to be working perfectly for Default Body, at least for me-- please let me know; meanwhile, I'll take a look at the .esp file, just in case :)
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cutiecute
 
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Post » Sat Dec 05, 2009 9:33 am

Can you make the power level rise time based? And i would really like to not make myself overpowered... maybe not so much bonuses?
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Kirsty Collins
 
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Post » Fri Dec 04, 2009 10:43 pm

if you do0nt want so many bonuses just tweek the INI
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Emerald Dreams
 
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Post » Fri Dec 04, 2009 10:39 pm

if you do0nt want so many bonuses just tweek the INI

I already know that

But there is one more thing that bothers me, the vampires are so tough its annoying -_- and I don't know are they tough from combining with other mods?
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Kelsey Hall
 
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Post » Sat Dec 05, 2009 6:45 am

They have an over-bonus; it will be lowered whenever the next version comes out, so no worries ;) Not sure about time Based-- you could modify the Lore per Day, which would have the effect...

[Edit]
Things I have done today... (May expand)
- Reduced Vampire Superiority Health Bonus to 0.25% (250, instead of 1000)
- Fixed Female Blood Armour
- Added Triggers for Full/Basic Turning Quest (Vampire Companion already coded in, as is Turn Anyone functionality)
- Added Basic Turning (Five stage system, based on Disposition, Random Chance and Feeding five times on an NPC - Designed to be semi-immersive, but relatively quick -- just keep trying until you succeed; meant to contrast the indepth of "Full" version (pending) )
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Lovingly
 
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Post » Sat Dec 05, 2009 12:06 pm

looking good. so we have to feed on someone to turn t hem instead of going thorugh an "embrace" process? how does that work exactly? I mean the method you feed on them five times and then what?
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Stephanie Nieves
 
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Post » Sat Dec 05, 2009 12:04 pm

Basically it is like it was on the older version :
1. Speak to a person.
2. Choose [ Request Blood ]
3. Get lucky based on Disposition / Random Chance.
4. Repeat until they are a Thane.
5. Select [Offer Vampirism ]

This was the earlier version, from DE, and was always intended as a "basic" version, I just never got around to the "full" version, which hopefully I will be able to do sometime this week or next, time permitting :)

There is also the option of just [ Offer Vampirism ] to anyone, as a Quick Way to build your Coven (for those who just want to play).

By default, I am intending the Full version to be the standard; hopefully, it will be something like:
1. Earn a Character's friendship through Disposition, Gifts, Vampire Powers
2. Reveal your Vampire nature through Dialogue, then navigate the choices correctly (hopefully different for each NPC ) to make them accept you as a Vampire.
3. Keep being nice to them, raising their disposition, not biting them, et cetera
4. Ask for Blood.
5. Maintain friendship
6. Offer Vampirism

Hopefully it will end up much more advanced and immersive, but that will be for later.

[Edit]
Just putting this here for now; it lists all of the confirmed features, but not the one's that are proposed-- these are the things that will definitely be in the Mod (hopefully by the next release: Build:8; Version: 1.0; Beta)

- Highly customisable system, where the Player can alter almost any feature of their Vampire experience: change which bonuses you receive for being a Vampire; choose whether you burn in the sunlight; whether water hurts you; if Garlic is dangerous; and much more -- the most highly customisable Vampirism Mod for Oblivion.
- Alternatively, drop it in and Player-- default functionality to create the Author's perfect Vampirism experience.
- Three drag-and-drop build files (Warrior, Mage, Thief)

- Ten Stage Vampirism System: Begin as a Fledgling, and Drink your way to Vampire superiority as a Regent; the more Blood you Drink, the stronger you will become.

- Five Stage Starvation System: The longer you go without Feeding, the weaker you will become, with negative effects being applied until you are practically defenceless-- failing to Feed will never kill you, but your enemies might!

- Lore System: Vampiric Evolution is tied directly to a background Lore system: the more Blood you drink, the more Lore you gain and the faster you will Evolve as a Vampire-- evolution becomes a balance between keeping your Blood supplies topped-up, or risking the negatives of Starvation for a big hit. Play it your way!

- New Feeding Options: Choose to Sip, Drain or Harvest Blood from sleeping Victims.

- Dialogue Feeding: Find yourself a friend, and ask them for a drop or two of Blood-- if you're lucky, they might say yes!

- New Vampire Powers: Unleash a range of incredible Vampire Powers, from Astral Projection and Flight, to turning any weapon into a Vampire-weapon, incredible Speed Boosts, hieghtened Senses that slow the world around you, and super-human leaps!

- Many optional features: Do you Heal quickly, expending Blood in the process? Or maybe you burn in water? Or can you stroll around in the Sunlight? Can you tread on Holy Ground? Or bear the sight of Garlic? What happens to you in the day time-- do you get weaker, are you unable to fast travel, or nothing at all? Virtually every aspect of the Vampire experience can be modified to suit YOUR personal tastes!

- Turn others into Vampires: Three systems for turning others into Vampires. Are you in a hurry, and just want a Coven? Go for the "turn anyone" system, and unleash a Vampire army; or use the "Basic" system to earn their support. With the "Full" system, earn the love and affection of your Victims, and turn them to your cause!

- A Crypt of your own: Find your private Crypt in Green Emperor Way, and upgrade it with new features, including new rooms!

- New Vampire Death Animations: Vampires turn into Skeletons on death-- watch them burn, explode, or be sliced in half beneath your assaults! Or go out in a blaze of glory yourself!

- NPC Vampires Updated: All NPC Vampires, Vanilla and Mod-added, are affected by the new Vampirism system, allowing TVE to be compatible with a range of other Mods!

- Purchase a Coffin to sleep in: Purchase one of three Coffins to sleep in or carry with you; drop them in your basemants to add that extra Vampire atmosphere.
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Emmi Coolahan
 
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Post » Sat Dec 05, 2009 12:24 pm

looking good just remember to take your time with it. you go to fast and can't trace a slip up we may be heading to B uild 9 sooner then we hope
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kristy dunn
 
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Post » Sat Dec 05, 2009 10:28 am

Lol -- Indeed; hopefully I have learnt my lesson now, though :) I'm still meant to be working on Lichcraft, but not being able to test anything is a big hassle :(
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Robert DeLarosa
 
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Post » Sat Dec 05, 2009 12:03 pm

If you need a tester I might be able to help. What might it entail?

actually your best bet is to releas a BETA either open or privat whatever floats your boat in that regard. on one hand you c0uld get a group of dedicated beta testers on the other hand you could releas it and let people post bug reports as the y notice them
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Julie Ann
 
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Post » Sat Dec 05, 2009 2:29 pm

WOOOT!!! I finally figured out how to post!!!!

Anyway. CDM you are a genius deserving renown for both Darkness Everlasting and this new "vampirism" mod. Since I'm on the topic of CDM's mods. I absolutely CANNOT find a place to download either of these mods. I have tried every where I can think of and don't say go to planetelderscrolls because I've tried that and they're not there. If somebody can give me a link or site that ACTUALLY has one or both of these mods I'd be very grateful.

I've been trying to find them forever and it's driving me crazy :banghead: :banghead: :banghead:
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Kayleigh Mcneil
 
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Post » Sat Dec 05, 2009 6:52 am

Ok i'm gonna post a [censored] load of questions prepare to be bombarded

What does holy water do exactly?
All vampire npc's will be affected by you're vampirism?(I did read what you posted but if so then i will have to remove the skill bonuses i just don't understand why you put them :facepalm: )
The vampire abilities can you tell me if you already know what abilities will they have because i'm fine with the leap thingy
The weaknesses will be:Garlic, Holy water, light spells?, turn undead?, they will not be able to breath underwater right?, a big weakness to the sun?, make them weak to holy relics maybe?, should they take damage to restore health?,...
Should a vampire become more weak to the weaknesses as he advances trough the stages?
Will i be allowed to increase the blood or lore needed to advance by a lot or could i make it time based?
Future question: Will you give them the AI scripts to start moving around at night?
Will you give the vampires the ability to smell/see blood of a dire victim?
There are NPC's that are undead...from mods! If you will give the vampire the ability to take blood from the killed that would also enable me to take from the undead npc's? Such as the undead legion...
There are some Midas magic spells that are holy maybe you wanna tangle with that?
Will i be cured from this vampirism by using the purgeblood salts? Will the quest for the vampirism cure, cure me from the vampirism?
OOO made some advanced vampires, would/could you try and take a look at that please :D

Respond to me! Good luck with the mod!
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Add Me
 
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Post » Sat Dec 05, 2009 3:15 am

i presume that many of the things your wondering about will be made togglable via INI so weather they take damage in the sunlight may depend on one setting in that department the idea is of player choice you talk of it more like its a static mod on all fronts and becoming weaker thorugh the stages sounds rather strange too oddly Vanilla. shouldn't he become more resistant? or whatever. and as far as working with OOO and Midas and souch i doubt its doable without some sort of patch mods take some work to interact with one another and alot of times its simply not doable. you can remove the stat bonuses if you want to thorugh the INI or make them more specific to one set of skills or somthing again YOU customize the experiance with CDM's system I for example leave the stat bonuses alone and swap sun damage for some rather large debuffs and being unable to fast travell during the day. (just as Dracula would have been)

IDEA- Implament INI's for cross classes

# Fighter+Thief - Glass Cannon: A quick and powerful individual who does not want to get hit.

Fighter+Mage - Magic Knight: Combines the power of might and magic to deadly effect.

# Thief+Mage - Sneaky Sorcerer: Takes advantage of the mage's utility spells (invisibility is popular for this) in order to get the best angle on potential problems.
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Amber Ably
 
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Post » Sat Dec 05, 2009 9:23 am

I'll try and answer as best I can ;)

What does holy water do exactly?
I actually cannot remember if HW is in the current version-- will have to check, but it should be; it's designed to cause large damage to Vampire enemies, like a Vampire-only poison (it will probably be weakened with the reduced Vampire Superiority, however).

All vampire npc's will be affected by you're vampirism?(I did read what you posted but if so then i will have to remove the skill bonuses i just don't understand why you put them :facepalm: )
Yes, all NPCs should be affected if things are working correctly. I'm using a large area-of-effect Script Effect, to add a control Token to them, that updates their stats and behaviour accordingly, without interfering with anything else (i.e., their inventories, level, Disposition, et cetera). Vampires in the current version only get some Attribute Bonuses (Speed, strength, Endurance, Agility) which contribute to their fighting ability-- older versions DID give them Stat Bonuses, but that was removed with the new build.

The vampire abilities can you tell me if you already know what abilities will they have because i'm fine with the leap thingy
Briefly: Night Eye; Detect Life; Jump; Slow Down Time effect; Flight; Astral Projection (can explore but not fight/be fought); Make a weapon steal Blood; summon your shadow. There will hopefully be more.

The weaknesses will be:Garlic, Holy water, light spells?, turn undead?, they will not be able to breath underwater right?, a big weakness to the sun?, make them weak to holy relics maybe?, should they take
damage to restore health?,...
Confirmed Weaknesses/negatives: Sun Damage, Garlic, Holy Ground, Water Immersion - All can be toggled on and off in the .ini file.

Should a vampire become more weak to the weaknesses as he advances trough the stages?
Weaknesses are Static -- they do one amount of damage, and that is it; the Player can influence these in the .ini file.

Will i be allowed to increase the blood or lore needed to advance by a lot or could i make it time based?
I believe so-- it is certainly possible, based on how the Script is set up, but there would be some limitations.

Future question: Will you give them the AI scripts to start moving around at night?
Unlikely, due to risk of interfereing, but I may add Night-Vampire spawns.

Will you give the vampires the ability to smell/see blood of a dire victim?
No; but I'll take it as a suggestion ;)

There are NPC's that are undead...from mods! If you will give the vampire the ability to take blood from the killed that would also enable me to take from the undead npc's? Such as the undead legion...
You can only feed on Dead Creatures; Ghosts, Zombies and the like are not able to be fed on-- Skeletons are at the moment, due to how the system works.

There are some Midas magic spells that are holy maybe you wanna tangle with that?
Maybe, but not yet-- I want to resolve the base first, and all it's errors ;)

Will i be cured from this vampirism by using the purgeblood salts? Will the quest for the vampirism cure, cure me from the vampirism?
Not yet, but I should be able to add it in.

OOO made some advanced vampires, would/could you try and take a look at that please :D
Possibly; I have OOO, but haven't played it enough to know-- if you tell me what is special about them, I may be able to mimic it myself.



Just a Reminder: Currently I am working on... Build:8, Version:1.0, Beta. Please keep reporting Bugs/Suggestions.
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Brandi Norton
 
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Post » Sat Dec 05, 2009 5:58 am

The midas holy spells already affect vampires (well at least npcs with vampirism) CDM won't have to do anything to get it to work, you just have to download midas magick and get the spells. If CDM's vampires don't have the status effect "vampirism" then unless the npc is flagged as "evil" the midas holy spells won't affect them.
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Emma Pennington
 
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Post » Sat Dec 05, 2009 3:24 pm

IDEA new perhaps add an INI function to toggle/set time for Blood vial experation?
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Melis Hristina
 
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Post » Sat Dec 05, 2009 1:46 am

IDEA new perhaps add an INI function to toggle/set time for Blood vial experation?


Done :)

Some news/thoughts...

1. I have had to remove the Blood-loss whilst waiting funciton, since it seemed to be behaving oddly. Specifically loading drained 10,000 Blood... Maybe someone else can confirm it, but based on the Script, I am wondering if the Load/Start menu count as the Wait/Sleep menu (since it should only run on the Wait/Sleep Menu).

2. I may leave the Full Vampire-creator out for now, since it is going to be a big thing, and need a LOT of testing, which I cannot really do-- I'd rather focus on bits I CAN do, than risk messing things up with something I can't.

3. I have begun adding signs of Vampire Hunters. Right now, they are just (currently naked) people in each town who say a few words about their Hunters' Guild, and sell items. Their main at the moment is to give the Player an edge against Vampires. I'll be adding more things, but right now they have:
- Stake Knife - An enchanted weapon that holds the power of a Stake: one hit will temporarily pin the Vampire in place, preventing it from attacking or fleeing whilst you eliminate it.
- Holy Water - Causes 10-points of Health damage a second for approx. 10 seconds (may be longer following feed-back), and prompts a smoking effect.
- Vampire Guide (WIP) - An "in-world" introduction to Vampires and fighting them-- because of its "In-world" nature, some of the information may be completely wrong -- my thought is to create a sense of not really understanding Vampires, and having the guide based on myth/legend/vague rumours.
- Garlic
- Holy Icon (WIP) A pendant that weakens Vampires who are within a certain radius of you when worn (say Drain Health 200 points)
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Michael Korkia
 
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Post » Sat Dec 05, 2009 4:07 am

Pretty good ideas.

I think this has already been done before but maybe you could make it so that a weapon that is enchanted with fire AND light do extra damage to vampires. Maybe some kind of scripted effect. I don't know much about modding so I don't know if you can do that or not. It goes without saying that if the player is a vampire there should be some way of determining the chances of them being attacked by a hunter. Maybe increased chance over time or if the player has a high infamy/murder count as this would mean they are known as an evil vampire. You could add more than one vampire hunter faction. One that is the typical fanatical type that says something like "all vampires are evil abominations and they all must die!" and another vampire hunter faction that only hunts evil vampires and maybe seeks for coexistence :foodndrink: . This could make for an interesting quest line and maybe even a war between the two hunter factions. The player as as vampire may even be allowed to do missions for the faction that wants coexistence. If you do that then there should probably be two vampire factions like the hunter ones. One that wants peace and the other wants war.
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helliehexx
 
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Post » Sat Dec 05, 2009 3:11 am

I'll try and answer as best I can ;)

What does holy water do exactly?
I actually cannot remember if HW is in the current version-- will have to check, but it should be; it's designed to cause large damage to Vampire enemies, like a Vampire-only poison (it will probably be weakened with the reduced Vampire Superiority, however).

All vampire npc's will be affected by you're vampirism?(I did read what you posted but if so then i will have to remove the skill bonuses i just don't understand why you put them :facepalm: )
Yes, all NPCs should be affected if things are working correctly. I'm using a large area-of-effect Script Effect, to add a control Token to them, that updates their stats and behaviour accordingly, without interfering with anything else (i.e., their inventories, level, Disposition, et cetera). Vampires in the current version only get some Attribute Bonuses (Speed, strength, Endurance, Agility) which contribute to their fighting ability-- older versions DID give them Stat Bonuses, but that was removed with the new build.

The vampire abilities can you tell me if you already know what abilities will they have because i'm fine with the leap thingy
Briefly: Night Eye; Detect Life; Jump; Slow Down Time effect; Flight; Astral Projection (can explore but not fight/be fought); Make a weapon steal Blood; summon your shadow. There will hopefully be more.

The weaknesses will be:Garlic, Holy water, light spells?, turn undead?, they will not be able to breath underwater right?, a big weakness to the sun?, make them weak to holy relics maybe?, should they take
damage to restore health?,...
Confirmed Weaknesses/negatives: Sun Damage, Garlic, Holy Ground, Water Immersion - All can be toggled on and off in the .ini file.

Should a vampire become more weak to the weaknesses as he advances trough the stages?
Weaknesses are Static -- they do one amount of damage, and that is it; the Player can influence these in the .ini file.

Will i be allowed to increase the blood or lore needed to advance by a lot or could i make it time based?
I believe so-- it is certainly possible, based on how the Script is set up, but there would be some limitations.

Future question: Will you give them the AI scripts to start moving around at night?
Unlikely, due to risk of interfereing, but I may add Night-Vampire spawns.

Will you give the vampires the ability to smell/see blood of a dire victim?
No; but I'll take it as a suggestion ;)

There are NPC's that are undead...from mods! If you will give the vampire the ability to take blood from the killed that would also enable me to take from the undead npc's? Such as the undead legion...
You can only feed on Dead Creatures; Ghosts, Zombies and the like are not able to be fed on-- Skeletons are at the moment, due to how the system works.

There are some Midas magic spells that are holy maybe you wanna tangle with that?
Maybe, but not yet-- I want to resolve the base first, and all it's errors ;)

Will i be cured from this vampirism by using the purgeblood salts? Will the quest for the vampirism cure, cure me from the vampirism?
Not yet, but I should be able to add it in.

OOO made some advanced vampires, would/could you try and take a look at that please :D
Possibly; I have OOO, but haven't played it enough to know-- if you tell me what is special about them, I may be able to mimic it myself.



Just a Reminder: Currently I am working on... Build:8, Version:1.0, Beta. Please keep reporting Bugs/Suggestions.


Oh no you are not walking out of this one :D
I said undead NPC's do you understand what does that mean, well it doesn't matter
You evaded to answer light effects, Supreme Magicka makes light effects do damage to vampires
OOO: What will you do about reavers, some undead NPC's from FCOM not sure if it is from OOO and...
!!SPOILER!!
Spoiler
You can find the vampires i was talking about in Lipsand Tarn a alyied ruin hidden in the mountains there is a Light of Dawn blade that is made specially against vampires, its located directly west from Sance Tor

Yeah but considernig the bonuses that the vampire gets and the abilities and the quick regeneration? Shouldn't they keep being very sensitive to the sunlight and other weaknesses until they reach their final stages at that level make them be able to bear the weakness longer (notice: as a player you get stronger as you level up and you keep getting stronger and i doubt that you will keep taking much damage from the sunlight if the weakness is lowered...)
Will i be able to remove some of the abilties that you added/are adding via INI? Because i don't think they are very vampirelistic :D
What will you do about the mod Real Hunger?

Oh and looks like you need a Beta tester :evil:

GL with everything!

Pretty good ideas.

I think this has already been done before but maybe you could make it so that a weapon that is enchanted with fire AND light do extra damage to vampires. Maybe some kind of scripted effect. I don't know much about modding so I don't know if you can do that or not. It goes without saying that if the player is a vampire there should be some way of determining the chances of them being attacked by a hunter. Maybe increased chance over time or if the player has a high infamy/murder count as this would mean they are known as an evil vampire. You could add more than one vampire hunter faction. One that is the typical fanatical type that says something like "all vampires are evil abominations and they all must die!" and another vampire hunter faction that only hunts evil vampires and maybe seeks for coexistence :foodndrink: . This could make for an interesting quest line and maybe even a war between the two hunter factions. The player as as vampire may even be allowed to do missions for the faction that wants coexistence. If you do that then there should probably be two vampire factions like the hunter ones. One that wants peace and the other wants war.


I like the idea about some stuff, i already asked about the light effects but it seems that he is trying to walk out of it again.. <_<
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Natasha Biss
 
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Post » Sat Dec 05, 2009 4:40 am

if you think you become too powerful configure it as yo u like. b ut don't try and deprive everyone else of the options given.
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Annick Charron
 
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