[RELZ] Wrye Bash -- Thead 58

Post » Tue Mar 01, 2011 9:21 pm

adding screenshots to BAIN packages like you can with OBMM OMODs.


Have a look at AWLS wizard - it already does :) (unless I missunderstand what you need), in the http://www.gamesas.com/index.php?/topic/1084754-relzanimated-window-lighting-system-thread-6/page__view__findpost__p__16667830 metallicow posted a wizard for brumbeks mixed textures too, including screenshot views of what you select.
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Britta Gronkowski
 
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Post » Wed Mar 02, 2011 2:44 am

Another request: when renaming screenshots, could the file extension (including the .) not be auto-selected? This would save me having to re-type it or re-select text every time I rename a screenshot.


Consider it done. I just did a similar thing for the Installers panel.
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Matthew Barrows
 
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Post » Tue Mar 01, 2011 3:55 pm

Have a look at AWLS wizard - it already does :) (unless I missunderstand what you need), in the http://www.gamesas.com/index.php?/topic/1084754-relzanimated-window-lighting-system-thread-6/page__view__findpost__p__16667830 metallicow posted a wizard for brumbeks mixed textures too, including screenshot views of what you select.


Oooo, very nice. His Cursor mod also has screenshots. I just noticed that.
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Jonathan Egan
 
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Post » Tue Mar 01, 2011 9:44 pm

Using revision 833 CBash mode...

probably another to-do later (minor issue) - When using mark mergeable (I know its not required in CBash), after using it we get the colour coding.

Build the bashed patch in CBash mode and on completion the mods list loses some of the colour coding (purple text reverts back to black on white background) previously highlighted by the last mark mergeable prior to re-building.
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Dean
 
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Post » Tue Mar 01, 2011 6:40 pm

Using the CBash from sourceforge gave me this, sorry if it's already fixed

Traceback (most recent call last):  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5272, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 17509, in buildPatch    patcher(modFile, record, bashTags)  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 27190, in apply    newFull = self.format % ('ACDIMRU'[school],record.level) + newFullAttributeError: 'ObSPELRecord' object has no attribute 'level'


EDIT: Confirmed it's still present as of SVN 833
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Cool Man Sam
 
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Post » Tue Mar 01, 2011 10:52 pm

Just to say I do not seem to make this renaming with keeping extension out work (svn 833) - the rest works though
Also I updated my BAIN-Notepad++ thingy to include Rename functions and I also made auto complete case insensitive - works better now
Thanks for all the great work - and sorry for not contributing to beta testing
I have no good PC at the mo and barely any time (which I use to check Nehrim :bolt:)
:D
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Brentleah Jeffs
 
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Post » Wed Mar 02, 2011 1:28 am

I've noticed that you can now install OBSE plugins with Bash. There is a problem though. Some OBSE plugins consist of more than just a .dll file (Pluggy; Elys's Universal Silent Voice, to name a couple), and Bash skips those files. Is there a way you could code BAIN to install all files that go into the OBSE plugins directory? I'm trying to install Pluggy via BAIN, and it skips the .dlx required for Pluggy to work.
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Hazel Sian ogden
 
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Post » Wed Mar 02, 2011 1:57 am

Hmmm... With SVN 830 I had following CBash error. Haven't got one for a long time. Anything I have messed up? Thanks for your time.

Traceback (most recent call last):  File "C:\Oblivion\Mopy\basher.py", line 5268, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "C:\Oblivion\Mopy\bosh.py", line 17513, in buildPatch    self.mergeModFile(modFile,nullProgress,doFilter,iiMode)  File "C:\Oblivion\Mopy\bosh.py", line 17334, in mergeModFile    parent = record.Parent  File "C:\Oblivion\Mopy\cint.py", line 1700, in Parent    RecordType = type_record[testRecord.recType]  File "C:\Oblivion\Mopy\cint.py", line 1708, in recType    retValue = http://forums.bethsoft.com/index.php?/topic/1156281-relz-wrye-bash-thead-58/_CGetFieldAttribute(self._CollectionID, self._ModID, self._RecordID, 0, 0, 0, 0, 0, 0, 0, 0)WindowsError: exception: access violation reading 0xCC0004C2


EDIT: Under SVN 826, the same set of mods passes CBash without an error.


Just wanted to add I have the same problem here, with this set of mods:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Kvatch Rebuilt.esm03  Unofficial Oblivion Patch.esp  [Version 3.3.3]04  DLCShiveringIsles.esp05  Unofficial Shivering Isles Patch.esp  [Version 1.3.0]06  All Natural.esp  [Version 1.1]07  All Natural - SI.esp  [Version 1.0]**  All Natural - Real Lights.esp  [Version 1.1]08  Enhanced Economy.esp  [Version 5.1]09  Oblivion Graphics Extender Support.esp  [Version 0.41]0A  QZ Easy Menus.esp0B  Streamline 3.1.esp0C  Dynamic Map.esp  [Version 1.0.1]0D  Enhanced Hotkeys.esp  [Version 2.1.1]0E  DLCHorseArmor.esp0F  DLCOrrery.esp10  DLCVileLair.esp11  DLCMehrunesRazor.esp12  DLCSpellTomes.esp13  DLCThievesDen.esp14  Kvatch Rebuilt.esp++  Kvatch Rebuilt Weather Patch.esp15  DLCBattlehornCastle.esp16  DLCFrostcrag.esp17  Knights.esp18  M.O.E. - Main Quest Delayer.esp  [Version 3]19  M.O.E. - Main Quest Delayer Patch.esp  [Version 3]++  Enhanced Vegetation [100%].esp1A  SupremeMagicka.esp  [Version 0.90]1B  SM_ShiveringIsles.esp  [Version 0.90]1C  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]1D  bgBalancingEVCore.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]++  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]1E  Bashed Patch, 0.esp


Further testing revealed that (for me at least) not merging Kvatch Rebuilt Weather Patch.esp solved the crash. Tested with SVN 833.


Also, on another issue I saw, it seems that last Bash do not detect BOSS anymore... No matter what I do the BOSS button doesn't appear. I've checked Bash sources and it seem to look for the BOSS.bat on the Data directory, but I've created it and still no luck. Sorry if this is covered in detail in some other place, I did read Wrye Bash Readme searching for this specific issue and nothing seemed to indicate that anything have changed. Just wanted to make sure the issue is known and if not report it :) Cheers!


Hope this helps to find the issue :)
I love CBash by the way, great work and a big thanks!
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Donatus Uwasomba
 
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Post » Tue Mar 01, 2011 3:28 pm

Whether it is necessary bugreport at started wb not on python 2.6 and with wxPython not ansi? For example - http://img5.imageshack.us/i/72009794.jpg With Python 2.7.1 x64 and wxPython 2.8.11.0 unicode. Whether there will be a support unicode? Thx.
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Quick Draw III
 
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Post » Wed Mar 02, 2011 2:49 am

Has anyone using a newer version of Python, and other components, than what is provided with Wrye Python found on Nexus seen any difference in performance?
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Kat Ives
 
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Post » Tue Mar 01, 2011 5:50 pm

Thanks for all the thanks. We always appreciate being appreciated ;)

Traceback (most recent call last):  File "C:\Oblivion\Mopy\basher.py", line 5268, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "C:\Oblivion\Mopy\bosh.py", line 17513, in buildPatch    self.mergeModFile(modFile,nullProgress,doFilter,iiMode)  File "C:\Oblivion\Mopy\bosh.py", line 17334, in mergeModFile    parent = record.Parent  File "C:\Oblivion\Mopy\cint.py", line 1700, in Parent    RecordType = type_record[testRecord.recType]  File "C:\Oblivion\Mopy\cint.py", line 1708, in recType    retValue = http://forums.bethsoft.com/index.php?/topic/1156281-relz-wrye-bash-thead-58/_CGetFieldAttribute(self._CollectionID, self._ModID, self._RecordID, 0, 0, 0, 0, 0, 0, 0, 0)WindowsError: exception: access violation reading 0xCC0004C2



Same error here.

Crash


Just wanted to add I have the same problem here, with this set of mods:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Kvatch Rebuilt.esm03  Unofficial Oblivion Patch.esp  [Version 3.3.3]04  DLCShiveringIsles.esp05  Unofficial Shivering Isles Patch.esp  [Version 1.3.0]06  All Natural.esp  [Version 1.1]07  All Natural - SI.esp  [Version 1.0]**  All Natural - Real Lights.esp  [Version 1.1]08  Enhanced Economy.esp  [Version 5.1]09  Oblivion Graphics Extender Support.esp  [Version 0.41]0A  QZ Easy Menus.esp0B  Streamline 3.1.esp0C  Dynamic Map.esp  [Version 1.0.1]0D  Enhanced Hotkeys.esp  [Version 2.1.1]0E  DLCHorseArmor.esp0F  DLCOrrery.esp10  DLCVileLair.esp11  DLCMehrunesRazor.esp12  DLCSpellTomes.esp13  DLCThievesDen.esp14  Kvatch Rebuilt.esp++  Kvatch Rebuilt Weather Patch.esp15  DLCBattlehornCastle.esp16  DLCFrostcrag.esp17  Knights.esp18  M.O.E. - Main Quest Delayer.esp  [Version 3]19  M.O.E. - Main Quest Delayer Patch.esp  [Version 3]++  Enhanced Vegetation [100%].esp1A  SupremeMagicka.esp  [Version 0.90]1B  SM_ShiveringIsles.esp  [Version 0.90]1C  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]1D  bgBalancingEVCore.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]++  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]1E  Bashed Patch, 0.esp


Further testing revealed that (for me at least) not merging Kvatch Rebuilt Weather Patch.esp solved the crash. Tested with SVN 833.


Also, on another issue I saw, it seems that last Bash do not detect BOSS anymore... No matter what I do the BOSS button doesn't appear. I've checked Bash sources and it seem to look for the BOSS.bat on the Data directory, but I've created it and still no luck. Sorry if this is covered in detail in some other place, I did read Wrye Bash Readme searching for this specific issue and nothing seemed to indicate that anything have changed. Just wanted to make sure the issue is known and if not report it :) Cheers!


Hope this helps to find the issue :)


Should be helpful, I'm still looking into this crash. Could you get me a link for Kvatch Rebuilt Weather Patch.esp? Or is it available from the main Kvatch Rebuilt download?

Don't know about BOSS not appearing. First I've heard of it. Will keep an eye out, but it may be faster if PM handles this one. I'll be away from the computer for a week or two starting tomorrow.

Only remaining problem I have with Wrye Bash which is a minor one, but re-iterating it because now using CBash it only occurs at one stage and reproduceable ....
http://www.bild.me/bild.php?file=5254145not_responding.jpg
Every run of re-building is very fluid apart from when it gets to TIE NPCs, I get the not responding, and shortly afterwards the progress dialogue pops to the back of Wrye Bash, if I click on Wrye Bash title bar the progress dialogue pops back to the front and visible again ... and carries on to completion. Elapsed time 1 min 17 on that run.

This pop to back behaviour does not seem to prevent the build completing, just annoying, and it now only ever happens at this stage. No other pop to back problems at all these days.


I'm not sure we can do anything about that. A few of the NPC patchers are a little more involved than most of the others, so I imagine Bash is simply being busy.

Using revision 833 CBash mode...

probably another to-do later (minor issue) - When using mark mergeable (I know its not required in CBash), after using it we get the colour coding.

Build the bashed patch in CBash mode and on completion the mods list loses some of the colour coding (purple text reverts back to black on white background) previously highlighted by the last mark mergeable prior to re-building.


Yeah, I'm aware of this. Been meaning to take a look, but been sidetracked since this is only a cosmetic bug.

Using the CBash from sourceforge gave me this, sorry if it's already fixed

Traceback (most recent call last):  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5272, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 17509, in buildPatch    patcher(modFile, record, bashTags)  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 27190, in apply    newFull = self.format % ('ACDIMRU'[school],record.level) + newFullAttributeError: 'ObSPELRecord' object has no attribute 'level'


EDIT: Confirmed it's still present as of SVN 833


Thanks, it's fixed now.

I've noticed that you can now install OBSE plugins with Bash. There is a problem though. Some OBSE plugins consist of more than just a .dll file (Pluggy; Elys's Universal Silent Voice, to name a couple), and Bash skips those files. Is there a way you could code BAIN to install all files that go into the OBSE plugins directory? I'm trying to install Pluggy via BAIN, and it skips the .dlx required for Pluggy to work.


The newer svn revisions should work for this plugin at least. It allows .dlx files to be installed. As for installing all files, atm we'd rather use a whitelist so that we can control what gets installed. That may change, but probably not.

Whether it is necessary bugreport at started wb not on python 2.6 and with wxPython not ansi? For example - http://img5.imageshack.us/i/72009794.jpg With Python 2.7.1 x64 and wxPython 2.8.11.0 unicode. Whether there will be a support unicode? Thx.

Unicode has experimental support. To use it, you must enable it in bash.ini and also have the unicode wxPython installed.

Has anyone using a newer version of Python, and other components, than what is provided with Wrye Python found on Nexus seen any difference in performance?

I doubt there will be any significant performance benefits. Without CBash, the biggest performance boost is when psyco is enabled, and that requires Python 2.5 or 2.6 and the appropriate psyco to be installed.
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Eddie Howe
 
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Post » Tue Mar 01, 2011 9:18 pm

The Kvatch Rebuilt Weather Patch.esp is included in the http://www.gamesas.com/index.php?/topic/1147846-relz-weather-all-natural-thread-31/ mod. :)
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suniti
 
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Post » Wed Mar 02, 2011 4:24 am


Should be helpful, I'm still looking into this crash. Could you get me a link for Kvatch Rebuilt Weather Patch.esp? Or is it available from the main Kvatch Rebuilt download?



Sorry, I knew I forgot something :) I should have said that it's part of http://www.tesnexus.com/downloads/file.php?id=18305... I have the latest version of it. Give a moment and I post the link! It also has Kvatch Rebuilt as a master, so you would need it... Here's the link: http://www.tesnexus.com/downloads/file.php?id=15412

Heh: Ninjaed by Leonardo2 :ph34r:
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Kathryn Medows
 
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Post » Tue Mar 01, 2011 9:55 pm

Danke. Downloading them now.
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Jessica Lloyd
 
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Post » Wed Mar 02, 2011 2:21 am

Traceback (most recent call last):  File "D:\Games\Oblivion\Mopy\basher.py", line 10355, in Execute    patchDialog = PatchDialog(self.window,fileInfo)  File "D:\Games\Oblivion\Mopy\basher.py", line 5092, in __init__    wx.Dialog.__init__(self,parent,-1,_("Update ")+patchInfo.name.s, size=size,UnicodeDecodeError: 'ascii' codec can't decode byte 0xce in position 0: ordinal not in range(128)

With option Unicode on in bash.ini. If it off all ok oO Installed wxPython unicode version.
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April D. F
 
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Post » Wed Mar 02, 2011 12:28 am

Revision 835 fixes the CBash crash. It was crashing whenever CBash tried to lookup a cell's parent worldspace because that portion of code was overlooked in the last revamp.

Thanks for isolating a test case. It really does help :thumbsup:

Traceback (most recent call last):  File "D:\Games\Oblivion\Mopy\basher.py", line 10355, in Execute    patchDialog = PatchDialog(self.window,fileInfo)  File "D:\Games\Oblivion\Mopy\basher.py", line 5092, in __init__    wx.Dialog.__init__(self,parent,-1,_("Update ")+patchInfo.name.s, size=size,UnicodeDecodeError: 'ascii' codec can't decode byte 0xce in position 0: ordinal not in range(128)

With option Unicode on in bash.ini. If it off all ok oO Installed wxPython unicode version.

Thanks for the report. We expect many bugs like this which is why support is disabled by default.
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Nicole Kraus
 
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Post » Wed Mar 02, 2011 12:10 am

Thanks for the report. We expect many bugs like this which is why support is disabled by default.

No problem. Me to continue search for bugs in unicode version?

EDIT: And how I have understood if I don't use bain that to me almost all the same unicode or ansi?
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{Richies Mommy}
 
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Post » Wed Mar 02, 2011 12:50 am

If you want to continue, please do.

And yes, unicode support is mostly for BAIN. For now, if you do not use BAIN, there is no real advantage to enabling unicode support.
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carly mcdonough
 
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Post » Tue Mar 01, 2011 5:40 pm

If you want to continue, please do.

And yes, unicode support is mostly for BAIN. For now, if you do not use BAIN, there is no real advantage to enabling unicode support.

I am ready to continue if it is necessary for you, in sense if it is really necessary.
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CHARLODDE
 
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Post » Tue Mar 01, 2011 6:48 pm

Revision 835 fixes the CBash crash.



Excellent! Thank you! It worked like a charm! :foodndrink:
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OTTO
 
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Post » Tue Mar 01, 2011 7:22 pm

Thanks for the quick update Waruddar!

A really minor thing here, when the bashed patch is compiled and the yellow report box shows up, the line for "Default Icons" isn't bolded like the other tweaks in the list. Like I said, really minor :)

Also, is there a way to bring back the yellow report box (just for reviewing purposes) without recreating the bashed patch?
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Amy Siebenhaar
 
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Post » Tue Mar 01, 2011 6:53 pm

The Mod Checker should het most of it...
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HARDHEAD
 
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Post » Wed Mar 02, 2011 1:09 am


Also, is there a way to bring back the yellow report box (just for reviewing purposes) without recreating the bashed patch?


You can just double-click on the Bashed Patch ESP file (on mods tab) and it should open the readme browser with the report for the last time you updated your bashed patch...
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darnell waddington
 
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Post » Tue Mar 01, 2011 9:02 pm

Thank you both! Double clicking does what I wanted. The mod checker is more of a general report right?

Anyway, rebuilding bashed patch using SVN 835:
Traceback (most recent call last):  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5272, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 17513, in buildPatch    self.mergeModFile(modFile,nullProgress,doFilter,iiMode)  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 17334, in mergeModFile    parent = record.Parent  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\cint.py", line 1700, in Parent    RecordType = type_record[testRecord.recType]  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\cint.py", line 1708, in recType    retValue = http://forums.bethsoft.com/index.php?/topic/1156281-relz-wrye-bash-thead-58/_CGetFieldAttribute(self._CollectionID, self._ModID, self._RecordID, 0, 0, 0, 0, 0, 0, 0, 0)WindowsError: exception: access violation reading 0xCC0004C2


Also, would Wrye Bash break if I were to replace the 7z.exe and 7z.dll in the SVN with an 920-x64 version?
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Gill Mackin
 
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Post » Wed Mar 02, 2011 6:59 am

@ Wrye Bash team - In my files on the Wrye Bash Guide, I have an INI Tweaks Xtras file. Just updated (well, TESNexus that is, TESAlliance is still WIP)

I noticed Waruddar's recent reform of these and renamed a few of mine with the same naming conventions, also ....

I have added a few more choices for Grass, another choice for Shadowmap resolution (512) and more VWD (UGrid) tweaks, in addition to these which I previously had in that file there are more options for users of Streamline (which tie in with the streamline ranges mht file in streamlines docs)

If you want to include my extras in that file for the dist - feel free

I included ini tweaks from svn 835, for your benefit to grab - edited a few in svn 835 which did not have a carriage return at the end of each line to separate multiple edits, for instance -
[Fonts]SFontFile_1=Data\Fonts\Kingthings_Regular.fntSFontFile_2=Data\Fonts\Kingthings_Shadowed.fntSFontFile_3=Data\Fonts\Tahoma_Bold_Small.fntSFontFile_4=Data\Fonts\Daedric_Font.fntSFontFile_5=Data\Fonts\Handwritten.fnt
(Or maybe its me using standard notepad - not recognising special character sets with notepad++ ? - anyway the above is what I see in notepad for about four or five of your ini tweaks)
I dont know if that would affect Wrye Bash implementing them how they were but changed those also - working fine in my setup - and not adding carriage returns to Oblivion.ini un-necessarily.
I intend to revert my file to just my Xtras (not including Wrye bash INI Tweaks) after you have grabbed (also if you include mine will pull the file completely on release of 291, it wont be needed anymore)
- Edit: Reverted to just my Xtras - See myk002 post further

---------------

Using revision 837 - apart from previously mentioned minor fluff - Builds to completion no problems. Both Non and CBash.
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Noely Ulloa
 
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