mod conflict help needed

Post » Wed Mar 11, 2015 5:40 am

Atmoshperic Sounds Tribunal and CharGen Revamped 2.3.

After the character generation, when first appearing in the game world, the character is frozen in place with no UI. I can see the world and its all normal with npcs moving, etc -- character just can't walk at all. Also, GCD does not initiate.

Some of the alternate starts work, such as the Vivec Prison and Dagon Fel. Unfortunately the one I want to start with, drowning in a shipwreck, is frozen. Another one that freezes the character is Gnisis market. I haven't tested them all though.

I've tried changing mod order -- no luck. Also, TESPCD comes up with no conflicts between the two. Warnings.txt has nothing, just the usual BC errors and some texture errors.

Must be a script conflict? I don't know.

Any ideas?

Edit: For those unfamiliar with CharGen Revamped, you start in a small empty room where you go through the character creation process, then at the end you choose your start location from a menu, then it drops you in at that location, at which point GCD, if you have it, does its initial thing and you're ready to go.

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Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Wed Mar 11, 2015 10:49 am

Perhaps the GCD script has something that must be working and the other mods could prevent that from happening. My guess is that the CharGen Revamped 2.3 mod could have a conflict with GCD start script.

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Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Wed Mar 11, 2015 6:00 am

Yeah that was my first guess before I narrowed it down. Also, CharGen Revamped 2.3 has been made compatible with GCD.

I can confirm though that it is between the two mods I originally posted though. I've tested it with just those two mods loaded.

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Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Wed Mar 11, 2015 9:48 am

Sometimes when two messageboxes with buttons pop-up and you close one of them, the game looks like its frozen, but its just in menu mode. Try, right-clicking to open inventory and close it .It should do the trick.

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gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Tue Mar 10, 2015 10:04 pm

Just tried it. Didn't work.

With the locations that do work only one box pops up: "GCD init complete"

I'll also add that third person doesn't work either -- just like in the ship in the normal start sequence.

For those unfamiliar with CharGen Revamped, you start in a small empty room where you go through the character creation process, then at the end you choose your start location from a menu, then it drops you in at that location, at which point GCD, if you have it, does its initial thing and you're ready to go.

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FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Wed Mar 11, 2015 8:38 am

Please post download links to exact version of involved mods when requesting this kind of help.

Assuming it is http://mw.modhistory.com/download-42-12898, I found this http://www.fliggerty.com/phpBB3/viewtopic.php?f=32&t=5956.
IMO problem may be chargenew script has been made with too many nested ifs/elseifs. so not all decision branches may work (this is usually detected by MWEdit as (1 error) with no explanation when any other error is already cleaned).
A possible solution to this problem could be moving the shorter main branch up, separate it with a return, and move the longer part down so it can be moved up a nesting level, e.g.
Spoiler

Begin chargenewshort Stateshort State2short buttonshort buttonashort button1short button2Short SkipPress ;Used only for Random beginning. Skips Getbuttonpress.short OverallStateshort RandStartfloat WindowTimer ;Stops the windows from stacking (all coming up at the same time).if ( WindowTimer < 1 )	set WindowTimer to ( WindowTimer + GetSecondsPassed )	return	endifif ( menumode == 1 )	returnendif;if ( State == -1);	return;endifif ( OverallState == 1 )	; moved shorter block up /abot	"CharGen StatsSheet"->disable	"CharGen Boat"->Disable	"CharGen Boat Guard 1"->disable	"CharGen Boat Guard 2"->disable	"CharGen Dock Guard"->disable	"CharGen_cabindoor"->disable	"CharGen_chest_02_empty"->disable	"CharGen_crate_01"->disable	"CharGen_crate_01_empty"->disable	"CharGen_crate_01_misc01"->disable	"CharGen_crate_02"->disable	"CharGen_lantern_03_sway"->disable	"CharGen_ship_trapdoor"->disable	"CharGen_barrel_01"->disable	"CharGen_barrel_02"->disable	"CharGenbarrel_01_drinks"->disable	"CharGen_plank"->disable	"CharGen Door Hall"->Unlock	StartScript RaceCheck 	enableplayerfighting	enableplayermagic	enableplayercontrols	EnablePlayerJumping	EnablePlayerViewSwitch	EnableVanityMode	enablestatsmenu	enableinventorymenu	enablemagicmenu	enablemapmenu	EnableRest	 	set CharGenState to -1	set State to -1	If ( CharGenQuick == 1 )		Player->Positioncell, -48, -135, 270, 90 "Seyda Neen, Census and Excise Office"	else		Set CharGenQuick to 1	Endif	addtopic "background"	addtopic "specific place"	addtopic "someone in particular"	addtopic "services"	addtopic "my trade"	addtopic "little secret"	addtopic "latest rumors"	addtopic "little advice"	StopScript, "chargenew"	returnendif; if ( OverallState == 0 ) ;  moved longer code block down to remove one nesting level /abotIf ( State2 == 0 )	Set State to 999	MessageBox "How do you want to start your story?", "Quick Beginning", "Normal Beginning" , "Custom Beginning"	Set state2 to 1elseif ( State2 == 1 )	set buttona to GetButtonPressed	if ( buttona == -1 )		Return	elseif ( buttona == 0 )	;Quick Start		Set CharGenQuick to 1		Set State to 0		Set State2 to -1		return	elseif ( buttona == 1 )	;Normal Beginning		Set PCR_OldStart to 1		stopscript chargenew		startscript chargen		Set State to -1		Set State2 to -1		return	elseif ( buttona == 2 )	;Custom Beginning		Set State2 to -1		Set State to 0		Return				endifendifif ( State == 0 )	disablePlayerControls	EnableNameMenu	set State to 10	set WindowTimer to 0.5elseif ( State == 10 )	EnableRaceMenu	set State to 20	set WindowTimer to 0.5elseif ( State == 20 )	EnableClassMenu	set State to 30	set WindowTimer to 0.5elseif ( State == 30 )	EnableBirthMenu	set State to 40	set WindowTimer to 0.5elseif ( State == 40 )	EnableStatReviewMenu	set State to 50	set WindowTimer to 0.5elseif ( State == 50 )	If ( CharGenQuick == 1 )		Set OverallState to -1		Set state to -1	else		startscript, CM_stateditor		set State to 55	endifelseif ( State == 55 )	if ( ScriptRunning, "CM_stateditor" == 0 )		startscript, CM_skilleditor		set State to 56	endif	;Start item editor only if skill editor is finishedelseif ( State == 56 )	if ( ScriptRunning, "CM_skilleditor" == 0 )		StartScript, CM_SpawnItem		set State to 60	endifelseif ( State == 60 )	if ( ScriptRunning, "CM_SpawnItem" == 0 ) 		MessageBox "Under what circumstances does your story begin? ", "Random", "Arriving on a Prison Ship from Cyrodiil", "Exploring around Dagon Fel", "Stepping onto the docks at Ebonheart", "Getting something to eat in Caldera", "Browsing the market at Gnisis", "Drowning in a shipwreck on the east coast", "- NEXT -"		set State to 65	endifelseif ( State == 65 )	If ( SkipPress != 1 )		set button to GetButtonPressed	endif	if ( button == -1 )		Return	elseif ( button == 0 )	;Random		Set RandStart to ( ( Random, 3 ) + 1 )		If ( RandStart == 1 )			Set button to ( ( Random, 4 ) + 3 )		elseif ( RandStart == 2 )			Set State to 75			Set button1 to ( ( Random, 6 ) + 1 )		elseif ( RandStart == 3 )			Set State to 85			Set button to ( ( Random, 6 ) + 1 )		elseif ( RandStart == 4 )			Set State to 95			Set button2 to ( ( Random, 5 ) + 1 )		endif		Set SkipPress to 1		Return	elseif ( button == 1 ) ;;xPrison Shipx Decided to use Quick Start location. Maybe make it the same as Quick Start?		Player->Positioncell, -48, -135, 270, 90 "Seyda Neen, Census and Excise Office"		Player->additem "AB2_start instructions", 1	elseif ( button == 2 )		Player->PositionCell 59482,181274,553,115, "Balmora"		; using Balmora as standard generic exterior cell name for MWEdit syntax check compatibility, what counts is exterior coordinates /abot		ChangeWeather "Sheogorad" 3				Player->AddItem, "Gold_001", 25		Player->AddItem, "ingred_bread_01", 1		Player->AddItem, "misc_de_foldedcloth00", 1		Player->AddItem "AB2_start instructions", 1	elseif ( button == 3 ) 		Player->PositionCell 20373,-102522,79,343, "Ebonheart"		ChangeWeather "Ascadian Isles Region" 1 		Player->AddItem, "Gold_001", 10		Player->AddItem, "bk_guide_to_vvardenfell", 1		Player->Additem "AB2_start instructions", 1	elseif ( button == 4 )		Player->PositionCell 230,-198,160,0, "Caldera, Shenk's Shovel"		ChangeWeather "West Gash Region" 5		Player->AddItem, "Gold_001", 5		Player->AddItem, "ingred_fire_petal_01", 4		Player->AddItem, "ingred_black_anther_01", 6		Player->AddItem "AB2_start instructions", 1	elseif ( button == 5 )		Player->PositionCell -85371,92544,1028,0, "Gnisis"		Player->AddItem, "Gold_001", 60		Player->AddItem, "light_de_buglamp_01", 1		Player->Additem "AB2_start instructions", 1	elseif ( button == 6 )		Player->PositionCell 4306,3763,-754,0, "Lonely Shipwreck, Upper Level"		ChangeWeather "Azura's Coast Region" 5		Player->Additem "AB2_start instructions", 1		Player->RemoveItem "iron dagger", 1		Player->AddItem "iron dagger", 1	elseif ( button == 7 )		set State to 70		return	endif	set OverallState to 1elseif ( State == 70 )	MessageBox "Under what circumstances does your story begin?", "- PREVIOUS -", "Hiding from the law", "Diving for pearls near Pelagiad", "Hunting in the Grazelands", "Working in the fields", "Collecting ingredients on the Bitter Coast", "Grave Robbing in a tomb near Balmora", "Studying in the Balmora Mages Guild", "- NEXT -"	set State to 75	returnendif; another split for safety /abotif ( State == 75 )	If ( SkipPress != 1 )		set button1 to GetButtonPressed	endif	if ( button1 == -1 )		Return	elseif ( button1 == 0 )		set state to 60		Return	elseif ( button1 == 1 )		Player->PositionCell 13078,-78339,402,217, "Balmora"		Player->RemoveItem "common_shoes_01", 1		Player->AddItem "AB2_bearskin cuirass", 1		Player->Additem "AB2_netch leather boots", 1		Player->Additem "AB2_fur greaves", 1		Player->Additem "AB2_start instructions", 1		Player->Equip "AB2_bearskin cuirass"		Player->Equip "AB2_netch leather boots"		Player->Equip "AB2_fur greaves"		Player->Equip "iron dagger"		Player->AddItem "ingred_diamond_01", 1		SetPCCrimelevel, 75	elseif ( button1 == 2 )		Player->PositionCell 12481,-61011,-280,0, "Balmora"		Player->RemoveItem "iron dagger", 1		Player->AddItem "bk_guide_to_vvardenfell", 1		Player->Additem "ingred_pearl_01", 2		Player->Additem "iron dagger", 1		Player->Additem "AB2_start instructions", 1	elseif ( button1 == 3 )		Player->PositionCell 74894,124753,1371,0, "Balmora"		Player->RemoveItem "iron dagger", 1		Player->AddItem "ingred_hound_meat_01", 3		Player->Additem "AB2_start instructions", 1		Player->AddItem "AB2_chitin bow", 1		Player->Equip, "AB2_chitin bow"		Player->AddItem "chitin arrow", 30		Player->AddItem "AB2_right cloth bracer", 1		Player->Equip, "AB2_right cloth bracer"		Player->AddItem "AB2_netch gauntlet left", 1		Player->Equip, "AB2_netch gauntlet left"		"CharGen StatsSheet"->disable		"CharGen Boat"->Disable		"CharGen Boat Guard 1"->disable		"CharGen Boat Guard 2"->disable		"CharGen Dock Guard"->disable		"CharGen_cabindoor"->disable		"CharGen_chest_02_empty"->disable		"CharGen_crate_01"->disable		"CharGen_crate_01_empty"->disable		"CharGen_crate_01_misc01"->disable		"CharGen_crate_02"->disable		"CharGen_lantern_03_sway"->disable		"CharGen_ship_trapdoor"->disable		"CharGen_barrel_01"->disable		"CharGen_barrel_02"->disable		"CharGenbarrel_01_drinks"->disable		"CharGen_plank"->disable		"CharGen Door Hall"->Unlock		StartScript RaceCheck		enableplayerfighting		enableplayermagic		enableplayercontrols		EnablePlayerJumping		EnablePlayerViewSwitch		EnableVanityMode		enablestatsmenu		enableinventorymenu		enablemagicmenu		enablemapmenu		EnableRest	 		set CharGenState to -1		set State to -1	elseif ( button1 == 4 )		Player->PositionCell 13449,-57064,136,0, "Balmora"		Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shirt_01", 1		Player->RemoveItem "common_shoes_01", 1		Player->AddItem "slave_bracer_right", 1		Player->AddItem "ingred_saltrice_01", 6		Player->Equip "slave_bracer_right"		Additem "AB2_start instructions", 1	elseif ( button1 == 5 )		Player->PositionCell -42653,28795,355,0, "Balmora"		ChangeWeather "Bitter Coast Region" 1		Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shirt_01", 1		Player->Additem "AB2_mortar", 1		Player->AddItem "ingred_bc_bungler's_bane", 3		Player->Additem "AB2_start instructions", 1		Player->Additem "common_robe_01", 1		Player->Equip, "common_robe_01"	elseif ( button1 == 6 )		Player->PositionCell 2043,263,-164,268, "Tharys Ancestral Tomb"		Player->RemoveItem "iron dagger", 1		Player->AddItem "light_com_torch_01_256", 1		Player->Additem "AB2_start instructions", 1		Player->AddItem "AB2_silver claymore", 1		Player->AddItem "AB2_lucky", 1		Player->Equip, "AB2_silver claymore"		Player->Equip, "AB2_lucky"	elseif ( button1 == 7 )		Player->PositionCell 505,-387,-752,205, "Balmora, Guild of Mages"		Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shirt_01", 1		Player->Additem "bookskill_Alchemy2", 1		Player->AddItem "common_robe_03", 1		Player->Equip, "common_robe_03"		Player->Additem "AB2_start instructions", 1	elseif ( button1 == 8 )		set state to 80		return	endif	set OverallState to 1elseif ( State == 80 )	MessageBox "Under what circumstances does your story begin?", "- PREVIOUS -", "Gathering firewood in the Wilderness", "In prison at Vivec", "Shipwrecked on a beach", "Fighting a battle in the Vivec Arena", "Setting up camp near Khuul", "Working as a commoner in Maar Gan", "Paying homage at the Fields of Kummu", "-NEXT-"	set State to 85elseif ( State == 85 )	If ( SkipPress != 1 )		set button to GetButtonPressed	endif	if ( button == -1 )		Return	elseif ( button == 0 )		set state to 70		Return	elseif ( button == 1 )		Player->PositionCell 38154,-53328,931,268, "Balmora"				Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shoes_01", 1		Player->AddItem "iron battle axe", 1		Player->AddItem "fur_boots", 1		Player->Equip "iron battle axe"		Player->Equip "fur_boots"		Player->Additem "AB2_start instructions", 1	elseif ( button == 2 )					Player->PositionCell 274,-214,-100,0, "Vivec, Hlaalu Prison Cells"				Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shoes_01", 1		Player->RemoveItem "common_shirt_01", 1		Player->Additem "AB2_start instructions 2", 1		Player->AddItem "expensive_shirt_02", 1		Player->AddItem "key_vivec_hlaalu_cell", 1		Player->AddItem "expensive_pants_02", 1		Player->AddItem "common_shoes_01", 1		Player->Additem "gold_001", 20	elseif ( button == 3 )					Player->PositionCell -100317,84103,60,303, "Balmora"				Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shoes_01", 1		Player->Additem "AB2_start instructions", 1	elseif ( button == 4 )		Player->PositionCell 5,-583,-432,0, "Vivec, Arena Pit"		Player->RemoveItem "iron dagger", 1		Player->AddItem, "AB2_iron shortsword", 1		Player->AddItem, "AB2_netch leather boots", 1		Player->AddItem, "AB2_netch leather shield", 1		Player->AddItem, "AB2_iron cuirass", 1		Player->Equip, "AB2_iron shortsword"		Player->Equip, "AB2_Netch leather boots"		Player->Equip, "AB2_netch leather shield"		Player->Equip, "AB2_iron cuirass"		Player->RemoveItem "common_shoes_01", 1		Player->Additem "AB2_start instructions", 1		PlaceAtPC, "AB2_hostile", 1, 1000, 0	elseif ( button == 5 )		Player->PositionCell -78170,143029,427,349, "Balmora"		Player->Additem "AB2_start instructions", 1	elseif ( button == 6 )		Player->PositionCell 29,-384,-386,0"Maar Gan, Andus Tradehouse"		Player->AddItem "gold_001", 35		Player->AddItem "misc_com_bucket_01", 1		Player->AddItem "misc_de_cloth10", 1		Player->AddItem "misc_de_tankard_01", 1		Player->AddItem "AB2_start instructions", 1	elseif ( button == 7 )					Player->PositionCell 14330,-33457,774,57, "Balmora"					Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shirt_01", 1		Player->AddItem "bk_PilgrimsPath", 1		Player->AddItem "common_robe_01", 1		Player->Equip "common_robe_01"		Player->Additem "AB2_start instructions", 1	elseif ( button == 8 )		Set state to 90		Return	endif	set OverallState to 1elseif ( State == 90 )	MessageBox "Under what circumstances does your story begin?", "- PREVIOUS -", "Shaking down Fargoth", "Enjoying Dessel's House of Earthly Delights", "Fishing in Hlaa Oad", "Mining in the Caldera Ebony Mine", "Sleeping in a haunted room at Gateway Inn", "Entertaining patrons at Eight Plates" ; , "- NEXT -"	set State to 95elseif ( State == 95 )	If ( SkipPress != 1 )		set button2 to GetButtonPressed	endif	if ( button2 == -1 )		Return	elseif ( button2 == 0 ) ;Previous		set state to 80		Return		;			I added place holders here for now. The placeholders are Paying hommage in the fields of kummu	elseif ( button2 == 1 ) ;Shaking Down Fargoth		Player->PositionCell 14330,-33457,774,57, "Balmora"					Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shirt_01", 1		Player->AddItem "bk_PilgrimsPath", 1		Player->AddItem "common_robe_01", 1		Player->Equip "common_robe_01"		Player->Additem "AB2_start instructions", 1	elseif ( button2 == 2 ) ;Enjoying Dessel's House of Earthly Delights		Player->PositionCell 14330,-33457,774,57, "Balmora"					Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shirt_01", 1		Player->AddItem "bk_PilgrimsPath", 1		Player->AddItem "common_robe_01", 1		Player->Equip "common_robe_01"		Player->Additem "AB2_start instructions", 1	elseif ( button2 == 3 ) ;Fishing in Hlaa Oad		Player->PositionCell 14330,-33457,774,57, "Balmora"					Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shirt_01", 1		Player->AddItem "bk_PilgrimsPath", 1		Player->AddItem "common_robe_01", 1		Player->Equip "common_robe_01"		Player->Additem "AB2_start instructions", 1	elseif ( button2 == 4 ) ;Mining in the Caldera Ebony Mines		Player->PositionCell 14330,-33457,774,57, "Balmora"					Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shirt_01", 1		Player->AddItem "bk_PilgrimsPath", 1		Player->AddItem "common_robe_01", 1		Player->Equip "common_robe_01"		Player->Additem "AB2_start instructions", 1	elseif ( button2 == 5 ) ;Sleeping in a haunted room at Gateway Inn		Player->PositionCell 14330,-33457,774,57, "Balmora"					Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shirt_01", 1		Player->AddItem "bk_PilgrimsPath", 1		Player->AddItem "common_robe_01", 1		Player->Equip "common_robe_01"		Player->Additem "AB2_start instructions", 1	elseif ( button2 == 6 ) ;Entertaining patrons at Eight Plates		Player->PositionCell 14330,-33457,774,57, "Balmora"					Player->RemoveItem "iron dagger", 1		Player->RemoveItem "common_shirt_01", 1		Player->AddItem "bk_PilgrimsPath", 1		Player->AddItem "common_robe_01", 1		Player->Equip "common_robe_01"		Player->Additem "AB2_start instructions", 1		;		elseif ( button2 == 7 ) ;Not used yet		;		elseif ( button2 == 8 ) ;Not used yet		;		elseif ( button2 == 9 ) ;Not used yet	endif	set OverallState to 1endifEnd chargenew
P.S: also, the mod requires Bloodmoon.esm as master as the CM_SpawnItem refers to Bloodmoon items
[EDIT]typos
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Jennifer May
 
Posts: 3376
Joined: Thu Aug 16, 2007 3:51 pm

Post » Wed Mar 11, 2015 11:33 am

Thanks for the help everyone. :smile:

Abot: That is indeed the location where I downloaded the mod. Thanks for finding that thread. I had only searched these forums for the problem.

A couple things to note about the information posted in that thread. Someone posted there that they tried the CharGen mod alone with the base game files and still had the problem. However, I tried this multiple times and the mod works just fine by itself for me; the frozen issue does not exist -- at least with the Custom Start option, which is all I'm concerned about.

I found the conflict with Atmospheric Sounds Tribunal by using the binary method on my mod list. I tested them together and apart more than once to make sure of this. I noticed in the thread you linked they did not find this connection, however, I noticed in the mod list that both people posted with the problem, Atmospheric Sounds Tribunal was present.

Atmospheric Sounds was installed by MGSO 3.0. However, I downloaded that mod directly from http://mw.modhistory.com/download-26-7148 and tried that esp as well -- same exact problem.

As far as your proposed script solution, I should probably say I'm script illiterate. Looking it over, for example, I have no clue what the "shorter main branch" would be. Until I have some time to do a little self-education I won't be able to test your solution.

Edit: Added some clarity. Oh and I do have Bloodmoon loaded. However if you think its important I add the esm as a master I can manage that.

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LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Wed Mar 11, 2015 11:23 am

Replacing (paste over) the script source and saving the script should be enough for testing my changes.
You may also want to add Bloodmoon.esm to the mod masters and resave/recompile the CM_SpawnItem script if you want it to be able to add these Bloodmoon items
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tegan fiamengo
 
Posts: 3455
Joined: Mon Jan 29, 2007 9:53 am

Post » Wed Mar 11, 2015 9:28 am

Ah, I was being a bit dense there. I thought you posted the original script as reference, not noticing that what you posted actually had your modifications. I'll give it all a try when I get a moment. Thanks again.

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Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Wed Mar 11, 2015 6:53 am

Brilliant!

Made your suggested changes and then tried the two locations I've been using during my previous tests and everything seems to be working just fine now. I haven't tested all of the locations but I imagine they are fixed too. Also, I tested the normal beginning which seems to be working fine. Quick Start still leaves you frozen but, as far as I'm concerned, I will never be using that option anyway.

Thank you, abot!

I'll go tell them in the other forum.

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jenny goodwin
 
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