Problems w/ Lattamer, Roberts, RBP and Slofs

Post » Sat Jan 08, 2011 2:02 pm

Hello thar, I stopped playing Oblivion for awhile, but now I'm back and re-registered on this forum. I use to be Kuronishi. Anyways, introductions aside - I was lucky enough to be able to recover all of my mods after bringing my PC back to life from power supply failure. The only problem I seem to be having now is getting http://www.tesnexus.com/downloads/file.php?id=21608, Roberts male & female bodies, The Race Balancing Project and Slofs Better Beasts to co-exist without losing my Lattamers or screwing up any Vanilla races.

Here's my LOAD ORDER.

Masters for: Bashed Patch, 0.esp00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]04  Mart's Monster Mod.esm  [Version 3.7b1]05  TamrielTravellers.esm  [Version 1.39c]06  FCOM_Convergence.esm  [Version 0.9.9a7]07  Lattamerv3.esm08  Unofficial Oblivion Patch.esp  [Version 3.2.0]09  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0A  Francesco's Optional Chance of Stronger Bosses.esp0B  Francesco's Optional Chance of More Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]0C  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]0D  Slof's Oblivion Robe Trader.esp0E  Bob's Armory Oblivion.esp0F  FCOM_BobsArmory.esp  [Version 0.9.9]10  Oblivion WarCry EV.esp11  FCOM_WarCry.esp  [Version 0.9.9]12  FCOM_Convergence.esp  [Version 0.9.9]13  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.6beta2]14  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]15  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]16  ShiveringIsleTravellers.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]17  TIE In.esp  [Version 1.07]++  TIE In - RealSwords.esp  [Version 1.07]++  TIE In - DiverseGuardUnity.esp  [Version 1.07]++  TIE In - BobsGuardUnity.esp  [Version 1.07]18  Knights.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  TIE In - Knights.esp  [Version 1.06]19  Mighty Umbra.esp1A  Origin of the Mages Guild.esp  [Version 5.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]1B  Alternative Start by Robert Evrae.esp**  TFF & ROBERT & Slof's Better Beasts.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]1C  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]1D  bgBalancingEVCore.esp  [Version 10.0EV-L]1E  LattamerV3_P-rrtyCure_Hair_Module.esp**  BloodSpray.esp**  LoadingScreens.esp**  LoadingScreensSI.esp


I'd also like to state that I make sure to install, everything, except OBSE Plugins, via OMOD using Oblivion Mod Manager, so if something's wrong with my Load order or what I have installed I can easily remedy that. lol, I find that it's a lot less stressful to do this, no matter how tedious, because it pays off in a situation such as this.

Here's some in game pictures showing result of my failed attempt at merging these together. (The only nudity u'll see is the male buttocks and some crotchless dudes. The goal is to eliminate nudity altogether in my game by ensuring that everyone has on undies when I strip them.)

Can anyone explain why this line is on the back of this orc's head?

http://img228.imageshack.us/i/screenshot13g.png/

Missing Lattamer Races

http://img35.imageshack.us/i/screenshot0jc.png/

http://img193.imageshack.us/i/screenshot1je.png/

http://img696.imageshack.us/i/screenshot2wt.png/


Something's missing...no not that, I'm talking about his undies...but yeah...that's missing too...

http://img192.imageshack.us/i/screenshot3r.png/



What's going on with these textures???

http://img337.imageshack.us/i/screenshot4f.png/

http://img338.imageshack.us/i/screenshot5os.png/

http://img132.imageshack.us/i/screenshot6b.png/

http://img88.imageshack.us/i/screenshot7k.png/


Okay, the male khajiit has his whiskers and claws...but where's her's and what's up with her textures?

http://img130.imageshack.us/i/screenshot10a.png/

http://img295.imageshack.us/i/screenshot11u.png/

http://img20.imageshack.us/i/screenshot12l.png/


Does she have male hands?

http://img208.imageshack.us/i/screenshot8w.png/

http://img94.imageshack.us/i/screenshot9ya.png/


So now that you have an idea of what I'm seeing in my game, allow me to explain what I'd like to see. What I'm looking for is a way to have these mods co-exist in way that allows me to use the lattamer race (with a few modifications here and there) and ensure that npcs walking around don't look like crap while only I look nice.

So, if you could help with this it'd be greatly appreciated!

Oh, and I also have another question, but I'll wait until this gets resolved, because it'd be pointless to ask if I can't get this sorted out first.
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Lady Shocka
 
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Post » Sat Jan 08, 2011 12:08 am

Robert's Female Body mod should install fine. All that matters are that the meshes are installed at the proper time. The plugin only includes a graphical change, adding a female version of one shoe. Slof's mod is not compatible with RBP, it seems, but you can use TES4Edit to fix that, or maybe you can use some Bash tags to get around that. I cannot remember. Do you have the latest version of BOSS and Wrye Bash installed. Updating those two should help.


Edit: Is your game patched to the latest version, and do you have BSA Redirection set in OBMM?
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Kelli Wolfe
 
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Post » Sat Jan 08, 2011 9:51 am

I can see quite a few issues.
You said it's Robert's Female you're going to use, so what's this "TFF & ROBERT & Slof's Better Beasts.esp" about? TFF and Robert's Female race texture settings are quite different.
For Robert's Male and Robert's Female the correct texture settings for Khajiit would be "male/RTfootmale.dds" for males and "male/footmale.dds" for females, while TFF would make it "male/footmale.dds" for the males and "female/footfemale.dds" for females. You're not getting the proper textures on your male Khajiit so there must be something wrong with the end result in your bashed patch.
Your Robert's Male underwear is missing its textures. This is a common issue when the underwear gets invisible in this case. Quite a few users of my mods reported it already and it was always a mix-up between my meshes using V4 texture paths and they using V3 or others where the underwear textures are at different locations. Robert's Male lowerbodies don't have genitals inside the pants, so when they're invisible you'll see this "neuter" appearance.
Also make sure you're using the necessary Stock Clothing and Armor Replacer for both, Robert's Male and Robert's Female, because without them you'll have Vanilla bodies again when wearing something from the original game and then your textures won't fit at all anymore.
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IsAiah AkA figgy
 
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Post » Sat Jan 08, 2011 11:19 am

I can see quite a few issues.
You said it's Robert's Female you're going to use, so what's this "TFF & ROBERT & Slof's Better Beasts.esp" about? TFF and Robert's Female race texture settings are quite different.
For Robert's Male and Robert's Female the correct texture settings for Khajiit would be "male/RTfootmale.dds" for males and "male/footmale.dds" for females, while TFF would make it "male/footmale.dds" for the males and "female/footfemale.dds" for females. You're not getting the proper textures on your male Khajiit so there must be something wrong with the end result in your bashed patch.
Your Robert's Male underwear is missing its textures. This is a common issue when the underwear gets invisible in this case. Quite a few users of my mods reported it already and it was always a mix-up between my meshes using V4 texture paths and they using V3 or others where the underwear textures are at different locations. Robert's Male lowerbodies don't have genitals inside the pants, so when they're invisible you'll see this "neuter" appearance.
Also make sure you're using the necessary Stock Clothing and Armor Replacer for both, Robert's Male and Robert's Female, because without them you'll have Vanilla bodies again when wearing something from the original game and then your textures won't fit at all anymore.

I did not pay too much attention to the LO...

** TFF & ROBERT & Slof's Better Beasts.esp <-- This merge here is kind of what I was hinting at with TES4Edit. You would have to make your own. I am just not completely sure it is necessary with the Bashed Patch's Bash tags.

Robert v5 Beta is packaged with the stock replacer. Grab the OMOD-Ready version here:
(*nudity warning*)
Spoiler

http://www.tesnexus.com/downloads/file.php?id=25365

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Richus Dude
 
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Post » Sat Jan 08, 2011 2:28 pm

Thanks for the advice guys, and wow, what the heck? I have no idea why my past Load Order had TFF instead of Robert's Female Body. I feel like such a moron, but I'm glad someone pointed that out, because imo Robert's female bodies look way better and they ARE conveniently compatible with slofs better beasts without merging anything. So pretty much all I'd have to do is merge slof's esp with Race Balancing Project and then I'm home free, right?

Now here's my other question. I'd like to make a race based on this mod, but expanded in the sense that allows the race to have claw-like finger and toe nails, a wolf tail, and a Lattamer head with wolf ears that fit. How would one go about accomplishing this in the simplest way possible, if even possible? Also how would I go about ensuring that this race is recognized by the Race Balancing Project (light)'s monopoly over races?

PS: I think I know you Drake the Dragon, if so, thanks again for your help man.
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Rachell Katherine
 
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Post » Sat Jan 08, 2011 4:10 am

Thanks for the advice guys, and wow, what the heck? I have no idea why my past Load Order had TFF instead of Robert's Female Body. I feel like such a moron, but I'm glad someone pointed that out, because imo Robert's female bodies look way better and they ARE conveniently compatible with slofs better beasts without merging anything. So pretty much all I'd have to do is merge slof's esp with Race Balancing Project and then I'm home free, right?

Now here's my other question. I'd like to make a race based on this mod, but expanded in the sense that allows the race to have claw-like finger and toe nails, a wolf tail, and a Lattamer head with wolf ears that fit. How would one go about accomplishing this in the simplest way possible, if even possible? Also how would I go about ensuring that this race is recognized by the Race Balancing Project (light)'s monopoly over races?

PS: I think I know you Drake the Dragon, if so, thanks again for your help man.

You cannot do a simple merge. You will have to make conscious decisions about changing data in records for the races that needs Slof's modifications.

I do not understand what you mean by "recognized" in the second part. It depends on how you want to go about making a race based on RBP. That is a pretty open statement. Do you mean stats or what?
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Amiee Kent
 
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Post » Sat Jan 08, 2011 6:59 am

Ok, I just got done installing Roberts Male Body V5, and here's the update....

My males no longer look like ken dolls and they're no longer exposed when I loot their corpses, so that's a plus. I also swapped TFF for Roberts Female Body and they also seem to be covered up nicely. Phew, no longer do I need to worry about looting a corpse and having a friend or relative walk in wondering why some poor schmuck is exposed and why I'm oogling naked girls/guys in my game. I'd rather keep my game nudity free and save the Rated R content for Swearing and Violence! :P

Oh, and Tom, I'm sorry for being so vague. I only have the Light version of RBP installed, and the reasoning behind that is that I barely even use all the vanilla races, so I figured, why add more that I probably won't even use? I'd rather just add 2-3 races I like and customize them as much as I possibly can with my little knowledge. I just wasn't sure whether or not the new races would be able to use the birthsigns that RBP seems to modify.

As for making this simple, I admit I was being quite vague again and I apologize for that as well. My goal is to try and branch off from the http://www.tesnexus.com/downloads/file.php?id=16988 mod and focus on making a wolf/human character with a bushy wolf tail similar to the one shown http://www.tesnexus.com/downloads/images/16988-1-1235300857.jpg). And if possible he'd need to have claws, fangs and wolf ears. I'd also like to give him the ability to not only turn into a wolf like provided in the Ice Elves and Wolf Elves mod, but I'd also like him to be able to turn into a werewolf. If I can somehow be lead in the right direction as to how to do this as far as modding is concerned, it'd be greatly appreciated. If not, I was curious as to how one would implement this into their game in the simplest way.

Thanks!
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Jennie Skeletons
 
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Post » Sat Jan 08, 2011 7:48 am

bump
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Strawberry
 
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Post » Sat Jan 08, 2011 4:33 pm

Okay, or some reason I'm getting whiskers on my Khajiits, but no claws on them or Argonians. I even made a patch w/ Tes4edit, but I still have no claws from better beasts. Anyone know what's wrong?


Here's some pics...

http://img13.imageshack.us/i/screenshot14a.png/

http://img709.imageshack.us/i/screenshot15yd.png/

http://img69.imageshack.us/i/screenshot16p.png/

http://img716.imageshack.us/i/screenshot17d.png/


And here's my current Load Order...

Masters for: Bashed Patch, 0.esp00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]04  Mart's Monster Mod.esm  [Version 3.7b1]05  TamrielTravellers.esm  [Version 1.39c]06  FCOM_Convergence.esm  [Version 0.9.9a7]07  Unofficial Oblivion Patch.esp  [Version 3.2.0]08  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]09  Francesco's Optional Chance of Stronger Bosses.esp0A  Francesco's Optional Chance of More Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]0B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]0C  Slof's Oblivion Robe Trader.esp0D  Bob's Armory Oblivion.esp0E  FCOM_BobsArmory.esp  [Version 0.9.9]0F  Oblivion WarCry EV.esp10  FCOM_WarCry.esp  [Version 0.9.9]11  FCOM_Convergence.esp  [Version 0.9.9]12  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.6beta2]13  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]14  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]15  ShiveringIsleTravellers.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]16  TIE In.esp  [Version 1.07]++  TIE In - RealSwords.esp  [Version 1.07]++  TIE In - DiverseGuardUnity.esp  [Version 1.07]++  TIE In - BobsGuardUnity.esp  [Version 1.07]17  Knights.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  TIE In - Knights.esp  [Version 1.06]18  Mighty Umbra.esp19  Origin of the Mages Guild.esp  [Version 5.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]1A  Alternative Start by Robert Evrae.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]1B  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]**  Slof's Oblivion Better Beasts.esp1C  bgBalancingEVCore.esp  [Version 10.0EV-L]**  bgBalancingEVCore + Slof's Oblivion Better Beasts Patch.esp**  RTFemaleReplacerV12.esp**  MaleBodyReplacerV4.esp**  BloodSpray.esp**  LoadingScreens.esp**  LoadingScreensSI.esp1D  Oblivion Graphics Extender Support.esp  [Version 0.2]

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P PoLlo
 
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Post » Sat Jan 08, 2011 6:00 pm

bump
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Cameron Wood
 
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Post » Sat Jan 08, 2011 5:29 am

You getting whiskers means the racial settings should be alright now.
Not getting claws is a matter of the tail NIFs. Most likely it's pointing to the wrong ones.

Robert's V4 (which is the plugin in Robert's V5 beta) all of a sudden positioned its tails in a "male" subfolder never before encountered in beast race modding. So Robert's ESP instructs the game to use the files "meshes/characters/khajiit/male/khajiittail.nif" and "meshes/characters/argonian/male/tail.nif" while Slof's BB places its files into the usual places "meshes/characters/khajiit/khajiittail.nif" and "meshes/characters/argonian/tail.nif", so actually they're never used.
(I stumbled across this because it was sabotizing my Argonian Beautification the same way on some users' installations.)

Slof's BB plugin should point to the right ones, but last time I checked it was also containing TFF settings instead of Rob-F, so it's better its settings are not persisting for your installation.
(I was able to provide fix racial texture settings for Argonians regardless of the actual bodies used in my AB Requirements plugin, because I'm also the one defining where the textures are located and how they're named, but this is of course something BB can't do.)
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Adriana Lenzo
 
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Post » Sat Jan 08, 2011 1:53 pm

lol, basically what I did was copy the argonian and khajiit tails from slofs and move it to the male folder that Robert made inorder to overwrite the tails without claws within the meshes. Just when I thought I was making progress...http://img683.imageshack.us/i/screenshot18z.png/ happened when I tested female Khajiits. :facepalm:

It looks like a problem w/ textures, almost as if they're missing or are not being used, but I installed them.

So I checked out http://img824.imageshack.us/i/screenshot19f.png/, http://img340.imageshack.us/i/screenshot21f.png/ and http://img97.imageshack.us/i/screenshot20s.png/, and as you can see they look fine. So the problem seems to only be effecting them in particular. My intuition is telling me it's the merged patch between RBP and Slofs Better Beasts that's telling oblivion to get textures for female Khajiits from somewhere other than it's supposed to. If that's the case, I can try to redo the patch, but if it isn't, I'm unsure how to fix this. :shakehead:

Edit: Whoops forgot to mention. For some reason whenever I start character gen/create a character my Khajiits start off with dark seducer eyes for a moment until I click around in the races and come back to them. Then their eyes return back to normal, and in addition to that my Khajiits can use all the hair of other races, in which is also weird. I never intentionally installed a mod in my game that was supposed to do that and the hairs don't even fit the Khajiit heads. So I'd appreciate it if someone could tell me how to fix this as well.


And unrelated question for Drake the Dragon: This question concerns the mod you've been working on called "Argonian Beautification". After reading through the requirements I noticed a mod called "Argonian New Face" by Blackwood, allowing the user to fix Argonian teeth, by no longer hiding them behind their lips. The look of the Argonian's teeth always bugged me and I lost track of this mod I was interested in using, because at the time I was too busy trying to get my more important mods situated. So long story short, you sort of reintroduced it to me and I'm interested in using it once again along with the rest of the Argonian Beautification mod (still debating whether or not to use the feet, I fear that the claws might clip through), however, I also recalled you stating, "as far as I know Better Beasts uses a merged teeth mesh created from the "old" versions, so they will be hidden behind the lips again. This was done to free a slot for additional features but there are none, yet. So just change it back in TESCS to use the seperate teeth from BW again." How would one go about doing that in the Construction Set?
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Georgine Lee
 
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Post » Sat Jan 08, 2011 3:07 am

bump
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Scott Clemmons
 
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Post » Sat Jan 08, 2011 8:05 am

I've been doing some research and it seems like I'm not the only one having this problem with my female Khajiits.

http://www.thenexusforums.com/index.php?showtopic=97350

Does anyone know how to fix this?
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Project
 
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Post » Sat Jan 08, 2011 5:19 am

:twirl: WOOOOOOOOOOOT :twirl:

:woot: I did it! I did it! :woot:

By installing Slof's Khajiit Retexture over Slof's Better Beasts I was able to fix the crude pink texture anomaly on my female Khajiits. I was just about to give up too, but I kept thinking, THERE HAS TO BE A WAY! Thanks for all the help, now I can move onto figuring out how to develop my dream race! :read:

Never EVER give up, because http://img31.imageshack.us/i/screenshot1qb.png/ and http://img155.imageshack.us/i/screenshot0sm.png/ was worth it!

AND...hopefully if anyone else is having the same problem...I'm confident I can help out.
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FITTAS
 
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Post » Sat Jan 08, 2011 1:04 pm

Uh, sorry I'm answering only now. I was quite occupied with my job the last days.
I'm glad it's all working now. Congratulations.

As I said, Rob-F uses "male/footmale.dds" for female Khajiit, while Slof's BB last time I checked uses TFF settings, i.e. "female/footfemale.dds".
If these won the load order contest in the bashed patch, that's the cause for the pink bodies. Quite likely Slof's Khajiit Retexture fixed it by placing its files to the same location where there were previously none present.
It turned out to be a key element of using cosmetic and body mods to keep an eye on the end result of the race texture settings in the bashed patch. Due to many differences among mods it's very easy to mess up.

As to your question, simply open the CS and in Data Files tick Slof's Argonian Better Beasts ESP as the "active" plugin (the one you're going to work on).
Once it's loaded open the races from the top menu bar (don't remember its exact location anymore, the last time I was able to run the CS was many months ago now), go to the Argonians and in the Face Data tab there are meshes selected for the teeth on the left side, on the right side are the textures. Click on upper and lower teeth slot and browse for Blackwood's meshes. Having installed his mod they should be in "meshes/characters/argonian", their names should be self-explanatory as the only other file to do with teeth would be the "merged" one from Scanti. When you're done, save and eviola, that's it.

You can of course also just create a new plugin, which will automatically use the default teeth meshes for Argonians, Blackwood's files in this case, but to make it have any effect at all you'll need to at least click those buttons and re-select the files so the CS knows there's something altered by this plugin. If you then make it load "after" Slof's BB and merged into the bashed patch, you should be fine.

I hope this helps and isn't too confusing. I tend to get carried away in my instructions sometimes.
As for the actual mod in question, should I not have provided a link to it in my readme and shouldn't you have already found it yourself, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3309.
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Felix Walde
 
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Post » Sat Jan 08, 2011 7:54 am

Thanks man!

Without your instructions I think I would be lost, and if anything, I think I follow yours the best when it comes to troubleshooting with mods. I don't find them confusing at all.
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Allison Sizemore
 
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