[RELz] Enhanced Economy

Post » Fri May 27, 2011 5:50 am

========= ENHANCED ECONOMY 2.1.2 ============

Makes the economic game much more immersive. Merchants' gold is now changed dynamically, both by your trades and due to other customers. Lets you control the difficulty of the economic game. Removes the haggle slider and computes correct haggle values for you. Has the option of reducing the value or amount of enchanted items found, for those wanting a harder game.

=========

Author: Ole B?e, a.k.a. TheNiceOne
Date: October 06, 2009

OBSE v 18b4 or newer required!

Previous threads: http://www.gamesas.com/bgsforums/index.php?showtopic=974686 http://www.gamesas.com/bgsforums/index.php?showtopic=1039558
Download: http://www.tesnexus.com/downloads/file.php?id=25078 or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5456


========= DESCRIPTION

Enhanced Economy is a complete overhaul of Oblivion's economic game, in order to achieve two goals: To make it more immersive, and to make it possible to adjust the economic difficulty to each player's taste. Dynamic Barter Gold and Haggle Overhaul can be tweaked, and all other features can be disabled or tweaked, so it is very easy to adjust the mod to your taste. The mod comes with a most advanced OMOD installation script, so you get to tweak it exactly as you like by answering some questions.


**** Dynamic Barter Gold ****

Merchants no longer have infinite gold: When you buy/sell something, the merchant's barter gold is adjusted accordingly. The merchant's barter gold also varies during the day, normally with less gold early in the morning, and more gold later when other customers have visited their shops.

You can easily adjust the amount of gold merchants normally have and the randomness factors involved, so you can get an easier game where merchants have twice as much gold as in vanilla Oblivion, or a game where the amount is very random.

You can also choose to disable the Journeyman Mercantile perk that lets you buy or sell any item with any merchant, and replace it with a perk that gives each merchant additional barter gold.

The Dynamic Barter Gold feature is essentially similar to Living Economy's main feature, but with the following main improvements:
* Works for all merchants, also those added by mods like Bartholm, Blood&Mud and Thievery in the Imperial City
* No 65K bug! The merchant's will not suddenly start to have 65000 barter gold.
* More immersive barter gold. In LE, if you visted a merchant in the morning, and then came back in the evening, he would have exactly the same amount of gold. With EE, chances are that the merchant has received a good amount of gold from other customers.
* Higher compatibility with other mods due to changes in far less Oblivion.esm records

To completely reset the barter gold of all merchants, press "R" while in the Inventory (F2) menu.


**** Haggle Overhaul ****

EE completely disables the haggle slider, and automatically gives you the correct barter value. Instead of the Haggle button, you have a Details button that gives you the details of what affects the prices.

You can choose the exact difficulty of the barter game, by freely setting the minimum & maximum buy & sell percentages that merchants will offer, dependin on your and the merchant's mercantile skills and the merchant's disposition.

The merchants' barter buy/sell minimum & maximum percentages are defined in the ini file. So you can choose vanilla settings (with a sell percentage from 30-90%), Cutthroat Merchant settings (10-95%), a hard setting (0-50%), a setting where merchants always give you full value (100-100%) or something else.

You can also decide whether masters in mercantile skill always trade at 100% value, or use the sellMax and buyMin values.


**** Gold Adjustment ****

Fully optional: Enhanced Economy lets you adjust how much money you will receive in different situations as a percentage of the amount normally received. If you think quest rewards are generally too small, you can set it up to give you twice the amount of gold (or any other amount) from quest rewards - from any quest in any mod. If you think there is too much gold to be gained from looting, you can set it to only have half the amount of gold in containers you loot.

You can use Enhanced Economy to individually adjust the gold received in the following situations:
* In dialogues (quest rewards)
* In-game (quest rewards)
* Looting dead actors
* Looting containers
* Oickpocketing NPCs

You can also set the gold value of gold coins picked up ingame (one coin can be worth 0, 1, 2, 10 or whatever value you want).


**** Item Removal ****

Fully optional: Many players (myself included) think there are way too many enchanted, expensive items found when looting, so when I find a valuable enchanted ring there's just no exitement. Enhanced Economy therefore has an optional Item removal feature. With this, you set the chance of finding any individual type of item, in percent of the normal chance.

Ex: By setting ringAdjustment to 30, you will only find 30% of the normal amount of enchanted rings.

To not break quests, any quest items or scripted items will not be removed. If an item is removed, the mod writes its name and id to the console. So if you suspect an important item has been removed, open the console and check (or look in the log file). If you have many mods writing to the console, you can use Page Up to scroll. The mod can also write removal information to a log file stored in "My Documents\My Games\Oblivion\Pluggy\User Files\", provided you have Pluggy installed.

If you want back a removed item, or want to loot a special container/actor without getting any items removed, just hold down left shift while activating it. All items will then be visible for looting as normal, even items that were already removed if you eralier activated it without shift held down.


**** Global Economy ****

Fully optional: The global economy in Tamriel (but not in the Shivering Isles) will be affected by the Oblivion Crisis if you enable this feature. Negative factors will make mercants have less gold available and give you worse deals, while positive factors will make them have more gold and give better deals. Negative factors are assasination of the king, the attack on Kvatch and opening of random gates. Positive factors are destruction of gates and the end of the Oblivion crisis.

Each factor is a percentage value and the sum will be shown in the Details (Haggle) menu. If the sum of the factors are -10, it means that a merchant which normally has 1000 gold available now has only 900 gold. If he otherwise sold items at 150% and bought at 80%, he will now sell at 165% and buy at 72%.


**** Repricing of magical equipment ****
Fully optional: The value of magical equipment that are enchanted by constant effects, can get very high, especially as many mods increase the value of constant magic effects in order to make enchanting more expensive, but with the side effect that all enchanted items become much more valuable. As an example, a 4% Chameleon enchantment will increase the item's barter value by 260 (base 65 x 4 without mods), by 2240 (base 560 x 4 if using OOO) or by 12000 (base 3000 x 4 if using L.A.M.E.). On the other hand, some effects can become cheaper; a Fortify Fatigue enhcantment is reduced if using L.A.M.E.

Enhanced Economy can combat the extremely high barter values of items enchanted with constant effects - without affecting the enchantment cost at the enchantment altars. You can choose whether the barter values will be based on the vanilla values, on the current value from installed mods, or on the lowest of the two for each separate enchantment. If no enhantment-altering mods are installed, the three choices all result in prices based on vanilla values.

Choosing vanilla or lowest, will be enough to reduce the extreme barter values (The 4% chameleon ring will get its barter value reduced from 12200 (L.A.M.E.) to 460, but there are also two additional factors. First, each magic effect's value is modified by "base to the power of magicPow", where magicPow is a value between 0 and 1. Ex: 3000^0.9 = 1347, 560^0.9 = 297, thus reducing the 4% chameleon enchantment barter value to 5388 (LAME) or 1189 (OOO). Setting this to 1, means no modification (since X^1 = X). Secondly, each value is multiplied by a magicMult factor, where again 1 means no modification.

A note of caution when enabling this feature: Both the enhchantment cost values and the reduced barter values are stored in your savegame, but will be updated every time you restart your game only. So if you 1. save a game with this feature on, 2. (de)installs some plugins that change the enchantment values, 3. Start Oblivion and load the savegame - then the new values will be applied correctly. But if you then, without restarting Oblivion, reloads the savegame saved in step 1, the old values will be applied. This will automatically correct itself again the next time you restart the game though.


========= KNOWN PROBLEMS

Some players have reported that merchants sometimes incorrectly have 0 barter gold. If this happens, please open your console and report the debug messages you see from EE. Then, exit the merchant's barter and dialog menus, and hold down left shift when activating the merchant again, as this will completely reset the merchant's barter gold.


========= COMPATIBILITY

This mod is not compatible with "Living Economy.esp", since Enhanced Economy improves on LE's main feature. It is however fully compatible with "Living Economy - Items.esp", "Merchant and Loot Overhaul" or any other mod that changes item prices.

There is full compatibility with za_bankmod - any gold withdrawn from the bank will be unaffected by Gold Adjustment.

Gold added by other mods will be adjusted by Enhanced Economy's Gold Adjustment feature. But it is very easy for other OBSE-dependant mods to prevent this. By adding the line - RunScriptLine "Set GoldAdjustment.disabled to 1" - to your script on the line before any gold addition, Enhanced Economy will not adjust any gold received during the next second. This will not make your mod dependant on Enhanced Economy in any way.

Enhanced Economy installs its own version of Menus\Negotiate_menu.xml, something other mods (Darnified UI etc.) also does. It is important to use EE's version if you want to avoid flicker when starting to barter with a merchant.


========= INSTALLATION

The mod is OMOD-ready, with an install script that sets all values according to your choices, so installing with OBMM is adviced. For non-OBMM installation, copy "Enhanced Economy.esp", "Enhanced ini and the "menus\" folder to your Oblivion\data folder.

Before uninstalling Enhanced Economy, it is very important that you reset the barter gold, by disabling the feature in the ini, or by pressing "R" while in the Inventory menu. If you uninstall before doing this, all merchants will be stuck with the gold they had at the time of uninstallation. It is also very important to remove the installed negotiate_menu.xml, if you don't, your haggle menu will be invisible and therefore seem to hang the game since it waits for you to click on the invisible close button.


========= CREDITS
creepyfellow for the excellent Living Economy that is the inspiration for the dynamic barter gold feature.


========= CHANGELOG

2.1.2
Added a way to reset a single merchant's barter gold, by holding down left shift (can be changed) when activating the merchant.
Fixed an investment gold but introduced in 2.1
Added more debug info messages.
Fixed one error in the omod installation script (selecting a barter reset time of 12 resulted in 96).

2.1.1
Modified dialog menu script in order to make the mod more robust and to avoid the 0 gold barter bug that a few people have reported.
Added Global economy feature.
Added Enchantment barter value reprising feature.
Added an option to install a script.xml file with "Haggle" changed to "Debug", and removed the dynamic change in-game.
Removed saleAdjustment modifier as it got superfluous with the optional mercantile master perk added by 2.0.1.
Rewrote the omod installation script to make installation a bit simpler.

2.0.2
Fixed a couple of bugs related to goldAdjustment settings.
Changed handling of barter gold beween trading sessions to make it more compatible with Tamriel Travellers and other mods that can change merchants' barter gold.
Added an ini setting to select key for invoking the "Reset merchant gold" menu while in the Inventory menu.
Fixed a bug in the reset merchant gold script for people NOT having SI installed.

2.0.1
Fixed a bug that allowed item removal from player-owned containers if removeFromNonSpawnable was 1.
Added optional changes to the Mercantile Journeyman and Master perks.
Added an optional patch for thievery.esp

2.0
Changed name from Gold Adjustment to Enhanced Economy
Dynamic Barter Gold feature added
Haggle menu flicker and welcome speech cut-off when starting barter is removed
Haggle button changed to Details button, and no longer displays the haggle slider
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Cassie Boyle
 
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Post » Thu May 26, 2011 10:54 pm

Cheers :goodjob:
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Penny Wills
 
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Post » Fri May 27, 2011 7:21 am

Downloading! :foodndrink:
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Enny Labinjo
 
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Post » Thu May 26, 2011 10:30 pm

Downloading...ewrr....waiting until a non-0kb file can be downloaded. :P

Out of curiousity, what kind of records are you still altering (compared to the many dialogue edits in LE)?
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Avril Louise
 
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Post » Fri May 27, 2011 2:56 am

So, now it's up :) ...that is - TESNexus needs 30 minutes or so before the server is synced up, and in the meantime the downloaded file is 0KB. It should be available from PES immediately though.


I hope I have everything working correctly, but I assume a few errors will be found, but probably not anything close to game-breaking.


I plan to make and release compatibility pathces for Bartholm, Blood&Mud and Thievery in the Imperial City. Those are mods where the merchants has non-standard responses when you buy or sell items, and this is what made Living Economy not work with those mods.

Enhanced Economy is more compatible, and will work with those mods without a compatibility patch, but in order to catch those transactions and update the barter gold correctly for those mods and any other that use non-standard responses, I had to do it in a way that will cut off their spoken barter pvssyr, and possibly make some noticeable flicker in the item list, if the number of items is long. This is probably something you wouldn't even notice if I told you, so the compatibility patches are by no means necessary, but I still plan to make them.


Out of curiousity, what kind of records are you still altering (compared to the many dialogue edits in LE)?
I'm altering all BarterBuyItem and BarterSellItem result scripts, but the barter gold update will still work if a later-loading mod overwrites the changes. If so, the script falls back on the safety net that will cut off spoken barter pvssyr and possibly make some update flicker.
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JR Cash
 
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Post » Thu May 26, 2011 11:17 pm

Brilliant! :thumbsup: Will download. :)
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lolly13
 
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Post » Fri May 27, 2011 6:43 am

Very good! Thank you :)
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Red Bevinz
 
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Post » Fri May 27, 2011 8:22 am

NiceOne,

I was not able to get this to you before you released this.

There may be a problem with Darn UI 1.3.2 and the xml from this is overwriting that one, and could have caused locks up for me once game is loaded. But I was using the beta once again.

Will redownload the release and see if happens once again and report back.

Congrats on the release.
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Mark
 
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Post » Fri May 27, 2011 3:09 am

NiceOne,

I was not able to get this to you before you released this.

There may be a problem with Darn UI 1.3.2 and the xml from this is overwriting that one, and could have caused locks up for me once game is loaded. But I was using the beta once again.
I'm using DarnUI 1.3.2 myself. What overwriting negotiate_menu.xml does, is to make the haggle menu completely invisible, because I don't use the haggle menu for its intended functionality anymore. In the beta you received I had forgot to replace the invisible haggle menu with a correct menu when opening the haggle menu from the spell trade menu, which may have caused an invisible haggle menu to give the impression of lock up.

This should not happen with the full release, but if the game seems to lock up while in menu mode, try opening the console and write "closeallmenus". This will close all the menus, including the invisible one, and make the game contiue. Anyway, if this happens, please report it.
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El Khatiri
 
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Post » Fri May 27, 2011 9:24 am

It seems that TESNexus needed 2 hours today, but EE is now finally available from TESNexus too. :)
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Chenae Butler
 
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Post » Fri May 27, 2011 1:07 am

Does the Haggle Overhaul only apply to normal bartering or also to Buy/Sell Spells? If so, I assume I can just leave my existing negotiate file and change the visible trait to 1 by default. :)

[edit]Nvm, just looked at the mod and it seems it also applies there. So no need to anwser my question. :P[/edit]
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Carlitos Avila
 
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Post » Fri May 27, 2011 12:06 am

Does the Haggle Overhaul only apply to normal bartering or also to Buy/Sell Spells?
It applies to both, something that Gold Adjustment didn't correctly do btw.
Edit: I guess you mean "Buy Spell" only...

If so, I assume I can just leave my existing negotiate file and change the visible trait to 1 by default. :)
Yes, there's not much difference to see between DarnUI's negotiate menu or the vanilla one as long as it's always invisible ;)
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James Smart
 
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Post » Fri May 27, 2011 4:53 am

It seems that TESNexus needed 2 hours today, but EE is now finally available from TESNexus too. :)

I noticed that as well... I have downloaded and plan to start using it this evening when I am able to get back home.

Thanks for this new LE replacer. :foodndrink:
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Cheville Thompson
 
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Post » Thu May 26, 2011 8:25 pm

It applies to both, something that Gold Adjustment didn't correctly do btw.
Edit: I guess you mean "Buy Spell" only...
Yes ofcourse, "Buy Spell"...... :rolleyes:

[edit]
I guess the name "Enhanced" is pretty populair, right now I got 8 seperate mods that start with it. And a few of them have 3-4 files so it seems like they are taking over. :P
[/edit]
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Janine Rose
 
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Post » Fri May 27, 2011 1:28 am

In the beta you received I had forgot to replace the invisible haggle menu with a correct menu when opening the haggle menu from the spell trade menu, which may have caused an invisible haggle menu to give the impression of lock up.


That was the problem, with Release it is all working now. No lock up.

Thanks for OMOD installer by the way that should help alot setting up how people want their config.

Used Full Description setup and went through everything and set has needed. Loaded up save, before I exited the sewers, exited sewers ran to imperial palace and started checking merchant's.

Dynamic Gold went up and down has needed when I was buying and selling items. So all looks okay here.

I just need to test with Tamriel Travellers to see if works on them. Which it should..

So far so good..

EE is much lighter on cpu than LE is. I can tell you this. I already noticed that. Must be OBSE :celebration:

Nicely done NiceOne,

will report back after I do some more testing.
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Harinder Ghag
 
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Post » Fri May 27, 2011 3:23 am

; Enables or disables loot removal from non-spawnable containers
set tnoEE.removeFromNonSpawnable to 1

Does it mean, you remove from safe containers, e.g. from player's home chests? Per default?
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John Moore
 
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Post » Thu May 26, 2011 10:15 pm

The King is dead. Long live the King. :bowdown:
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Tracy Byworth
 
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Post » Fri May 27, 2011 2:34 am

Does it mean, you remove from safe containers, e.g. from player's home chests? Per default?


If I am reading the ini right..That setting is for " Settings to remove items when looting containers or dead actors"

Player chest are not affected by default which comes from the "Settings to adjust loot gold found"..

But NiceOne will know for sure.
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N3T4
 
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Post » Fri May 27, 2011 10:23 am

INSTANTDOWNLOAD
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Dina Boudreau
 
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Post » Fri May 27, 2011 6:15 am

I copied some of the old settings from Gold Adjustment, but I guess the chances at the end did nothing all the time, because removeFromDeadActors is 0 ?

And again, I do not understand tnoEE.removeFromNonSpawnable to 1, could you expand on that, pls?
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Jessie Rae Brouillette
 
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Post » Thu May 26, 2011 10:21 pm

TheNiceOne, thanks for the update :D

A replacement for LE is a good welcome for my installed mods.
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Meghan Terry
 
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Post » Fri May 27, 2011 11:40 am

congrats! i used Gold Adjustment since the first release and never looked back. you've done a wonderful job with this mod and continually improve its functionality. thanks for the hard work and thanks for improving the game.
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Ella Loapaga
 
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Post » Fri May 27, 2011 5:28 am

EE is much lighter on cpu than LE is. I can tell you this. I already noticed that. Must be OBSE :celebration:

That is good to hear. I haven't thought about that, but I do always try to make efficient code. I am still impressed about how creepyfellow managed create LE without OBSE. LE does much of its magic by adding spells and then removing it after having run one frame, and I guess there's quite a bit of overhead involved.


As for the tnoEE.removeFromNonSpawnable setting, there is actually a glitch in my code which makes it unsafe to use, so I recommend all to keep it at its default 0 until I release 2.0.1.

But here's the idea behind it: When a container is opened, EE does two checks to see if it's allowed to remove items or gold. One is if the container is owned by the player or by a faction the player belongs to. The second is if the container is respawnable. Now the glitch in EE's code is that it first checks if the container is respawnable, and then if removeFromNonSpawnable is 1, it decides that it is ok to remove items from it. What it should have done was to first check the ownership, and never allow removal from containers owned by the player or his factions. The order of those checks didn't matter until I added removal of items in 1.13 of GA, and then I forgot to consider it.

As for how it is meant to work:
In caves/ruins etc., some of the containers are set to be non-respawnable. What this means is that if you have cleared the cave, and then come back a week later, all the respawnable containers have got their content replaced by fresh loot, while the non-respawnable are still empty (or contain what you left there last time). This makes good sense for chests that have some special items, but for some reason quite a lot of the standard containers are set to not respawn as well. So the removeFromNonSpawnable is meant to control whether item removal from such containers are allowed.

It may be slightly unsafe to enable it, even when I check for ownership first as I should have done, because the hand-placed special loot will usually have been placed in non-respawnable containers. So I guess I should have turned it off by default, and I will do so in a not-too-distant 2.0.1 update.
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chloe hampson
 
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Post » Fri May 27, 2011 5:03 am

That is good to hear. I haven't thought about that, but I do always try to make efficient code. I am still impressed about how creepyfellow managed create LE without OBSE. LE does much of its magic by adding spells and then removing it after having run one frame, and I guess there's quite a bit of overhead involved.

2.0.1 update.


Yeah, LE was done quite well, but, when you get around merchant you could tell there was small delay, has the spells done their thing, even outside merchant building you could notice this. At least I could, guess because I used LE for so long.

Now with Enhanced Economy there is no delay at least that I noticed. When I go talk to merchant or before entering the building.

To me LE is a thing of past to me now, since EE does the job much more better and no 65k bug either.

--------

Has for Mod Item.ini - Bash can make csv records of weapons and armor stats, and that contains the names for objectid, goldvalue for setgoldvalue, so perhaps, We could use that for Item Prices from other mods. But that is lot information has csv records contain some information that we would not need. But it could be cleaned to only contain the information that we are needing afer all. my thoughts about this.

Once again this will most likely have to wait on OBSE 19 to come out before we can attempt this.
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Hearts
 
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Post » Fri May 27, 2011 11:58 am

Heh yes, because my character has 100 mercantile, I basically only changed the "set GoldAdjustment.saleAdjustment" in the ini as you had instructed many months ago. However, instead of 80, I basically set it to 20 :P

I like that idea. I've toyed with the idea of simply lowering my character's mercantile to 99 but then it goes up eventually. Thanks for looking into this.

I've looked into this, and got to work :)

Now, in v2.0.1, the master perk for mercantile has been changed from always buy/sell at 100% to sell at sellMax and buy at buyMin (i.e. treat merchant's skill as zero when you trade). I think that is a good enough boost for the perk, without making it completely overpowered, as it currently is.


As for weighted gold mod, I don't use it but I believe both kuertee's "Gold is an inventory item" and Derek Bakers gold mod are compatible, or at least they were. I think they may have to change a line or two each due to my name change from GoldAdjustment to Enhanced Economy.


Yeah, LE was done quite well, but, when you get around merchant you could tell there was small delay, has the spells done their thing, even outside merchant building you could notice this. At least I could, guess because I used LE for so long.

Now with Enhanced Economy there is no delay at least that I noticed. When I go talk to merchant or before entering the building.
Enhanced Economy does absolutely no additonal computing before you actually activate the merchant.

To me LE is a thing of past to me now, since EE does the job much more better and no 65k bug either.
But there's yet to see what kind of other bugs I have :P


Has for Mod Item.ini - Bash can make csv records of weapons and armor stats, and that contains the names for objectid, goldvalue for setgoldvalue, so perhaps, We could use that for Item Prices from other mods. But that is lot information has csv records contain some information that we would not need. But it could be cleaned to only contain the information that we are needing afer all. my thoughts about this.

Once again this will most likely have to wait on OBSE 19 to come out before we can attempt this.
Yes, it is a good idea, but the problem is that there's no way to get the list read in, until (hopefully) OBSE 19.
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Vicky Keeler
 
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