[RELz] EVE - Energy Visuals Enhanced

Post » Sat May 28, 2011 5:20 am

Weijin, thanks for the awesome work so far, I really love it.

can you also do the alien weapon's projectiles in Mothership Zeta? they really svck and I wish someone could do something about it.
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Annika Marziniak
 
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Post » Sat May 28, 2011 3:11 am

********* IMPORTANT!!!!! **********

ALL impact visuals for Laser and Plasma in EVE have been ABANDONED.

The glow spot for lasers, and the "globe" for plasma are officially DISCONTINUED

I've created NEW custom impacts for lasers and plasma that are 200% better than EVE 0.9.3

screenshots coming soon. EVE 0.9.4 coming soon. 094 features NEW upgraded impacts for Laser and Plasma, script re-writes, Vengence, Plasma blind, and more. Stay tuned

********* IMPORTANT!!!!! **********

EDIT:
EVE 0.9.4 is going to feature ALL NEW custom visual impacts!
The new impacts are far better than what is currently in EVE.
Please refer to the following sceenshots.


OMG!! The shots for the new plasma impacts are amazing. I can hardly wait =D
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Jack Walker
 
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Post » Fri May 27, 2011 10:32 pm

The pure awsomeness of this mod combined with WMK would make the Universe implode.

I await a WMK version........... :nuke:

What would also be good would be to incorporate MadCat's laser mod he is working on as well. He has a V-UV silenced laser that would make a good candadate for the 'dissapearing merc' effect.
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Nitol Ahmed
 
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Post » Sat May 28, 2011 9:36 am

After getting a few kills today, I noticed the ashes to ashes effect, while really nice tends to be a bit weird at the end when the bodies just seem to randomly explode. (to simulate falling apart I guess) My suggestion would probably be something along the lines of them crisping up then reducing to black ash pile or something. Turning people to ash was a nice touch by bethesda originally, it just wasn't done especially well. (plus that's ALL that happened.) You could probably do it very well I'd think. Another option would have their black flesh turn to ash off their bones. (This has probably been done and I think by SS actually however.) Or the easiest one would probably be to just remove the exploding sound effect and have the body parts fall off gently, like when you remove them from corpses. Oh the other suggestion is, flash fry perhaps they should have the burn shader, after all they did just burst into flames horrifically.


YET ANOTHER EDIT. If the protectrons gaze is now a laser shotgun, what about the metal blaster? Won't it be redundant then?
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Jason White
 
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Post » Fri May 27, 2011 8:18 pm

can you also do the alien weapon's projectiles in Mothership Zeta? they really svck and I wish someone could do something about it.

Agreed. they are bulky, block your view in vats, and unimaginative. They will be totally overhauled, but I'm doing the DLC in order.
After finishing the Flamer and Alien Rifle i'll be able to pull EVE out of Beta. At that point I can resume and do the next DLC which is The Pitt

What would also be good would be to incorporate MadCat's laser mod he is working on as well. He has a V-UV silenced laser that would make a good candadate for the 'dissapearing merc' effect.

Link please. I wanna check it out. Maybe i can at least "emulate" his intentions.

Oh the other suggestion is, flash fry perhaps they should have the burn shader, after all they did just burst into flames horrifically.


YET ANOTHER EDIT. If the protectrons gaze is now a laser shotgun, what about the metal blaster? Won't it be redundant then?

Flashfry death leaves them blackened with the cinder cracks right??? at least it SHOULD. ---> http://fookunity.com/fook_team/weijiesen/EVE/094/FlashFryNew.jpg <--- refer to frame 5

yeah i was thinking... what about Metal blaster? well, if you read the fallout wiki LORE on that, its a crystal that separates the beam. A strange powerful crystal, perhaps a crystal MUCH like the ones you find around Mothership Zeta? well then, I shall attach a "crystal" to the front of the gun (it IS a junked home-made gun remember). The Metal BLaster will look like it should, with patches and duct-tape and rust to show its home-made. And i'll attach that crystal in the front, i think the big different is im going to have a NEW laser beam for this gun. the beam will be VERY narrow, and will ignite the target upon impact. The duration and damage of the flames will vary.
Sound good???
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Mariaa EM.
 
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Post » Sat May 28, 2011 10:10 am

Linky: http://www.gamesas.com/bgsforums/index.php?showtopic=1040859
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Solina971
 
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Post » Fri May 27, 2011 6:27 pm

EDIT:
EVE 0.9.4 is going to feature ALL NEW custom visual impacts!
The new impacts are far better than what is currently in EVE.
Please refer to the following sceenshots.

1) http://www.fallout3nexus.com/imageshare/images/1026866-1255098833.jpg
2) http://www.fallout3nexus.com/imageshare/images/1026866-1255098997.jpg
3) http://www.fallout3nexus.com/imageshare/images/1026866-1255099058.jpg
4) http://www.fallout3nexus.com/imageshare/images/1026866-1255099219.jpg
5) http://www.fallout3nexus.com/imageshare/images/1026866-1255099312.jpg
6 http://www.fallout3nexus.com/imageshare/images/1026866-1255109863.jpg

Anticipation!



Molten slag. Melted flesh. In the end its all one hot kiss of death. Thank you weijiesen for making me feel so loved :foodndrink:
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ZANEY82
 
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Post » Sat May 28, 2011 12:43 am

Oh my checked out the just released 9.4 version and those death effects are hurtful. So far i've seen some charred crispy delights along with some red hot steaming summer heatwave hot pants :D And cant forget the blazing christmas red upon robotic metallic skin making me half expect to see melting metal.

Thank you weijiesen for the blazing heat that leaves its mark in different shades of flavourful fatality.
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FoReVeR_Me_N
 
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Post » Sat May 28, 2011 5:30 am

Oh my checked out the just released 9.4 version and those death effects are hurtful. So far i've seen some charred crispy delights along with some red hot steaming summer heatwave hot pants :D And cant forget the blazing christmas red upon robotic metallic skin making me half expect to see melting metal.

Thank you weijiesen for the blazing heat that leaves its mark in different shades of flavourful fatality.


Well there is ONE death that i'm curious if anyone has seen yet . . .
Its "Final Fizz". That death is using an experiment technique of mine, and bears some of the most flashiest visuals i've come up with to date!

You need to get a crit kill against a humanoid by using a plasma shot to the head. ;)

Keep trying. You'll know you've gotten it when the victim starts "boiling" and slooooooowly falls to the ground. Keep your "Effects" volume high, and your eyes sharp!
When the victim finally hits the ground you'll get a big surprise!!! you may even F5 and F9 until you've got it ;)
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Nathan Barker
 
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Post » Sat May 28, 2011 10:24 am

Have you thought about making some of the most gruesome and horrific deaths to be tied to the "Bloody Mess" perk?

How about a death like in the mod 'Gooification' where all of a persons skin melts off and leaves a pile of goo with a burnt skeleton?
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kennedy
 
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Post » Sat May 28, 2011 8:37 am

Have you thought about making some of the most gruesome and horrific deaths to be tied to the "Bloody Mess" perk?

How about a death like in the mod 'Gooification' where all of a persons skin melts off and leaves a pile of goo with a burnt skeleton?



Like they go boom and the different body parts disintegrate in the air?
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Lucie H
 
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Post » Sat May 28, 2011 1:43 am

The new plasma impact really doesn't fit in IMO. I think the original plasma is supposed to somewhat resemble the plasma seen inhttp://en.wikipedia.org/wiki/Plasma_lamp, judging from the particle trail behind the shots.
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Mark Hepworth
 
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Post » Fri May 27, 2011 11:36 pm

The new plasma impact really doesn't fit in IMO. I think the original plasma is supposed to somewhat resemble the plasma seen inhttp://en.wikipedia.org/wiki/Plasma_lamp, judging from the particle trail behind the shots.


up to you
then simply go to your data/meshes/effects/OPTIONAL plasma weapon impact FX_GLOBE from EVE092 and use THAT mesh instead. (yes thats really the long name for that folder)

there you go. EVE offers options ;) You will find that the mesh "impactenergygreen01" in that folder is more suitable for what you want Madcat221. Enjoy!

I just model the "impact" off of the effect its supposedly supposed to do. A plasma cannon (also called an electrothermal accelerator) is an experimental projectile weapon, which accelerates its projectile, by producing a positive pressure, which expels the projectile from a pipe closed at one end by a plasma discharge and the associated thermal expansion of air. A plasma cannon can thus be called a type of firearm, which uses a plasma discharge instead of a chemical propellant (e.g. black powder or nitrocellulose). Plasma is made of semi-stable matter so it has time to eat through the surface and do damage to the real stuff. Plasma is the so called forth state of matter, plasma is normal matter that has been stripped of all or most of its electrons. Needless to say, it must therefore be very hot!

So? Plasma is "melting" whatever it hits. its like its eating through it. Also don't forget the name of the plasma crit hit in vanilla FO3 was "Gooification". Therefore, I based the visual aspect of the plasma hit off of what it does: boil/burn/melt/liquify/GOO-IFY!!
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joeK
 
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Post » Sat May 28, 2011 3:51 am

I have a couple of questions about this mod (which i'm a huge fan of BTW) :twirl:

Question A: When I load this up in FO3Edit, I keep getting errors that keep me from progressing when I apply a conflict filter. Is it possible to shut off the error notifier and let me check for conflicts? (perhaps I should ask this in the FO3Edit forum :) )

The errors i'm getting in FO3Edit always say ...
Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E [00:19]
Errors were found in: ImpactEnergyGreen01 [IPCT:000361E5]

and so on...

This doesn't seem to be a problem, it's just that it won't let me apply filters for some reason because of these errors, which aren't really errors, just warnings ..... very annoying! :banghead:

Question B: Has anyone figured out which features of fallout Re-animated cause the problems with the reload animations in EVE?

Thanks again for this amazing mod :foodndrink:
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Josh Dagreat
 
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Post » Sat May 28, 2011 7:39 am

Errors were found in: ImpactEnergyGreen01 [IPCT:000361E5]

. . . which aren't really errors, just warnings ..... very annoying! :banghead:

Question B: Has anyone figured out which features of fallout Re-animated cause the problems with the reload animations in EVE?

Thanks again for this amazing mod :foodndrink:


Those are 2 questions i have too. . .

I may be a pro with Nifskope and Photoshop, but FO3Edit is foreigner to me. I am aware of the warnings in FO3edit peope have told me. Can you tell me word-for-word what does the warning say? im curious. Perhaps I can adjust the mesh and eliminate the cause of that "warning". By the way, EVE 0.9.4 is using a NEW "ImpactEnergyGreen01", have you tried that? in the data/meshes/effects folder there is an alternate one (the old one) that was the cause of the previous warnings. Does the new impact produce the same warning in FO3edit?

and im curious which animations in "Re-animated" are messing with EVE too. Can you tell me specifically which weapon/s that Re-Animated messes up? perhaps i can bring it to the Re-animated maker's attention and see if he has the theory about this.
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Ownie Zuliana
 
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Post » Fri May 27, 2011 7:57 pm

I may be a pro with Nifskope and Photoshop


No, you are a pro

Can you tell me specifically which weapon/s that Re-Animated messes up?


Sadly, I took out FO3 Re-Animated, and didn\'t even test it out since I heard from Arwen that it was incompatible, I\'m going to put into my newest build and see what happens, though it may be awhile till I see something funny going on since i\'m starting a new game, sorry

Can you tell me word-for-word what does the warning say? im curious.


Sure, here ya go, this happens during startup of FO3Edit regardless of other mods, as long as EVE is plugged in, I always get the same warnings

[00:28] Background Loader: [EVE Beta_0.9.4.esp] Building reference info.
[00:28] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:28] Background Loader: Errors were found in: ImpactEnergyGreen01 [IPCT:000361E5]
[00:28] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1
[00:28] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:28] Background Loader: Errors were found in: ImpactEnergyGreen02 [IPCT:30007FD9]
[00:28] Background Loader: Contained subrecords: EDID MODL DATA DODT DNAM SNAM NAM1
[00:28] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:28] Background Loader: Errors were found in: EnergyImpactRed [IPCT:0001F4C2]
[00:28] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1
[00:28] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:28] Background Loader: Errors were found in: EnergyImpactRed02 [IPCT:30000EA9]
[00:28] Background Loader: Contained subrecords: EDID MODL DATA DODT DNAM SNAM NAM1
[00:28] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:28] Background Loader: Errors were found in: ImpactEnergyGreenFlesh01 [IPCT:000361E6]
[00:28] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1
[00:28] Background Loader: [EVE Operation Anchorage.esp] Building reference info.
[00:28] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:28] Background Loader: Errors were found in: WJSShockSwordFleshImpact [IPCT:3100102A]
[00:28] Background Loader: Contained subrecords: EDID MODL DATA DODT DNAM SNAM NAM1
[00:28] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:28] Background Loader: Errors were found in: WJSShockSwordFleshImpact02 [IPCT:3100102B]
[00:28] Background Loader: Contained subrecords: EDID MODL DATA DODT DNAM SNAM NAM1
[00:28] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:28] Background Loader: Errors were found in: WJSswordImpactnonliving [IPCT:31001029]
[00:28] Background Loader: Contained subrecords: EDID MODL DATA DODT DNAM SNAM NAM1



EVE also causes FO3Edit to stop processing filters due to an assertion failure(on a windows box) that reads...

Assertion Failure (P:\\TES4Workbench\\frm ViewMain.pas, line 4303)

Then on the loading screen it reads...

Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
Errors were found in: ImpactEnergyGreenFlesh01 [IPCT:000361E6]
Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1

*nothing loads following the assertion failure* -> that\'s probably the worse, since I can\'t check for conflicts right now, but perhaps i\'ll figure a way around it, as I\'m sure there is one, just have to wait for someone with more experience with FO3Edit to come around :celebration:

hope that helped a bit
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Taylah Illies
 
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Post » Fri May 27, 2011 7:16 pm

Firstly, the FO3edit "warnings" you get due to the Plasma impact will soon no longer be an issue. I've come up with a NEW impact yet again. This new impact is a more suitable/fitting impact for what "plasma" is supposed to be.

Anyway, i'm still away on a business trip. My stay here has been pushed back by a couple days. While i'm here i am restricted to my laptop. Its quite old and limited. especially for software. in my free-time I can do a bit of texturing, so i'll stick to that for the meantime. at least until im back comfortably with my PC

Speaking of textures, here's something i made recently (HugePinball helped). Its a "DX" texture kind of. I suppose you can consider it as Colonel Autumn DX ^_^ ~ Enjoy!
http://rapidshare.com/files/294256509/Colonel_Autumn.rar <--- click to download this "rare" new Weijiesen DX armor texture!

And here's a little "teaser/promo" i whipped up for EWE.
http://www.fallout3nexus.com/downloads/images/8340-1-1255769572.jpg <-- click to check out a EWE graphic teaser

As the "Classic Fallout" Flamer is finishing, and the Alien Rifle comes to a close, as does the "beta status" of EVE. Remember the "V" in EVE is for "visual". So Pulse, Ion, and Photon/Proton weapons will NOT be in EVE, but will be in EWE. EWE is a copy of EVE but "standardizes" those other types of energy weapons in the FO wasteland to make them as common as lasers/plasma.
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Alexx Peace
 
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Post » Sat May 28, 2011 7:11 am

I don't have any FOedit warnings...do you have the newest version?
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Soku Nyorah
 
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Post » Sat May 28, 2011 8:16 am

Well there is ONE death that i'm curious if anyone has seen yet . . .
Its "Final Fizz". That death is using an experiment technique of mine, and bears some of the most flashiest visuals i've come up with to date!



Havent seen it yet :frog: but having a ton of fun seeing the friendly robots in places like the Super Duper Mart going after the raiders with sci-fi lazers ablasting after i activate them :hehe:
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Jay Baby
 
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Post » Sat May 28, 2011 12:04 am

Possible problem here with EVE 0.9.4?

[00:23] Background Loader: [EVE Beta_0.9.4.esp] Building reference info.
[00:23] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:23] Background Loader: Errors were found in: ImpactEnergyGreen01 [IPCT:000361E5]
[00:23] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1
[00:23] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:23] Background Loader: Errors were found in: ImpactEnergyGreen02 [IPCT:10007FD9]
[00:23] Background Loader: Contained subrecords: EDID MODL DATA DODT DNAM SNAM NAM1
[00:23] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:23] Background Loader: Errors were found in: EnergyImpactRed [IPCT:0001F4C2]
[00:23] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1
[00:23] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:23] Background Loader: Errors were found in: EnergyImpactRed02 [IPCT:10000EA9]
[00:23] Background Loader: Contained subrecords: EDID MODL DATA DODT DNAM SNAM NAM1
[00:23] Background Loader: Error: record IPCT contains unexpected (or out of order) subrecord NAM1 314D414E
[00:23] Background Loader: Errors were found in: ImpactEnergyGreenFlesh01 [IPCT:000361E6]
[00:23] Background Loader: Contained subrecords: EDID MODL MODT DATA DODT DNAM SNAM NAM1
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Betsy Humpledink
 
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Post » Sat May 28, 2011 9:10 am

I don't have any FOedit warnings...do you have the newest version?

Mine's the same as you. I've merged things into EVE 094 using FO3Edit and got nothing at all,not a single "warning/error". Was as slick as lara croft in a wetsuit.

Ive no idea about those impacts. They were made from scratch in a sense. But I'm not sure why FO3Edit wouldnt like VFX made by a non-bethsquash slave.
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brandon frier
 
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Post » Sat May 28, 2011 3:46 am

Hmm, I'm personally curious about something. After killing dozens and dozens of things via head shots and body shots with a laser rifle I can honestly say I've probably gotten 3 or 4 effects total. The most prevalent being incinerate. I believe I've seen ashes to ashes, incinerate, flash fry and liquify. Is there a lower chance for the other effects to happen? Also, I've noticed that the a3 21 plasma rifle and protectrons gaze and wazer wifle all do extremely low damage in mods like FWE. Yet the FOIP patch hasn't been updated in several versions now.

One final thing, after an effect, I more often than I like, instead of the effect going through entirely, the corpses will have some sort of colored suran wrap effect on them. Here are some screenshots to show you what I mean. Note the first is laser, the other 2 are from plasma, and it seems to occur on plasma more frequently than laser does.

http://img207.imageshack.us/img207/9681/screenshot5j.png

http://img8.imageshack.us/img8/7839/screenshot6nx.png

http://img196.imageshack.us/img196/8451/screenshot7z.png
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Glu Glu
 
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Post » Sat May 28, 2011 10:26 am

Also, I've noticed that the a3 21 plasma rifle and protectrons gaze and wazer wifle all do extremely low damage in mods like FWE. Yet the FOIP patch hasn't been updated in several versions now.


We're working on the FWE 4.0, which is getting close to release. I have an updated FOIP patch for the new EVE version mostly done to compliment the 4.0 release of FWE. I PM'd weijiesen to suggest not changing the file name of the EVE mod, as that breakes compatiblity with the FOIP patch each time. It would work fine right now otherwise, but it's looking for the wrong master =(

Also . . . . possible bug in EVE to report:

I've noticed that certain effects have caused (randomly) creatures to become invisible. It's like the death animation/effect goes off, but the creature is still alive, but invisible and impervious to damage even though they can hurt the player still. Reloading doesn't solve the problem, and in fact the creature remains invisible even if you haven't even shot them yet. Quitting the game entirely and reloading makes the creatures visible again.

anyone else notice this?
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Wanda Maximoff
 
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Post » Fri May 27, 2011 9:26 pm

We're working on the FWE 4.0, which is getting close to release. I have an updated FOIP patch for the new EVE version mostly done to compliment the 4.0 release of FWE. I PM'd weijiesen to suggest not changing the file name of the EVE mod, as that breakes compatiblity with the FOIP patch each time. It would work fine right now otherwise, but it's looking for the wrong master =(

Also . . . . possible bug in EVE to report:

I've noticed that certain effects have caused (randomly) creatures to become invisible. It's like the death animation/effect goes off, but the creature is still alive, but invisible and impervious to damage even though they can hurt the player still. Reloading doesn't solve the problem, and in fact the creature remains invisible even if you haven't even shot them yet. Quitting the game entirely and reloading makes the creatures visible again.

anyone else notice this?


I see, alright then. As for that bug, I personally haven't experienced the situation you're talking about; The only bug I'm getting is that weird after effect suran wrap thing. Sorry I can't help you there.
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Bek Rideout
 
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Post » Sat May 28, 2011 7:57 am

I've noticed that certain effects have caused (randomly) creatures to become invisible. It's like the death animation/effect goes off, but the creature is still alive, but invisible and impervious to damage even though they can hurt the player still. Reloading doesn't solve the problem, and in fact the creature remains invisible even if you haven't even shot them yet. Quitting the game entirely and reloading makes the creatures visible again.

anyone else notice this?


I've had this happen to me once, but I didn't want to blame it on any mod in particular since I use so many. It happened to me with an enclave soldier that I shot with a3-21's plasma rifle. I can't really the death animation that played though.
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Mariaa EM.
 
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