[RelZ] FWE - FO3 Wanderers Edition #6

Post » Mon Aug 31, 2009 6:07 am

Ah silly me lol, its working now thanks ! :celebration:
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Mon Aug 31, 2009 3:13 pm

In the instructions it says:

Fallout Interoperability Program (FOIP)

Compatibility between FWE and other popular mods such as Mart's Mutant Mod, FOOK, Classic Fallout Weapons, and Weapon Mod Kits is not addressed through the Fallout Interoperability Program. "Compatibility Patches" (CP's), installation, and load order instructions can be accessed via the FOIP page here:


Should it read: ....and Weapon Mod Kits is now addressed through....

or am I misunderstanding what you are trying to say?
User avatar
Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Mon Aug 31, 2009 9:50 am

Yes, that is a typo and confused me at first too. FOIP is now the only way to go to ensure compatibility between all those mods.
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Mon Aug 31, 2009 4:31 pm

I'm really liking this mod and the challenges simple Raiders give me now, but I only have one minor complaint...

I think it would be great to implement a system like the Pedometer for your stamina, hunger and thirst, so that you can check the percentage of your hunger, thirst and rest stats.

It's a bit of a hassle not knowing when until you get a Hungry or Thirst penalty, which takes a whole refrigerator's worth of food to get rid of...
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Mon Aug 31, 2009 8:10 pm

+1 to that.
An aid object that simply opens a menu showing the involved globals/quest vars would be a nice addition.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Mon Aug 31, 2009 2:03 pm

I'm really liking this mod and the challenges simple Raiders give me now, but I only have one minor complaint...

I think it would be great to implement a system like the Pedometer for your stamina, hunger and thirst, so that you can check the percentage of your hunger, thirst and rest stats.

It's a bit of a hassle not knowing when until you get a Hungry or Thirst penalty, which takes a whole refrigerator's worth of food to get rid of...



+1 to that.
An aid object that simply opens a menu showing the involved globals/quest vars would be a nice addition.

Just for the record, with PN Addendum, penalties are not applied when you FIRST get your queues. However, I can understand the desire to have a more detailed means of tracking hunger and thirst and possibly sleep. I'll consider the options to provide this type of feedback and incorporate a solution this weekend.

Thanks for the feedback. :)

FritZ
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Mon Aug 31, 2009 4:20 pm

his may or may not be the proper place for this, I can always move it later.

My review of FWE+MMM+F.O.O.K

TLDR points good/bad at last of post.


First off, mostly because I refuse to read Install instructions, I had a slight bit of trouble making things work.
However, once I got everything working and the game playing fine, I found that the game has changes 100% from vanilla, everything is different. Different in a good way!
So I start a new game,
Arrive in the starting area, take a bit to get used to the control's ( played 360 version first ), make my first character, spend about 30 minutes on face/hair/background.

Start at the wonders starting area, pistol in hand and no real idea what I want to do, fast travel to megaton, and do the few quests inside it, take on the super duper mart quest and then decide to head to my ( modded house ) Fairfax house. ( note that its a great house mod )
Arrive there to see 3 outcasts, and some raiders, the fight was huge, there was at least 8 raiders if not more, the outcasts easly wiped the floor with them.
After the battle I notice that one of them is my height, and one is a tall as a SM!
Wow that's really neat!.

So I am going to skip the added house content ( it was great though ).

Next I rounded up the left over loot, and packed it back to megaton, sold it and bought some ammo.
Before I went anywhere else, I walked over to the local ruined school building, fully expecting to wipe the raiders with ease, ( why not the outcasts did ).
Open the door, walk in, enter stealth, Hey wait stealth is changed, its really hard to sneak now and a raider spotted me.
No problem, enter V.A.T.S and 2 shots later the raider is on the ground.
No problem, right? wrong!
all the raiders friends come over to play, ALL of them. need-less to say, they made short work of me.
O.K, reload, new idea, still getting used to this.
Sneak, kill first raider. Sprint as fast as I can to a small room and duck behind a over turned desk, here come's the rest of the raider's, I am really fighting just to stay alive, there are so many more than I was used to,and they are smarter as well, ( or it seems from 360 ) I end up spending my eager ammo supply to kill them, and after I loot them, I come up with a meager supply of ammo and some melee weapons.
Clearing my war through the building, making 2 trips back to megaton to sell loot and re-supply, I have to say that this is with out a doubt, the hardest time I have ever had in this area, even on the hardest setting on the 360.
The ants even knew better to try me 1-on-1 and regrouped and rushed me en-mass!
That done I return to megaton, sell, re-stock and repair.
Now It's time to head to super-duper mart.

I have to walk there, no problem.
or so I thought.

Walking there, I ran across a non-hostile animal, a wild dog that figured out he had no hope to kill me and ran off, ( I didn't feel the need to kill him )
see a Mirelark, no problem, only one right? wrong, there are, ( I counted ) 8, yes 8 of them on one little group.
No thank you!
I sneak past them, walking to the super-duper mart I come under attack from out of no where! 3 mole rats jumped me, and scared the crap out of me! ( first for fallout )

I wasted them, and went on, they didn't get but one hit in, still got me off guard though.

O.K,
arrive at SDM, sneaking around the side, peak around the corner, gunshots and yelling, ( huge explosion ) car goes off, rock my screen, a half tilt to it, I really felt that!
The battle was already over, a roaming Doc. was lying dead just a few feet from cover, maybe if I had move faster I could have saved him? O well, I loot his body, and the 3-4 raiders there as well, use there items to repair mine.
Enter SDM.
Sneaking through, I hide in the room with the intercom, and some how the light sound of me moving a over turned buggy to get in the door has attracted half the raider's there ( at least twice the normal numbers I remember from 360 copy ).
I close the door, ready my best close range weapon, my combat shotty that I found in the school.
The door swings open, raiders bust in, bullet's fly, some miss, some hit.
First one, then 2 then 4 raiders down. I am hurt, my health is low. Ill just pop a stim and be back to full, except now they just heal over time, and a small bit of hp at that, take one, back at 1/2 health.
Reload,repair and loot.
I am thirsty, I drink some pure water I had picked up, I carry on.
I had looted a hunting rifle, sneaking through I spot 3-4 more raiders, Drop one, head shot, the other return fire in kind, I make it through some how, and clear them all out.

Enter back room, more raiders enter, I get the robot going, and follow him out, he doesn't last long, and for that matter I don't last long my self, wasted by a raider with a combat shotgun.
Good thing I saved before I opened that last door.


TLDR here.

Good points

1) game is way harder now
2) you have to use cover and try to give your self the advantage now.
3) more NPc's to fight
4) more guns and clothing
5) way more involving
6) armor is more use full now, and all of it has been tweaked.
7) ammo is less common
8) head shots, or any shot really now feels like it does more correct damage.

Bad point's

1) ammo is hard to come by, could be good of bad, but its slightly below what I would prefer, but feels just right in terms of realism.
2) could be hard to set up and get working right if you are like me a don't read instructions.
3) takes up 11 gigs of HDD space the way I keep a back up of all mods in a folder. ( 8 for the game folder 3 for the backup folder )


Over all final score out of 10

1) ease of use 8/10
2) extra features 10/10
3) effort 10/10
4) sounds and textures 9/10
5) added content such as weapon mods and weapons 10/10
6) extra armor/clothing and balance 10/10

over all

10/10, makes FO-3 a completely different game in a good way, this is how it should have been stock.

Here are the mods I am using

F.W.E
F.O.O.K
M.M.M
Weapon mods.
Fairfax house
Wasteland travelers
Darnfied UI
UPP
black magic hand
Hair packs
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Mon Aug 31, 2009 8:17 pm

I just recently changed to this mod myself and added MMM. I LOVE it and am having a great time :). There's only one aspect I don't like but I can get around that easy enough. I don't have FOOK though.

It really does make things much more dangerous and you definately have to think! That's a good thing. Errrr just wait until you run across some muties. DOH!
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Mon Aug 31, 2009 10:48 am

I just recently changed to this mod myself and added MMM. I LOVE it and am having a great time :). There's only one aspect I don't like but I can get around that easy enough. I don't have FOOK though.

It really does make things much more dangerous and you definately have to think! That's a good thing. Errrr just wait until you run across some muties. DOH!




no, no wait till you go to the dunwitch building, that's hard.


Only thing I really have yet to figure out is this, I am finding it really hard to level up, its a bit too slow for my tastes like the ammo supply, is there anyway to change this? or any places/quests that I can do to help with leveling/ammo?
I didn't even bother trying to finish the dunwitch building, I ran out of everything but pistol rounds, and they just kept coming, was a blast though.
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Mon Aug 31, 2009 2:26 pm

I, like a previous poster, am confused and perturbed by the skillbook changes, and I would like to request for someone to spell it out in no uncertain terms for us slower people. Thanks in advance for deciphering these heiroglyphics for me!

I've tweaked the skill book implementation a bit.

You need a minimum of 50 skill to read the relevant skill book, and then an addition +10 to that skill to achieve the next perk rank.

It's supposed to be a minimum of 40 . . . this is fixed in the development version I'm working on right now.


So, to clarify, does this mean that one must save all skill books of a certain type until they are able to put 50 points into that skill, at which time they will then be able to read all of the skill books they have saved up, adding several more skill points at once? Or is reading skill books completely useless?

from 'BookPerks_Readme':

"This is why I removed skill bonuses from books effectively removing 323 (646) skill points from game. And Because I didn't want to make books completely useless I edited them to give player perks instead.

Perk requirements: 70(rank1), 75(rank2), 80(rank3), 85(rank4), 90(rank5), 95(rank6), 100(rank7) skill points in said skill. This is to balance perks and because your character either isn't interested or doesn't have required knowledge to fully understand and put to use information in books he doesn't have invested points into."

What the hell does this mean? This doesn't make ANY sense to me. Does this mean we have to read 70 books to acheive rank 1? or does it mean we have to assign 70 level-up skill points to achieve rank 1? If the latter is the case, then I guess it means that most skill books are effectively useless for most of the game?

Please help me understand this! Thank you.
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Mon Aug 31, 2009 4:05 pm

I, like a previous poster, am confused and perturbed by the skillbook changes, and I would like to request for someone to spell it out in no uncertain terms for us slower people. Thanks in advance for deciphering these heiroglyphics for me!


As far as I know the book-perk thing is an optional mod but as for how it works.. If you have say.. 20 points in Energy Weapons and try to read a "Nikola Tesla and You" skill book you won't be able to. Only after you have 50 points in Energy Weapons will you be able to read that book. Once you ARE able to read it you won't get any Energy Weapons skill points from it, instead you'll get a message that say's you've read 1 of 4 of that type of book. If you find and read 4 books you'll get a rank 1 perk, in this case the perk would be;

"Teleforce Hardwiring - You've learnt some tricks from Nicola Tesla and you've been exceptionally interested in his work with Death Rays. With each rank of this perk, all of your energy weapons do an additional 3% damage."

The count then starts over so you can read 4 more books to get rank 2 of the perk ect...
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Mon Aug 31, 2009 8:57 am

All,

Just swinging by to say that I'm not MIA. In fact, I've been doing a bit or work in preparation for version 4.1, which will have a lot of tweaks and fixes, and a few new things as well. It's taking me a little longer to pull everything together, but I think most everyone will be pleased. Might be a few more days yet, so hold tight. Thanks,
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Mon Aug 31, 2009 11:19 am

All,

Just swinging by to say that I'm not MIA. In fact, I've been doing a bit or work in preparation for version 4.1, which will have a lot of tweaks and fixes, and a few new things as well. It's taking me a little longer to pull everything together, but I think most everyone will be pleased. Might be a few more days yet, so hold tight. Thanks,


Cheers =)
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Mon Aug 31, 2009 4:22 pm

All,

Just swinging by to say that I'm not MIA. In fact, I've been doing a bit or work in preparation for version 4.1, which will have a lot of tweaks and fixes, and a few new things as well. It's taking me a little longer to pull everything together, but I think most everyone will be pleased. Might be a few more days yet, so hold tight. Thanks,


Cool!
Take your time!

Another question: In my FOOK+MMM+FWE game I find 8mm Depleted Uranium and X38 Canister ammunition. I'm pretty sure it's from FOOK. Problem is, it has no weight as the other ammo. And in the case of the of the Depleted Uranium I think it was a replacement for the 5mm Minigun ammo, which is used by FWE (with weight).
Am I confusing things or did I something wrong or is it a bug?
Is the X38 and Uranium ammo useless in my game or do they still work with the corresponding weapons?
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Mon Aug 31, 2009 9:02 am

Cool!
Take your time!

Another question: In my FOOK+MMM+FWE game I find 8mm Depleted Uranium and X38 Canister ammunition. I'm pretty sure it's from FOOK. Problem is, it has no weight as the other ammo. And in the case of the of the Depleted Uranium I think it was a replacement for the 5mm Minigun ammo, which is used by FWE (with weight).
Am I confusing things or did I something wrong or is it a bug?
Is the X38 and Uranium ammo useless in my game or do they still work with the corresponding weapons?



I've noticed this as well.
User avatar
Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Mon Aug 31, 2009 3:52 pm

Another question: In my FOOK+MMM+FWE game I find 8mm Depleted Uranium and X38 Canister ammunition. I'm pretty sure it's from FOOK. Problem is, it has no weight as the other ammo. And in the case of the of the Depleted Uranium I think it was a replacement for the 5mm Minigun ammo, which is used by FWE (with weight).
Am I confusing things or did I something wrong or is it a bug?
Is the X38 and Uranium ammo useless in my game or do they still work with the corresponding weapons?


Thanks for pointing this out. It's tricky with FOOK, because I don't actually play the mods together (FOOK isn't really my cup of tea personally), and just stare at their insides through FO3Edit . . . I'll take a look at the ammo though. A lot of FOOK things have just renamed ammo, even though the underlying object has the same FormID. If it doesn't have weight, it means it's something added outside of the context of CALIBR. I can add it to the FOOK patch for FWE to give it weight however.

Does the depleted urabium wok with the minigun? That would be good to know, but I can check on it later as well.

Also, since the current version is pretty stable, I'd like to get some general feedback on balance and difficulty. So . . .

* Are people finding FWE too challenging or not challenging enough?
* Does anything feel like an "exploit"? (I think the bullet time uses too little AP for instance, as the enemy AI seems to get stupid when it's running)
* Anything over/underpowered?
* Other features or improvements you'd like to see?

Cheers.
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Mon Aug 31, 2009 9:44 pm

Personally, I find FWE to be a moderate challenge.
Ammo is sparce and enemies are reasonably strong.
However, I agree with the AP consumption.

Other than that, no complaints. Keep up the good work, I know we all appreciate it.
User avatar
Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Mon Aug 31, 2009 7:54 pm

I'll check if the Uranium works with the Minigun.

All in all FWE is a great addition to my game in achieving a level of realism and challenge. Ammo is scarce® and the weight doesn't turn you into a walking ammo dump. Increased damage and uncapped NPC stats are very fine, too. Though, I have to say that it makes the game easier when you are the first to shoot, because with the help of VATS you become a God of War. 200% damage for headshots lets Supermutants drop like flies. And my char only has SG ~25 and EW ~40.

Maybe you could make the weapons less accurate in VATS or give certain opponents more health, for instance the Supermutants look like they could endure more damage to the head than normal humans.

I know that the PC takes 200% damage from headshots, too, but in my experience they are very rare (like 2 or 3 times in 40h gametime). The only thing that's super dangerous are the mines and grenades. They are almost always insta kills for my char and grenade slinging Raiders are always primaries.

For me the increased damage of the weapons in combination with VATS makes the game easier. Thanks to the increased AP regeneration I seldom have to worry about running out of APs. Maybe the reduction of the AP regeneration would spice things up a bit more. I doubt that 3 headshots on 3 supermutants in 3 meters distance in real time is that easy as it is in VATS...

I don't use the bullet time, so I can't say if it's unbalanced. Though, I LOVE the sprint mod! It's the only reason to eventually try a pure melee char.

Despite these minor points of criticism I can't imagine to play without FWE again. Great stuff!
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Mon Aug 31, 2009 11:55 am

12,7mm DU replaced the vanilla 5mm ammo (and is the standard ammo for all miniguns) while 8mm DU is a totaly new one outside of CALIBR/vanilla ammo.
User avatar
suniti
 
Posts: 3176
Joined: Mon Sep 25, 2006 4:22 pm

Post » Mon Aug 31, 2009 7:39 am

All in all FWE is a great addition to my game in achieving a level of realism and challenge. Ammo is scarce? and the weight doesn't turn you into a walking ammo dump. Increased damage and uncapped NPC stats are very fine, too. Though, I have to say that it makes the game easier when you are the first to shoot, because with the help of VATS you become a God of War. 200% damage for headshots lets Supermutants drop like flies. And my char only has SG ~25 and EW ~40.


I agree with your assessment of difficulty in FWE. A couple of remedies come to mind based on what you've said:

1) Accuracy
With weapon skill not affecting damage much (which I like) there isn't much of a reason to raise weapon skills much above 50 or 60 based on my experience. You're accurate enough in and out of VATS, that aiming doesn't seem to be much of a problem either. The only time aiming is tricky with lower weapon skills is using a scoped weapon at long distances, and compensating for the weapon sway. Bullet time goes a long way towards minimizing the sway factor.

I could see reducing the accuracies in general a little bit again. I did a lot of tweaking on this a few versions back, and now that I've played with it more, I think I need to make weapons slightly more inaccruate again and really give you an incentive to raise weapon skills.

2) Action Points
I also agree that you get too many action points, although I do like the faster AP regen rate, as it keeps things lively :) It's just that when your AP bar is full, you can do too much. In particular, with the default AP drain for bullet time, you can camp out in slow mo for a good 15 seconds or more, which is a lot. A combination of raising the AP drain and slightly lowering the AP pool makes sense to me. The option is that you can always try the VATS_100 optional mod . . . where you and enemies move at the same speed in VATS. You take less VATS damage, but in general with the timing changes I find you take more damage more often regardless.

3) Creature Health
I think droping the super mutie head damage down to 100% (from 200%) will be a good move. They really aren't all that scary at the moment. The same might go for mirelurks and robots I think . . . might make them a little tougher.

I'm also thinking or dropping the respawn timer down to 6 or 7 days (from I believe 10). Might make things a little more dangerous. As it is, you can clean out the DC area pretty well and not have to worry about things. A cool addition to the game would be to have a variable respawn timer on a zone by zone basis, so places like the CD ruins might respawn every few days, while a shack in the waste once every week or two.

Thanks!
User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Mon Aug 31, 2009 8:43 am

I like where your thoughts are going, Mezmorelda. Looking forward to the next version! :goodjob:
I won't use the VATS 100 mod, because the slow mo is just too stylish! I don't want to loose it.

I checked again on the ammunition in question: It's 8mm Depleted Uranium and Type XR-3 Canister. FWE replaces the 12,7mm DU from FOOK with the vanilla (I think) 5mm ammo. That's intended I guess and I haven't found any 12,7mm DU.
Which weapons are using the 8mm DU and XR-3 Canister ammo? Or are they useless when FOOK is overruled by FWE?
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Mon Aug 31, 2009 8:19 am

Would it be possible to restore the frag grenade's timer on the next version? as it is they explode in mid-air harmlessly.
User avatar
Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Mon Aug 31, 2009 8:00 am

So far I love it! I have a couple of things that might want to be checked out.

I play with FWE + MMM. No FOOK.

I don't like the alternative starts. This is just from my perspective as I know plenty of people love it. Unless I misunderstood you, you fixed this so it was not a necessary part? I can't seem to shut it off and get the game to work. I can work around it well enough however I'd like to not to have to use it at all. BUT if there was still a way to get the "note" from Dad you get at the beginning of the vanilla version, it wouldn't bother me to use the alternative start. For me, the holotape from Dad feeds a LOT of RP into my characters if that makes sense. I definately miss it alot and have trouble figuring out exactly how to connect a character with "Dad" without it especially since you don't go through the Vault beginning. But like I said, I can work around it if I have to.

I find a TON of chem's. I mean at level 4 I had so many I could easily have been the richest wasteland dealer ... EVER! LOL.

Other than that, I find the challenge with MMM very very good. So if you decide to make things tougher, maybe make it optional so people who use MMM don't get tromped on TOO badly LOL.

Thank you so much for your hard work on this. It is very much appreciated by myself and many others!
User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Mon Aug 31, 2009 5:41 pm

3) Creature Health
I think droping the super mutie head damage down to 100% (from 200%) will be a good move. They really aren't all that scary at the moment. The same might go for mirelurks and robots I think . . . might make them a little tougher.

Thanks!


As long as the head damage stays higher than body this is ok.

I think FWE does 2 major changes to combat.
1. Killing 1 enemy gets alot easier. This is good, if you get the first shot.
2. MMM increased spawns + the damage changes make you die alot faster.

The big difficulty in combat are the enemy numbers.

One thing I noticed. In most cases the VATS hit chance is only slightly lower or even higher than the body hit chance. Thats why I allways prefer headshots to get double damage with the same accuracy. In the beginning Raiders can almost insta kill you with 1 lucky head shot. I think the head damage should be reduced to 150% or 175 % in general.
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Mon Aug 31, 2009 5:35 am

So far I love it! I have a couple of things that might want to be checked out.

I play with FWE + MMM. No FOOK.

I don't like the alternative starts. This is just from my perspective as I know plenty of people love it. Unless I misunderstood you, you fixed this so it was not a necessary part? I can't seem to shut it off and get the game to work. I can work around it well enough however I'd like to not to have to use it at all. BUT if there was still a way to get the "note" from Dad you get at the beginning of the vanilla version, it wouldn't bother me to use the alternative start. For me, the holotape from Dad feeds a LOT of RP into my characters if that makes sense. I definately miss it alot and have trouble figuring out exactly how to connect a character with "Dad" without it especially since you don't go through the Vault beginning. But like I said, I can work around it if I have to.

I find a TON of chem's. I mean at level 4 I had so many I could easily have been the richest wasteland dealer ... EVER! LOL.

Other than that, I find the challenge with MMM very very good. So if you decide to make things tougher, maybe make it optional so people who use MMM don't get tromped on TOO badly LOL.

Thank you so much for your hard work on this. It is very much appreciated by myself and many others!


I think chems should be more rare but worth more money.
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

PreviousNext

Return to Fallout 3