Unholy Darkness - Complete Vampire Overhaul

Post » Fri Nov 05, 2010 1:00 pm

*Added a messagebox pop up when you load the game for the first time that asks you if you want to become a vampire. This will save you the trouble of finding a vampire and getting the disease, and getting killed 5 times before you luck out and get the disease before getting killed.

How about a quest instead? Perhaps go after a sought out location in a cave, of some bandits who happened upon a stash of ancient vampire blood and didn't know they had it. You have to sneak into the cave (or not), get the vampire blood, then find a means of injecting yourself with some of it. :) That would make for the usual 3 day scenario. Say an hour or so after the injected blood enters your system, you faint and wake up with the infection, perhaps a random amount of hours go by during the faint.

And on the side note: CM Partners can't easily be "converted" to, they actually use token items (it's a ring). Plus, the major downside of CM partners is their use of quest script variables, which are not meant to maintain anything but player state values during a quest (IE, they're not meant for multiple NPCs to keep stats in). The main reason why CM Partners uses a token on the NPCs. You may think your meager attempts to copy CM is inferior, but guess what, they're basically identical, they both perform the same function.

I'll have to create a new character to have it ready for the big test.

GuruSR.
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Flesh Tunnel
 
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Post » Thu Nov 04, 2010 11:48 pm

Wow i havent been here in a while. Seems the mod is still in progress?

Well im sure this will be finished by the end of summer.. but i feel like this mod has madmole in chains?

I hope not! And the mod is awsomly coming along :D. I can't wait!

Some mods im defintly going to add with this is Better Citties, FCOM, Deadly Reflex, etc..can't remember it's a huge list.

But i have a question MM...will Better Citties be compatible with Unholy Darkness? Since Better Citties overhauls every citty pretty roughly.

I hope to hear from you later!
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Adriana Lenzo
 
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Post » Fri Nov 05, 2010 12:06 am

I'm wondering though. After some vampire hunters show up in your city, how long will they be there before they finally leave? I mean, if after they show up, you don't do anything to arose suspicion toward yourself. They'll eventually give up and leave, right?
Yes, each day your bounty goes down a little, so once it gets low enough they will take off.

How about a quest instead? Perhaps go after a sought out location in a cave, of some bandits who happened upon a stash of ancient vampire blood and didn't know they had it. You have to sneak into the cave (or not), get the vampire blood, then find a means of injecting yourself with some of it. :) That would make for the usual 3 day scenario. Say an hour or so after the injected blood enters your system, you faint and wake up with the infection, perhaps a random amount of hours go by during the faint.

And on the side note: CM Partners can't easily be "converted" to, they actually use token items (it's a ring). Plus, the major downside of CM partners is their use of quest script variables, which are not meant to maintain anything but player state values during a quest (IE, they're not meant for multiple NPCs to keep stats in). The main reason why CM Partners uses a token on the NPCs. You may think your meager attempts to copy CM is inferior, but guess what, they're basically identical, they both perform the same function.

I'll have to create a new character to have it ready for the big test.

GuruSR.
I did the vampire dialogue because seeking out a cave to get scratched and infected is just a waste of time for those who know they want to be a vampire in the first place. I think finding a needle and injecting a virus idea might go ok in fallout3, but doesn't seem to fit with my traditional vampire ideas in Oblivion.

What I'd much rather have, If I get time, I will upgrade my current feature to an actual vampire attack on the player. A vampire would approach the player and you could accept it willingly or unwillingly, depending on how you would like it to happen. Then you would have "a maker" instead of some S-bag from a dungeon. I would also code in so this maker might give you a hand if you get in serious danger, or help you along.


Wow i havent been here in a while. Seems the mod is still in progress?

Well im sure this will be finished by the end of summer.. but i feel like this mod has madmole in chains?

I hope not! And the mod is awsomly coming along :D. I can't wait!

Some mods im defintly going to add with this is Better Citties, FCOM, Deadly Reflex, etc..can't remember it's a huge list.

But i have a question MM...will Better Citties be compatible with Unholy Darkness? Since Better Citties overhauls every citty pretty roughly.

I hope to hear from you later!
Most likely it will be ok. I only modify the interiors cells so far. I don't use those mods though so I don't know. I use OOO and its fine.
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Rachel Tyson
 
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Post » Fri Nov 05, 2010 5:05 am

*Added a victim animation when you force feed on someone. (this is awesome)

Vid plz? :embarrass:


This mod is going to make me the happiest person ever! Adoring Fan just you wait :evil:
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Noely Ulloa
 
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Post » Fri Nov 05, 2010 2:11 pm

I did the vampire dialogue because seeking out a cave to get scratched and infected is just a waste of time for those who know they want to be a vampire in the first place. I think finding a needle and injecting a virus idea might go ok in fallout3, but doesn't seem to fit with my traditional vampire ideas in Oblivion.

What I'd much rather have, If I get time, I will upgrade my current feature to an actual vampire attack on the player. A vampire would approach the player and you could accept it willingly or unwillingly, depending on how you would like it to happen. Then you would have "a maker" instead of some S-bag from a dungeon. I would also code in so this maker might give you a hand if you get in serious danger, or help you along.

Well, that sounds like a decent idea, the "maker" that is, though there *is* the vampire offering from the Dark Brotherhood, but I'm not sure if thats the same thing, since I never took the person up on the offer. There are vampire companions (non-cm) that can also infect you if you sleep near them. Just a thought, but the messagebox dialog asking if you want the infection instantly, I guess for some would be fine, though I'd myself, add it to the options and make it so you have to turn that on, or "request offering" or something, since it'll most likely instantly come up during creation of the character (unless you test for completion of the tutorial quest). I've had my fair share of mal-behaved mods that interfere with creating characters, just hoped this one wouldn't be on that list. I doubt you'd let that happen. :)

GuruSR.
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XPidgex Jefferson
 
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Post » Fri Nov 05, 2010 1:54 am

What I'd much rather have, If I get time, I will upgrade my current feature to an actual vampire attack on the player. A vampire would approach the player and you could accept it willingly or unwillingly, depending on how you would like it to happen. Then you would have "a maker" instead of some S-bag from a dungeon. I would also code in so this maker might give you a hand if you get in serious danger, or help you along.

That would be cool. I hope you can get around to that.
IMO, it is a bit lame to just get "scratched" by a random vampire in a cave and they turn you. But at the same time, I think it's equally lame to just get a pop-up box that asks if you want to be a vampire.

BTW, nice avatar madmole.
though there *is* the vampire offering from the Dark Brotherhood, but I'm not sure if thats the same thing, since I never took the person up on the offer

Yeah, that vampire in the DB offers to give you the dark gift. I originally was going to become a vampire like that (awaiting on this mod first) but I couldn't wait that long and ended up finishing the DB questline...or most of it anyways. Still got a few more quests to go.



Bit off topic here, but why is there no simple tags when making a reply anymore? Not in the fast reply box nor the full reply box :(

EDIT: nevermind. Was noscript (firefox add-on) blocking part of the site. Didn't even think to check that even though the forums have obviously changed a lot.
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priscillaaa
 
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Post » Fri Nov 05, 2010 1:02 am

Well, that sounds like a decent idea, the "maker" that is, though there *is* the vampire offering from the Dark Brotherhood, but I'm not sure if thats the same thing, since I never took the person up on the offer. There are vampire companions (non-cm) that can also infect you if you sleep near them. Just a thought, but the messagebox dialog asking if you want the infection instantly, I guess for some would be fine, though I'd myself, add it to the options and make it so you have to turn that on, or "request offering" or something, since it'll most likely instantly come up during creation of the character (unless you test for completion of the tutorial quest). I've had my fair share of mal-behaved mods that interfere with creating characters, just hoped this one wouldn't be on that list. I doubt you'd let that happen. :)

GuruSR.
No it doesn't come up in menumode, in game mode. So basically it's just s simple one time messagebox that lets you get on with vampirism right away. I think making this an optional popup would be a complete waste of time. I mean all you have to do is click yes or no and its the last time you'll ever see it. It would take you longer to read a readme and go into an ini file to disable it than to just click yes or no when you create a new character, IMHO. So it comes up when all the other BS does like all the official plugins bethesda made, it comes up with those.

I use the skip intro mod though, so I start a new character and I'm at the sewer exits.

Maybe I value it more than the average player would because I create new characters and don't want to spend 30 hours playing before I can dare facing a vampire and try to get infected, nor even have the power to murder anyone and get into the darrk brotherhood, and then have to be mostly through that before I can become a vampire. But I use OOO so vampires are brutal and level one characters are crap. So for me being able to get infected at the sewers is a blessing. Like I said, just click no once and its over, not so painful. I am sure many people will appreciate it.

That would be cool. I hope you can get around to that.
IMO, it is a bit lame to just get "scratched" by a random vampire in a cave and they turn you. But at the same time, I think it's equally lame to just get a pop-up box that asks if you want to be a vampire.

BTW, nice avatar madmole.

Yeah, that vampire in the DB offers to give you the dark gift. I originally was going to become a vampire like that (awaiting on this mod first) but I couldn't wait that long and ended up finishing the DB questline...or most of it anyways. Still got a few more quests to go.



Bit off topic here, but why is there no simple tags when making a reply anymore? Not in the fast reply box nor the full reply box :(

EDIT: nevermind. Was noscript (firefox add-on) blocking part of the site. Didn't even think to check that even though the forums have obviously changed a lot.
Equally lame perhaps, but much less annoying IMO. I could just infect people automatically with no warning box, lol. But I left it open so if you don't want to be a vampire right away or want to role play your transformation somehow, thats still possible.

Glad you like my avatar. Eyja was a good run, but she's history so I figured I might as well make my new avatar reflect what I'm working on ATM.

I'm either going to be a vampire right away or not at all when I play. So maybe I wrote that feature for myself, but there are mods out there where you can start out as a vampire already. That would be a little tougher since my mod you need to become a vampire after you install it (at least right now) in order for the quests to work right. I need to make the hooded man approach existing vampire characters and kick off the quests differently yet for existing vamps.

EDIT: I noticed were' on page 3 now but closing in on 100 posts... I wonder if they kept the 200 post limit stuff? Probably, it just won't be 10 pages any more, more like 5 or 6 I'm guessing.
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Raymond J. Ramirez
 
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Post » Fri Nov 05, 2010 2:45 am

Glad the forums are back online. And glad to see so much happened on this mod while I wasn't looking :)
While a quest to get infected sounds cool, it's not the primary goal of this mod. I personally think it's the kind of stuf that get added on a version 2 or so of a mod.
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JeSsy ArEllano
 
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Post » Fri Nov 05, 2010 6:30 am

Glad the forums are back online. And glad to see so much happened on this mod while I wasn't looking :)
While a quest to get infected sounds cool, it's not the primary goal of this mod. I personally think it's the kind of stuf that get added on a version 2 or so of a mod.

I agree. What I did only took a couple of minutes, where that would set the mod back another 2-4 weeks. Right now I'm pretty much sticking to the plan and polishing up existing features and fixing bugs, and its out the door.

Update:
Tonight I worked on the vampire hunters again. Basically follow packages are are little too invasive. Meaning anyone following you will follow you anywhere. I thought it was lame how they followed you right into your house, so I coded in some stuff to make them wait outside. Unless they spot you as a vampire then they will come in after you. But while it is unconfirmed and they are just wondering if you are a vampire and following you, they are not allowed to go in your house. They do actually go in (nothing I can do about that, but then they say something and leave). Its kind of cool actually.

Here is a video of the new seduction power. I hacked the code so you don't have to get naked for it to work so I could show the video. My plans are to change the code so that getting naked is only helpful, not a requirement. I'm going to add in personality (finally this skill has a use?), plus vampire age versus the victim's willpower/level or something like that, plus I'm going to take out the opposite six check, and just put that in as a minor deterring factor, instead of completely making it impossible.

All of that will only take a couple of minutes, the hard work is done, and here it is:

http://downloads.4drulers.com/Oblivion_Mods/unholydarkness/Unholy%20Darkness%20Vampire%20Seduction%20&%20Caging.wmv
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Brandon Wilson
 
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Post » Fri Nov 05, 2010 3:29 am

Here is a video of the new seduction power. I hacked the code so you don't have to get naked for it to work so I could show the video. My plans are to change the code so that getting naked is only helpful, not a requirement. I'm going to add in personality (finally this skill has a use?), plus vampire age versus the victim's willpower/level or something like that, plus I'm going to take out the opposite six check, and just put that in as a minor deterring factor, instead of completely making it impossible.

All of that will only take a couple of minutes, the hard work is done, and here it is:

http://downloads.4drulers.com/Oblivion_Mods/unholydarkness/Unholy%20Darkness%20Vampire%20Seduction%20&%20Caging.wmv

It looks bloody amazing :thumbsup: I really liked the message box with the comment about blood quality :)

I have a question not really about the mod but vaguely connected. It seems like you added secret passages in some player houses. Are these the default player houses in each city? If so, anyone knows about a mod letting you buy those houses without fame requirements?
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Brentleah Jeffs
 
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Post » Fri Nov 05, 2010 9:46 am

[quote name='VaeVictis' date='13 March 2010 - 08:03 AM' timestamp='1268485399' post='15753123'

I have a question not really about the mod but vaguely connected. It seems like you added secret passages in some player houses. Are these the default player houses in each city? If so, anyone knows about a mod letting you buy those houses without fame requirements?
[/quote]
Yeah, there's secret areas you can buy in each player home.
And most of the fame requirements are pretty low anyways. Hell, that one has like 0 fame requirement and there's another 1 or 2 that only need either 5 or 10.
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Gemma Flanagan
 
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Post » Fri Nov 05, 2010 4:34 pm

I guess I'm the only one besides madmole that likes the starting out as a vampire idea? I'd like to see it in the first version, and as he said, it's not that hard to just say no? But w/e, I'll be happy with this mod either way :drool:
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Ross Zombie
 
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Post » Fri Nov 05, 2010 6:41 am

It looks bloody amazing :thumbsup: I really liked the message box with the comment about blood quality :)

I have a question not really about the mod but vaguely connected. It seems like you added secret passages in some player houses. Are these the default player houses in each city? If so, anyone knows about a mod letting you buy those houses without fame requirements?
Yes they are. I've never noticed any fame requirements except for rosethorn hall needing 16. Some people hate messageboxes though, so I'm going to put in an option so you just get a message instead of a message box. That will be under an options menu or something I suspect.


Yeah, there's secret areas you can buy in each player home.
And most of the fame requirements are pretty low anyways. Hell, that one has like 0 fame requirement and there's another 1 or 2 that only need either 5 or 10.

I didn't know there were some for the other ones. I guess my play style gives me some fame before I can afford them so I've never run into it except on rosethorn hall.

I guess I'm the only one besides madmole that likes the starting out as a vampire idea? I'd like to see it in the first version, and as he said, it's not that hard to just say no? But w/e, I'll be happy with this mod either way :drool:
I knew someone would appreciate that feature!
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Lil Miss
 
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Post » Fri Nov 05, 2010 4:33 am

Im quite pleased to see the maker of Eyja's mod working on a final solution to the unsatisfying Vampire Vanilla experience.

We have dozens of Vampire mods right now but none are truly satisfying sadly.

The feature list you describe here, and the video youve shown us, hint that this has the potential to be a truly satisfying solution.

I cant wait :)

Is the part of the FAQ that says youre aiming for a spring 2010 release still accurate?
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Tom
 
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Post » Fri Nov 05, 2010 9:40 am

I agree. What I did only took a couple of minutes, where that would set the mod back another 2-4 weeks. Right now I'm pretty much sticking to the plan and polishing up existing features and fixing bugs, and its out the door.

Update:
Tonight I worked on the vampire hunters again. Basically follow packages are are little too invasive. Meaning anyone following you will follow you anywhere. I thought it was lame how they followed you right into your house, so I coded in some stuff to make them wait outside. Unless they spot you as a vampire then they will come in after you. But while it is unconfirmed and they are just wondering if you are a vampire and following you, they are not allowed to go in your house. They do actually go in (nothing I can do about that, but then they say something and leave). Its kind of cool actually.

Here is a video of the new seduction power. I hacked the code so you don't have to get naked for it to work so I could show the video. My plans are to change the code so that getting naked is only helpful, not a requirement. I'm going to add in personality (finally this skill has a use?), plus vampire age versus the victim's willpower/level or something like that, plus I'm going to take out the opposite six check, and just put that in as a minor deterring factor, instead of completely making it impossible.

All of that will only take a couple of minutes, the hard work is done, and here it is:

http://downloads.4drulers.com/Oblivion_Mods/unholydarkness/Unholy%20Darkness%20Vampire%20Seduction%20&%20Caging.wmv


As always, the video is delightful.
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Sakura Haruno
 
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Post » Fri Nov 05, 2010 1:12 pm

Im quite pleased to see the maker of Eyja's mod working on a final solution to the unsatisfying Vampire Vanilla experience.

We have dozens of Vampire mods right now but none are truly satisfying sadly.

The feature list you describe here, and the video youve shown us, hint that this has the potential to be a truly satisfying solution.

I cant wait :)

Is the part of the FAQ that says youre aiming for a spring 2010 release still accurate?
Thanks, I hope you are satisfied :)


Yes, spring 2010 for sure. I've about got all the features I want in there right now, the rest is fine tuning and bug fixing, and little things, but the core of the mod is all complete.


As always, the video is delightful.
Thanks for the continued support :)
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Alisia Lisha
 
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Post » Fri Nov 05, 2010 2:38 pm

Yes, spring 2010 for sure. I've about got all the features I want in there right now, the rest is fine tuning and bug fixing, and little things, but the core of the mod is all complete.

Isn't spring, like, next week? >_>
Anyway, thanks a lot for your hard work on what I consider is one of the most fun thing in an RPG involving vampires : having thralls, mesmerizing mortals, and embracing. I usually download a new batch of mod everytime I reinstall Oblivion, but this one will end up burned on a DVD or something...
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Chenae Butler
 
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Post » Fri Nov 05, 2010 5:04 am

Isn't spring, like, next week? >_>
Anyway, thanks a lot for your hard work on what I consider is one of the most fun thing in an RPG involving vampires : having thralls, mesmerizing mortals, and embracing. I usually download a new batch of mod everytime I reinstall Oblivion, but this one will end up burned on a DVD or something...

Thanks a lot! I hope it lives up to what you would expect.

Spring is as early as next week, and as late as 3 months and a week from now. Don't hold me to this, but I'd say another 4 weeks and I'll have it pretty much ready to go, as long as I can keep up at this pace. Monday I start a new game development contract (about time, lol) so I don't know if that will impede development or not.

UPDATE:

Fixed NPC speed spells so they don't cast, it is just done. Did some other stuff but its spoiler material.

Fixed new races so they are not playable.

I gave the boss battle a total overhaul. Spoilers removed. I'm quite impressed with it now. Seeing NPC's utilize some of my cool powers is kind of breath taking, at least for me. I gave his ancient a cool hurl power, I have like 4 people fighting him and then he tosses them all back like ragdolls. It looks really cool, like the hulk or ghost rider. I almost shot a video but its past 6 am here now, thanks to daylights screwing time.

Anyhow, I got LOTS of great stuff done, and my female voice actor just hooked me up with some SWEET vocals. I'll probably start in on the dialogue again tomorrow.
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Laura Elizabeth
 
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Post » Fri Nov 05, 2010 12:43 am

Madmole, this will be awesome. No doubt of that. I'm VaeVictus on this one: I might just have to burn a DVD with this mod on it. I absolutely loved the "Vampire Realism" mod for Morrowind, and I think that Unholy Darkness can be called a legitmate spiritual successor.
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Cheryl Rice
 
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Post » Fri Nov 05, 2010 9:19 am

I can't count how many times I've said this, but this is going to be awesome. Beyond reasonable doubt. Amazing job. madmole.
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Joie Perez
 
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Post » Fri Nov 05, 2010 1:44 pm

Madmole, this will be awesome. No doubt of that. I'm VaeVictus on this one: I might just have to burn a DVD with this mod on it. I absolutely loved the "Vampire Realism" mod for Morrowind, and I think that Unholy Darkness can be called a legitmate spiritual successor.
Cool.


I can't count how many times I've said this, but this is going to be awesome. Beyond reasonable doubt. Amazing job. madmole.
You can keep saying it, it never gets old!

Awesome news... I had some issues with keeping lured NPC's into the thrall cage, but it appears to be working properly now! I can't wait to go capture some more people and actually improve how I'm doing it. I went and captured a pirate and after he was behind bars and I woke from my coffin the lure spell had worn off and I tried talking to him but since he didn't like me in the first place he was like "I got nuthin to say to you pal" lol. So then I opened the cage and force fed on him. Awesome stuff.
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Sammi Jones
 
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Post » Fri Nov 05, 2010 5:06 am

Awesome news... I had some issues with keeping lured NPC's into the thrall cage, but it appears to be working properly now!

Thanks for keeping us updated as often as you do. It's pretty cool to see you're putting so much time and effort into it.
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Nicole M
 
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Post » Fri Nov 05, 2010 4:13 pm

Hey Madmole! I've been watching this mod the whole time. I guess you could say I was saving my Vampireginity for this mod. I see it's soon to be released, I'll be waiting for it! Seems extremely cool!

-Ayrton
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Doniesha World
 
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Post » Fri Nov 05, 2010 4:54 am

Hey, first time I have been here in the forums awhile and posted, and I just saw this thread, read all the first page stuff and just watched all the videos, and I will say for sure that you have done an "Amazing" job making this mod, Very Cool!

The only Vampire mod that I have ever played since this game came out is ParasiteX New Vampires, combined with the Vampire Aging Disabled mod to keep a decent face on my character.

Watching your videos I can see that some of the features of that Great Mod have been incorporated in to yours, and I really like that allot.

I had not seen any Vampire mod that I would want to migrate to because of the loss of the features that I liked to play with in my game offered by ParasiteX New Vampires, except this one.

Looking at your mod, I am thinking that I would have to make a new character to play it, and not be able to use my existing Vampires that I have made and play using ParasiteX New Vampires, would that be correct?

I really only have two that I would want to migrate, one Very Old one and one pretty young one using ParasiteX New Vampires system, the old one would bother me the most as I have advanced very far in that ParasiteX New Vampires system of Vampire play and am quite happy with it.

But if starting over with them both to use this Vampire mod instead of my favorite ParasiteX New Vampires, I am thinking that is something that I will do for sure.

Great Job! :tops: :rock: :goodjob: :foodndrink:
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Christina Trayler
 
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Post » Fri Nov 05, 2010 3:59 am



Looking at your mod, I am thinking that I would have to make a new character to play it, and not be able to use my existing Vampires that I have made and play using ParasiteX New Vampires, would that be correct?




As i recall you don't have to create a new character to use this mod. But you "should" if you want to see the awesome shaders and sickness effects while you are becoming a vampire.


Outstanding work as usual, madmole.? :rock:


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Trey Johnson
 
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