[RELZ] Wrye Bash -- Thread 51

Post » Sat May 28, 2011 12:30 pm

When I asked something like this some time ago, I was met with pitchforks and torches.
From the readme:
(click the link in the readme that is on the Import Formids name for more information)


Oooo! I usually read the readme's too. My fault. Thanks.
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sally R
 
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Post » Sat May 28, 2011 10:22 pm

All these BAIN errors, what's up?

I have created at least 40 BAIN packages, updated a few and even let WB crash three times w/ this new version. Cannot seem to break it whatsoever.
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Jay Baby
 
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Post » Sun May 29, 2011 2:55 am

I get this error when I try to rebuild my bashed patch. It seems to be something in the tweaks section that causes it as without any tweaks it works without a problem.

Traceback (most recent call last):
File "C:\Games\Mopy\basher.py", line 4960, in Execute
raise
File "C:\Games\Mopy\basher.py", line 4919, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
File "C:\Games\Mopy\bosh.py", line 15314, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Games\Mopy\bosh.py", line 22155, in buildPatch
tweak.buildPatch(log,progress,self.patchFile)
File "C:\Games\Mopy\bosh.py", line 21600, in buildPatch
log(_('Staffs set to maximum weight of %f') % mxWeight)
NameError: global name 'mxWeight' is not defined
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Elizabeth Davis
 
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Post » Sat May 28, 2011 3:00 pm

You can easily fix that yourself : Open bosh.py in your text editor (i′m using Notepad++), search for mxWeight and change it to maxWeight...all set! :wink_smile:
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Talitha Kukk
 
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Post » Sat May 28, 2011 5:32 pm

Try turning off the tweaks that deal with maximum weight for things (potions and possibly more).
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james reed
 
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Post » Sat May 28, 2011 11:33 pm

Try turning off the tweaks that deal with maximum weight for things (potions and possibly more).

Actually it's only with Staff Weight, it was misspelled without an "a"... :shrug:
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Niisha
 
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Post » Sat May 28, 2011 1:43 pm

if my stupid internet will cooperate I'll get 289 up for Bash very soon.


:) Just thought I would carry the above over from the boss thread for anyone who hasn't read it... 289 is out there somewhere chirping away on a dial-up connection. (hmm, nostalgia setting in, I wonder if theres a market for a retro modem, complete with false anologue telephone coupler and speaker to check for dirty line sounds)
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Melanie Steinberg
 
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Post » Sun May 29, 2011 3:05 am

In the Mopy folder, there are four files:

7z.exe
7z.dll
7z_newversion.exe
7z_newversion.dll

I previously reported that I am having the same issue as others, BAIN archives showing up either greyed out or listed in black with no data.

I have found that if I remove or rename the existing 7z.exe and 7z.dll file and replace those with the ones called 7z_newversion, BAIN works.

IE: Rename 7z.exe as 7zOLD.exe, then rename 7z_newversion.exe as 7z.exe. Do the same for the DLL files. Once that's done, BAIN works as expected and will recognize archives placed in the folder and will report the proper conflict status. I've tested this several times alternating between the old/new and I'm certain this fixes the issue, at least for me. I don't see why it wouldn't fix it for others.

On a technical note:

7z_newversion.dll has version 9.10 beta showing in the details tab, while 7z.dll shows version 9.15 beta. So the one named as new is in fact NOT the new one, it's the old one.
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Emily Shackleton
 
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Post » Sat May 28, 2011 8:23 pm

Where are those new(actually old)versions from?, I have seen those before myself, but deleted them because they were not in the 287 or 288 archives (and after replacing them with the 917 versions didn't see the need for them) ... Possibly from the 275 installer?

Edit: Possibly the source of my problems too seeing as I deleted them, going to investigate the 275 installer because thats the only place I could have installed them from.
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Beth Belcher
 
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Post » Sun May 29, 2011 1:25 am

I've never used one of the Bash installers, so they came from one of the old archive versions at some point. I've been upgrading over the top of Bash for ages, so they could be pretty old.

The main point is though that the ones in the 288 archive don't work. The ones in 287 did, but oddly those have the same version numbers in the details tab. So I don't know, but for now I can at least be sure BAIN works.

My system install for 7zip still uses the 4.65 version and I haven't checked to see what happens if I use those instead.
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Philip Rua
 
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Post » Sun May 29, 2011 5:37 am

Now I am confused, just installed 2.75 installer, both 7zip files are 4.57 and no newversions .... must have been another archive version of Wrye bash before 287 - Curious now, going on a download frenzy to find 9.10 newversions :)

Edit: Now I am really confused.... grabbed all old archives and checked them all, closest to 9.10 are these....

285 archive has 4.5.8.10 version of 7zip

286 archive has 9.15 version of 7zip

But theres no in-between OR no newversion - where the hell have those come from , have they been generated on the fly at some point :ahhh:
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Kaylee Campbell
 
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Post » Sat May 28, 2011 10:36 pm

I wish I could tell you, but obviously my advice isn't going to help others if those files came from the ether. :)

I generally don't keep old archives around once the new versions are found to be working. Only reason I still had 287 even was because 288 has been flaky.
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Hazel Sian ogden
 
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Post » Sun May 29, 2011 12:47 am

I've got them in my directory, the NewVersions are dated 4/14/10, if that's any help...
288 hasn't given me Any problems, other then Staff Weights yet, but I haven't installed anything New yet either... :whistling:
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Kevin S
 
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Post » Sun May 29, 2011 2:33 am

Chances are you won't be able to either - try dropping any known valid archive in there that you don't have installed yet. BAIN will grey it out and have no information about potential conflicts with existing packages. It even did that when I updated an existing one - greyed it out and lost the conflict info - claming the archive was invalid.

Though, both of the ones I prodded were .rar files, does that make a difference?
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Tracy Byworth
 
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Post » Sat May 28, 2011 6:09 pm

Well failing finding them in the 275 installer or any archive version, just re-installed 288 again, and after first run the only extra file generated in the mopy folder is a file called pidfile.tmp, no 7zip newversions so still clueless as to where they came from. The 7zip installer only installs in c:\program files\7-zip\ and has no reason to install anywhere else. This is on the win 7 machine where I had them before (which was previously vista only a few months ago so for me they can only have come from recent archives or the installer or... something else .... godz this is annoying. PM any clues if you're out there?

Edit: Only one thing for it meanwhile (and hopefully the in-coming 289 will resolve problems anyway) going to see if I can track down a 9.10 7zip and replicate your setup then try a new BAIN.

http://sourceforge.net/projects/sevenzip/files/

Edit: Getting too tired, will resume this tomorrow - there is an archive missing though from the tesnexus line-up... The first 288 before the re-upload with oblivion_ids.pkl... possible source of the mysterious old newversions which is no longer available.
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Camden Unglesbee
 
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Post » Sat May 28, 2011 5:17 pm

Well. I droped Petrus' Harvest filter in and it installed without a problem, it's a 7z though, I haven't found an rar anywhere yet, (I've actually Converted all of my RARs to 7zs)

I've found a 278 archive that Appears to be the first with the 9.10b, only thing I had brfore that, was a 271 with a 4.57, how this is any help, I've not a clue???

*279 has 7z_v.458beta

**Well, I found a Midas Spells.RAR, droped it into my Installers Directory, Installed it, :shrug: , everything Looks fine??
I've got Both sets of the 7z files in there, but haven't renamed any of them...

***Oh, I just remembered, I upgraded from the SVN*(627) shortly adter 288 was posted to see that it corrected the Staff Weight issue... :blush:
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Angela Woods
 
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Post » Sun May 29, 2011 1:16 am

Well I've done some repeat tests, and I've found that the inability to handle new archives added to the folder is limited to .rar files. All 3 .7z and all 5 .zip files I threw in were recognized instantly, but not a single one of the .rar files can be processed. This even if I manually add the 7zip 9.17 exe.

My guess at this point is something broke in 7zip's processing and .rar files are no longer supported. Though I can't find anything to back that up.
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David John Hunter
 
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Post » Sat May 28, 2011 5:55 pm

:) Thank you, like this new version very much - And the old small graphical glitches with the installers refresh progress seems to be fixed.

Only problem I still notice is during a bashed patch rebuild, if I get a process not responding (possibly struggling to feed all the data through a low memory situation), that is the only time now that I experience the window focus problem, where the progress of the build dialogue goes behind the main wrye bash window. Clicking on the title bar of the wrye bash window brings the progress dialogue back to the front again. When the wrye bash process becomes responsive again, the build continues and completes successfully so still not a big concern.

Otherwise no problems.

Love this new feature.....

http://www.bild.me/bild.php?file=6359991Untitled.jpg

Edit: Is the masterlist update taken from the google code page svn or tesnexus?, just noticed after hitting the boss button ....

Recognised And Re-ordered Mod Files
Oblivion.esm

Note: Masterlist Revision: 1615

Current svn is 1619 at time of auto update

Edit2: Hmm, problem found - Previous run of building the bashed patch was fine, this run I checked ....

Tweak settings - Inventory quantity prompt - and changed it from the default, result stdout error



After un-checking the same tweak and doing a re-run of build bashed patch, build completes no errors.

Edit3: Just a note reference BAINs, I have run a complete re-install of all BAINs (mostly 7zips now, but a quarter of them still Rars), no problems experienced there.

update is via BOSS.exe and is from the google code svn source.
ah no problem with the masterlist revision number there :D... despite what it might appear; that is the current (at the time) Oblivion masterlist revision, 1616,17 were changes to the FO3 masterlist, 1618 was just a tagging of the source code at release time, 1619 was an update to the forum starter post.txt; so 1615 was the accurate revision to get.
fixed all the tweak settings (they worked fine in CBash mode because that doens't require that silly little file).

Does anyone happen to know what to do to cause the Oblivion_ids.pkl file to get rebuilt?

I see a function called gmstIds inside of bish.py but it apparently never gets called anywhere. It appears as though this function will fix the problem I reported earlier with one of the tweak settings not working.

it will only fix them if they keys are listed, and the method to call it is (cmd prompt/batch file):
bish.py gmstIds
and copy the resultant Oblivion_ids.pkl from whereever bish.py is that you are calling it on to mopy/data.

Found a bug in 288. Sort of.

If for some reason Oblivion.esm is ghosted, 288 fails to load.
277 doesn't care. Had to do a command line bugdump, so the log insn't formatted quite right.
Since I don't know what it should look like, I pasted it just as it is from the cmd window.

Spoiler
Microsoft Windows XP [Version 5.1.2600]
© Copyright 1985-2001 Microsoft Corp.

D:\Bethesda Softworks\Oblivion\Mopy>d:\python26\python.exe bash.py -d
Traceback (most recent call last):
File "bash.py", line 153, in
main()
File "bash.py", line 139, in main
app = basher.BashApp(False)
File "d:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7978, i
n __init__
self._BootstrapApp()
File "d:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7552, i
n _BootstrapApp
return _core_.PyApp__BootstrapApp(*args, **kwargs)
File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4586, in OnInit
self.InitData(progress)
File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4619, in InitData
bosh.modInfos = bosh.ModInfos()
File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 7982, in __init__
raise StateError(_('Missing master file; Neither Oblivion .esm or Nehrim .es
m exists in %s') % (dirs[mods].s))
NameError: global name 'mods' is not defined


So for the time being, I know that Oblivion.esm needs to be active before I shut 288 down.

fixed, thanks. (silent warning now unless on debug mode)

Problem on windows XP - On my admin account I have done a complete clear out of previous Python setup (including de-installation, all related folders and obsolete registry entries with CCleaner)

Re-installed fully WryePython03a installer.

Wrye bash 288 seems to be working fine along with new BOSS and update options as mentioned previously.... however

When I click the installers tab

Spoiler
Traceback (most recent call last):
File "H:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3897, in OnShowPage
self.GetPage(event.GetSelection()).OnShow()
File "H:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2548, in OnShow
if data.refresh(progress,what,self.fullRefresh):
File "H:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11020, in refresh
if 'I' in what: changed |= self.refreshInstallers(progress,fullRefresh)
File "H:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11210, in refreshInstallers
try: installer.refreshBasic(apath,SubProgress(progress,index,index+1))
File "H:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10065, in refreshBasic
self.refreshSource(archive,progress,fullRefresh)
File "H:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10585, in refreshSource
ins = listArchiveContents(archive.s)
File "H:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 113, in listArchiveContents
ins, err = Popen(command, stdout=PIPE, startupinfo=startupinfo).communicate()
File "C:\Python26\lib\subprocess.py", line 633, in __init__
errread, errwrite)
File "C:\Python26\lib\subprocess.py", line 842, in _execute_child
startupinfo)
WindowsError: [Error 14001] This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem


XP Service Pack 3 as admin. I have not ventured as far as attempting any usage in the limited user accounts yet (expecting I will have to temporarily enable them as admin as usual)

Edit: The only similar problem I have had previously with Wrye python was when the py compiles did not run, I checked for those during installation and as far as I can tell everything installed as it should with full admin rights.

okay Waruddar rebuilt the 7z binary to enable it to actually export file names in unicode... that seems to have gone wrong somehow, reverted to 7z 9.15 worked fine (what it has been for many versions), updated to 9.17 and working fine (other than some unrelated unicode errors).

Thanks, but I'm starting to think to think it's been too long since you people have been noobs. Those read-me may tell you all you need to know, but for someone who has to start from scratch the information is just too buried.

Regardless, after much google'ing I did manage to actually createa bashed patch. Joy. However that created a new problem; loading Oblivion with the bahsed patch enabled CTD's the game at start up. If I load the game with all mods checked, save for the bashed patch; the game does start and I can start a new game just fine.

So... erm, how did I screw up? How can I stop screwing up? And finally; what information do you guys need from me in order to answer the first two questions?

I dunno I guess I probably was a noob once but I can't really recall that; sure I make mistakes in coding at times but then again so does Microsoft so I'm not too worried about that.
best way to figure out what is sticking in the craw of your config is to one by one enable patchers (or disable one by one from your current setup).

As as this sounds, I may as well ask - what's the word on supporting Nehrim as an alternate master? Currently, Bash does a lot of Oblivion.esm specific checks, but it seems that you could probably have it disregard them for Nehrim in those cases so as to allow it to be used for both games. Of course, it might be more complex than that, but considering how it works near flawlessly when you replace Oblivion.esm with Nehrim.esm wherever the aforementioned is referenced, it seems quite reasonable to posit that all that's needed are a few extra checks on the magnitude of "is this Oblivion, or Nehrim?".

Or is this already accounted for, and I'm a foolish fool who foolishly fails to read changelogs ever so foolishly?

er bother I thought I'd pmed you... heh.. :embarrased:..
snip from changelog:
Spoiler
* Initial Nehrim Support (based on contributions by roxahris)

- gotten from the file you posted on Psymon's Nehrim and mods thread
I don't have Nehrim so I couldn't test it but it should logically work anyways.


I'm having the same problem as Johnn123, tried reinstalling wrye python, but it did not help.

Edit: Just had another look, noticed I had python 2.5 installed still, along with 2.6. So I uninstalled 2.5 and everything to do with it, and now 288 fires up. Took a long time the first time and threw me an incomprehensible error message, but I can't reproduce it, so I'll assume it's fine (while hanging onto a backup of 287, heh).

the incomprehensible message was most likely a comtypes first time initialization message rather than an error - rather incomprehensible stuff really and you can just ignore it.

Hmm, didn't see this one on my browse through the post, so I'll add it on.

Just updated to Wrye Python 03a and Bash 288 today, and everything is working fine it seems... except for BOSS (Upgraded to 1.6 yesterday). The icon is there, and when I click it it runs the .EXE and sorts my mods properly, but when it comes time to display the BOSSLog, Bash hangs until I shut BOSS down, then it returns to normal. Perhaps it's because my browser is open? Lemme check...

EDIT: Nope, not that. I really don't know what might be wrong here... BOSS is working just fine, the only real problem here is that Bash is hanging up for no reason.

hmm that is odd... have to think on this one as to what could possibly be causing it.
(just in case it is something to do with browsers: what browser are you using (and version), what OS, what python version)

(and hopefully catching up on the rest of the posts and posting 289 later this evening - er night)
Pacific Morrowind
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Lynette Wilson
 
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Post » Sat May 28, 2011 7:35 pm

Actually there are only 2 worlds: Oblivion and Nehrim, but maybe somebody will create another ones.

I still don't use Nehrim (waiting for a powerfull hardware) but I have an idea:

- Make different modlist. In wrye bash, you will have to declare an esm (Condition: the esm don't require any master) as a new standalone world.
- Wrye bash will check the masters of every esp and will automatically assign every esp to his own world (every esp without master will be assigned to all the worlds, but you can keep enabled it in a world and, at the same time, disable it in another one)
- When you click the "Play" button, wrye bash asks you what world you want to play (so no need every time to disable Oblivion to play Nehrim and vice versa).
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luke trodden
 
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Post » Sat May 28, 2011 4:01 pm

Actually there are only 2 worlds: Oblivion and Nehrim, but maybe somebody will create another ones.

I still don't use Nehrim (waiting for a powerfull hardware) but I have an idea:

- Make different modlist. In wrye bash, you will have to declare an esm (Condition: the esm don't require any master) as a new standalone world.
- Wrye bash will check the masters of every esp and will automatically assign every esp to his own world (every esp without master will be assigned to all the worlds, but you can keep enabled it in a world and, at the same time, disable it in another one)
- When you click the "Play" button, wrye bash asks you what world you want to play (so no need every time to disable Oblivion to play Nehrim and vice versa).

Uhhh - not that simple

Read the http://www.gamesas.com/index.php?/topic/1118767-nehrim-and-mods/ first post for the issues with Nehrim. It is more than just a plugin thing.
The most complete answer to having both Oblivion and Nehrim or as many versions of Oblivion as you can fit on your hard drive is http://www.gamesas.com/index.php?/topic/1119357-wipz-mtes4-manager/.

There are several other world space mods out there - huge ones - but what the master plugin is for them is not specifically the issue with Nehrim (which is more and described above).
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JUDY FIGHTS
 
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Post » Sat May 28, 2011 8:19 pm

Now I am confused, just installed 2.75 installer, both 7zip files are 4.57 and no newversions .... must have been another archive version of Wrye bash before 287 - Curious now, going on a download frenzy to find 9.10 newversions :)

Edit: Now I am really confused.... grabbed all old archives and checked them all, closest to 9.10 are these....

285 archive has 4.5.8.10 version of 7zip

286 archive has 9.15 version of 7zip

But theres no in-between OR no newversion - where the hell have those come from , have they been generated on the fly at some point :ahhh:



As far as I understand the homepage of 7zip (http://www.7-zip.org/), the versions 4... are the stable and the 9.... are the beta ones.
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Holli Dillon
 
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Post » Sat May 28, 2011 4:56 pm

Whoops, looks like I am a fool that doesn't read changelogs. Sorry!

However, there still is a bit of a bug in 288 regarding Nehrim support... the Bashed Patch still adds Oblivion.esm as a master. As far as I've tested, however, changing getMastersUsed to use the "Oblivion or Nehrim" check that you put into ModInfos/__init__ fixes it.
Spoiler
    def getMastersUsed(self):        """Updates set of master names according to masters actually used."""        if not self.longFids: raise StateError("ModFile fids not in long form.")        if dirs['mods'].join('Oblivion.esm').exists():			masters = MasterSet(self.masterName)         elif dirs['mods'].join('Nehrim.esm').exists():			masters = MasterSet([GPath('Nehrim.esm')]) # insert witty joke here about the old comment        for block in self.tops.values():            block.updateMasters(masters)        return masters.getOrdered()

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Matt Fletcher
 
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Post » Sun May 29, 2011 4:39 am

As far as I understand the homepage of 7zip (http://www.7-zip.org/), the versions 4... are the stable and the 9.... are the beta ones.


Erm, correct, but I fail to see the relevance of your comment regards the conversation which started a little further back than that post...
http://www.gamesas.com/index.php?/topic/1119710-relz-wrye-bash-thread-51/page__view__findpost__p__16476720

No matter, PM's post above has given us a clue as to the cause of some BAIN installer problems and waruddars custom 7zip.exe...

okay Waruddar rebuilt the 7z binary to enable it to actually export file names in unicode... that seems to have gone wrong somehow, reverted to 7z 9.15 worked fine (what it has been for many versions), updated to 9.17 and working fine (other than some unrelated unicode errors).


but just before I switched back to using WB 287 after experiencing the problem with the new version of AWLS wizard, and the subsequent failure of Wrye bash 288 to install anything new from that installer - I was using 917 7Zip.exe and .dll, also copied to the mopy folder to overwrite the WB 288 installed version... so still have my doubts. Will have to look into it when I get home later.

Edit: Or, fingers crossed, I will be installing 289 instead :)
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Louise Dennis
 
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Post » Sun May 29, 2011 7:45 am

Question about Import Graphics:

[snip]


Not a solution, I'm afraid, but more of a "me too". I've encountered a problem where SupremeMagicka and a detect life shader mod no longer work together, where they were just fine with 287, and this is definitely where SM is configured for working with a detect life shader mod. As you found, putting the shader mod after the bashed patch made things work for me, but I felt icky about doing that. I tried tagging the shader mod with Graphics (it wasn't originally) but this had no effect either. What I have resorted to in the meantime creating a custom SupremeMagicka.esp that has the shader mod merged into it, using TES4Gecko. This works, but is no less icky than moving a mod past the bashed patch, just differently (and, for me, preferably) icky.

Winterlove
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Rik Douglas
 
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Post » Sun May 29, 2011 9:01 am

If there is a compatibility problem WB and tags can't solve I suggest using TES4EDIT to make a custom patch to load after the Bashed Patch.
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Stephanie Valentine
 
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