[RELZ] Wrye Bash -- Thread 65

Post » Wed Mar 30, 2011 9:25 am

I'm okay with all of them except yellowspandex.
I mean seriously, an IC guard named YellowSpandex?
That's just sick, man. Sick.


Why? That's the one that inspired the goofiness.
Dumb, isn't it?

Make im the annoying fan
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Smokey
 
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Post » Wed Mar 30, 2011 11:27 am

Why? That's the one that inspired the goofiness.
Dumb, isn't it?

Make im the annoying fan

Well as long as you put a pair of YellowSpandex on him... :foodndrink:
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SHAWNNA-KAY
 
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Post » Wed Mar 30, 2011 7:05 am

Well as long as you put a pair of YellowSpandex on him... :foodndrink:


That would require a mesh.

If yellowspandex doesn't have any problems with it, it's good to go, except for the mesh(you'll have to do that yourself LOL)

expecting a reply
(I'm not trying to put anyone down here. Metallicow is just as dumb of a username as any, but it's mine LOL)
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Naazhe Perezz
 
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Post » Wed Mar 30, 2011 2:02 am

Well as long as you put a pair of YellowSpandex on him... :foodndrink:



Goofy ain't it. But I'm a rebel...
If a superhero wears YellowSpandex than he's just another goofball.. even if he's Wolverine ---- so why not name it as such....


Thats my 2pence about silly Marvel superhero suits.

EDIT: lol you can make the mesh as long as it has the proper claws :D :P
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noa zarfati
 
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Post » Wed Mar 30, 2011 10:21 am

2. It's been almost two years since I rebuilt my Bashed Patch. I used to have a print out of what to leave checked, and what not to leave checked, but it is buried somewhere in my two milk crates full of stuff.
I looked at the read me, but it is just general information about the categories. I looked at the pictorial guide, but it appears to be primarily about BAIN.
Anyone have a link to a good explanation of what needs checked, and what doesn't?

First post, last spoiler "Patch option reference (by Waruddar)". Rather wordy but a good guide to the categories. If you're using FCOM, the FCOM thread also has a shorter version of what needs to be checked.
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John Moore
 
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Post » Wed Mar 30, 2011 4:27 am

2. It's been almost two years since I rebuilt my Bashed Patch. I used to have a print out of what to leave checked, and what not to leave checked, but it is buried somewhere in my two milk crates full of stuff.
I looked at the read me, but it is just general information about the categories. I looked at the pictorial guide, but it appears to be primarily about BAIN.
Anyone have a link to a good explanation of what needs checked, and what doesn't?

Edit for doubletake: .... 2 ... years .... O_o , 2 minutes for me :D

:) Yep, you may have missed >http://www.tesnexus.com/downloads/images/35230-1-1298661289.jpg< in the Basics Guide - Which, I may add is not about BAIN, but purely using Wrye Bash, it does have an Introduction to installers tagged on the end. But thats just basic usage :)

EDIT lolol. If your reading this you might have been added to the list. Don't request a race.etc

Damn, I would have requested Manta - Tip of the hat to Piers Anthony ;)
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Jessie Butterfield
 
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Post » Wed Mar 30, 2011 3:03 pm

Goofy ain't it. But I'm a rebel...
If a superhero wears YellowSpandex than he's just another goofball.. even if he's Wolverine ---- so why not name it as such....


Thats my 2pence about silly Marvel superhero suits.

EDIT: lol you can make the mesh as long as it has the proper claws :D :P


OK, enough goofiness.

Get back to BUGFIXING! and normal bash stuff(enough with goofy posts LOL)

consider it done(might be a while for the mesh as the list needs to populate fist.)
EDIT: but what about Wrye? Random? What type of character would Wrye want to be...? A Beggar.. A Guard.... A Mercenary... etc.... M'aiq would be my guess......
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Frank Firefly
 
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Post » Wed Mar 30, 2011 2:33 pm

Question for everyone. Is it ok to have only the latest version of C++ Runtime Library (2010)? I was tidying up my drives and realized that I have like 6 different version of the Redistributable, from 2005 onward. The link on TESIV Positive is for a version that goes with 2008 Service Pack 1. Any insight is appreciated :)
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Breanna Van Dijk
 
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Post » Wed Mar 30, 2011 12:21 am

For Wrye Bash Stand Alone (the only version of Wrye Bash that needs anything C++ related) http://www.microsoft.com/downloads/en/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en
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Cassie Boyle
 
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Post » Wed Mar 30, 2011 11:30 am

First post, last spoiler "Patch option reference (by Waruddar)". Rather wordy but a good guide to the categories. If you're using FCOM, the FCOM thread also has a shorter version of what needs to be checked.

That looks good. Thanks for pointing me to it.

Edit for doubletake: .... 2 ... years .... O_o , 2 minutes for me :D

:) Yep, you may have missed >http://www.tesnexus.com/downloads/images/35230-1-1298661289.jpg< in the Basics Guide - Which, I may add is not about BAIN, but purely using Wrye Bash, it does have an Introduction to installers tagged on the end. But thats just basic usage :)
...

lol, yup. I play with the philosophy "If it works, don't fix it."
I have a pretty stable game, so I've left it alone for quite a while. I just decided today to see if any of the major mods had been updated.

I did miss that pic. Printed out for future reference.

=+=+=

No ideas about my installation befuddlement (ie: Question 1)?
EDIT:
I'm sofa king we todd it....
I hadn't checked the box in the installer to install to the Oblivion folder.
Question 1 is solved.
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Wayland Neace
 
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Post » Wed Mar 30, 2011 12:05 pm

As you can see the codebox tag is not DEAD. we need to find out who screwwwed it up in the first place and mob them OB style... LOL

TESTING does the codebox actually work!
It apparently shows a codebox...

wow does the codebox actually work! YES it does! [color="#FFFFFF"]hmm color tag dont seem to work... Inside or out...[/color]'lets try to wrap in single quotes'"lets try to wrap in double quotes"'let's try a non-escape single quote'"let"s try a non-escape single quote"'let\'s try a escape single quote'"le\t"s try a escape single quote"

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SiLa
 
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Post » Wed Mar 30, 2011 7:48 am

er, new question:

Now, when I hit the "Build Patch" button, the small pop-up window with the progress bar comes up, and everything runs smoothly until it gets to "Completing, saving patch..." oslt.
Then the small pop-up closes, and a debug window pops up saying:

C:\Games\Oblivion\Mopy\bosh.py:3567: DeprecationWarning: struct integer overflow masking is deprecated  MelStructA.dumpData(self,record,out)Dumping: SEManiaGardenWeather 493696 > recType: REGN> size: 634> fid: 493696> flags2: 0> flags1: > changed: True> subrecords: None> data: None> inName: EnhancedWeather - SI.esp> longFids: False> eid: SEManiaGardenWeather> iconPath: None> mapRed: 249> mapBlue: 124> mapGreen: 0> unused1: > worldspace: 327186> areas: []> entries: [, , ]Traceback (most recent call last):  File "C:\Games\Oblivion\Mopy\basher.py", line 5311, in Execute    patchFile.safeSave()  File "C:\Games\Oblivion\Mopy\bosh.py", line 5144, in safeSave    self.save(filePath.temp)  File "C:\Games\Oblivion\Mopy\bosh.py", line 5164, in save    selfTops[type].dump(out)  File "C:\Games\Oblivion\Mopy\bosh.py", line 4244, in dump    size = self.getSize()  File "C:\Games\Oblivion\Mopy\bosh.py", line 4236, in getSize    return 20 + sum((20 + record.getSize()) for record in self.records)  File "C:\Games\Oblivion\Mopy\bosh.py", line 4236, in     return 20 + sum((20 + record.getSize()) for record in self.records)  File "C:\Games\Oblivion\Mopy\bosh.py", line 1754, in getSize    self.dumpData(out)  File "C:\Games\Oblivion\Mopy\bosh.py", line 1843, in dumpData    self.__class__.melSet.dumpData(self,out)  File "C:\Games\Oblivion\Mopy\bosh.py", line 1502, in dumpData    element.dumpData(record,out)  File "C:\Games\Oblivion\Mopy\bosh.py", line 938, in dumpData    element.dumpData(target,out)  File "C:\Games\Oblivion\Mopy\bosh.py", line 3567, in dumpData    MelStructA.dumpData(self,record,out)  File "C:\Games\Oblivion\Mopy\bosh.py", line 1172, in dumpData    data += struct.pack(format, *[getattr(x,item) for item in attrs])SystemError: ..\Objects\longobject.c:336: bad argument to internal function


I'm building it over a blank "Bashed Patch, 0.esp" from the mopy\extras folder. It remains unchanged.

I'm following Waruddar's reference and the Bash readme.

What is causing this?
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Astargoth Rockin' Design
 
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Post » Wed Mar 30, 2011 12:45 pm


> inName: EnhancedWeather - SI.esp



Hey :wavey:

What Version of EW 1.44? You have to be using older version has 1.44 Version is not mergable and not named ew-si.esp just ew..

What version of Bash are you using ?

Where did you select EW-SI.esp in bash patch..?
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Céline Rémy
 
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Post » Tue Mar 29, 2011 11:17 pm

Hi,

I am using latest Wrye Bash 292 from svn.
Has reordering installers with the mouse been disabled? After updating I noticed I can't reorder using the mouse.

Regards,
niche99
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Albert Wesker
 
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Post » Wed Mar 30, 2011 2:50 pm

Hey :wavey:

What Version of EW 1.44? You have to be using older version has 1.44 Version is not mergable and not named ew-si.esp just ew..

What version of Bash are you using ?

Where did you select EW-SI.esp in bash patch..?

Hey Corepc!

Like I said earlier, I haven't updated anything in a couple of years. I just decided to update Bash today...
I'm running Bash 291, and EW 117.
I checked EW in the Merged Patches section.

I just tried unchecking both EW files (EnhancedWeather.esp and EnhancedWeather-SI.esp) in the Bashed Patch dialog, and it completed the build.

I've downloaded EW 144, and now need to uninstall 117...
I follow the directions to uninstall 117, but after I rebuild the Bashed Patch, the game crashes while loading my last save.

I'm going to bed now. I'll try doing this when I get up. :facepalm:
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Jason Rice
 
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Post » Wed Mar 30, 2011 3:07 pm

Back to business - after a couple err silly pages :rolleyes:
Where is the group option in the Mods tab ?
Looks like it disappeared
As I am starting a debugging session I would very much like to group mods - hurry up it's my sunday chance lol

Also I noticed a group : BashedPatchMerged - not applied to all + mods - a bug ?
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john palmer
 
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Post » Wed Mar 30, 2011 2:12 pm


EW 117.

I've downloaded EW 144, and now need to uninstall 117...
I follow the directions to uninstall 117, but after I rebuild the Bashed Patch, the game crashes while loading my last save.


You will need to do the clean save when upgrading from 117 to 144 and obse 20 has well..Else I do not have version 1.17..has far back has I got is 1.36 version of EW..
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Sheila Reyes
 
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Post » Wed Mar 30, 2011 1:08 am

Back 2 business afyer last nght's silliness...

!. If looked at SVN Rev history and it tells me that CBash is unchanged since 1024, 2 weeks ago. Am I to assume that is Stable and safe to use now?... Hmmm... am I only one who roots for CBash? Haven't seen much interest or bug reports for CBash use in the last couple of weeks ...

2. Little req.. Is any way possible to trick BAIN folder to be actually spread accross multiple folders? f I allready asked it before I apologize.
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koumba
 
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Post » Wed Mar 30, 2011 6:40 am

I am doing some work with Wrye Mash at present, and a lot of the feature requests I am getting are basically Bash has this feature. Please implement. (Some aren't). There are some areas of code base that are essentially the same (Or were at some point the same and have about the same interface) and it seems stupid me copy and pasting code.

I wondered how receptive Bash developers would be to me trying to re-factor out common code and putting it into a common project (Wrye Base? IDK Some name. Basically anything fairly game independent goes in there) so that more code sharing happens. I can also see this being a benefit for Bash if a Skyrim version comes out.

The downsides I see is that if you modified the API of the base project, it becomes more annoying for Bash/Mash developers however I think that in general code sharing is good as it reduces work load and given that Wrye (M|B|F)ash now spans three games I can see it being worth it. Pulling out common things is also really fast as there are good re factoring tools that work fine most of the time (I have only had one strange issue with Rope).

Just a thought. I would be interested to see if there were any comments or potential issues :shrug:

I can't think of any potential issues... hmm lets see best to refactor into a common svn project and then have that as an external in the bash source... and speaking of Mash development I've done a hmm one or two things that I just haven't gotten around to releasing, and have Wrye authorization/appropriate nexus permissions to upload to the Nexus Mash page, so if you're not already doing of SCM for your Mash work I was wondering if you wanted to use the oblivionworks (sourceforge) svn? (if not no problem ofcourse).
Valda is the Flash developer so once you're done a bit you might want to message/post on his threads about it so that he can update to that.
I totally agree that it would be great to have some stuff shared, probably 50% of the non esp reading/patch building code can be shared I'd say at a rough guess.



I use TortoiseSVN personally, it shows everything, but the http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/?view=log will also tell you everything.

also as on the OP:
There is now a listserve for the svn and bug/request/patch/support trackers; if you want to get emails whenever changes to those items happen just join over https://lists.sourceforge.net/lists/listinfo/oblivionworks-committers
- that has the commit logs emailed out on it every commit - if you don't mind your inbox filing up (or just have a ruleset to move em to a folder to view with ease) with em it is (very imo) handy.

Error
Spoiler
Traceback (most recent call last):
File "C:\Games\Oblivion\Mopy\basher.py", line 5854, in Execute
patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!
File "C:\Games\Oblivion\Mopy\bosh.py", line 18045, in buildPatch
patcher(modFile, record, bashTags)
File "C:\Games\Oblivion\Mopy\bosh.py", line 31836, in apply
map(override.__setattr__, allAttrs, prevValues)
File "C:\Games\Oblivion\Mopy\cint.py", line 693, in __set__
nValue = http://forums.bethsoft.com/index.php?/topic/1185023-relz-wrye-bash-thread-65/[MakeShortFid(instance._CollectionID, x) for x in nValue]
File "C:\Games\Oblivion\Mopy\cint.py", line 335, in MakeShortFid
raise AttributeError("Unable to convert long fid (None, %06X) into a short formID" % object)
AttributeError: Unable to convert long fid (None, 002090) into a short formID
with CBash,(SVN 1051) Load Order
Spoiler
Active Mod Files:


*(Python 2.71 Unicode)
wxPython2.8-win32-unicode-2.8.12.0-py27
comtypes-0.6.2.win32
pywin32-216.win32-py2.7

should be fixed, thanks :)

Hi,

I found a bug in Wrye Bash 292.
Activating Enable BSA Redirection from the right click context menu in the Installer Tab produces:

Traceback (most recent call last):  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\basher.py", line 7058, in Execute    bsaFile.scan()  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\bosh.py", line 6581, in scan    ins = bolt.StructFile(self.path.s,'rb')IOError: [Errno 2] No such file or directory: 'E:\\Oblivion\\Data\\Oblivion - Textures - Compressed.bsa'


My 'Oblivion - Textures - Compressed.bsa' is named 'Oblivion - Textures.bsa' as I decompressed it - and my Oblivion.ini reflects this name change.

EDIT: Does this mean that BSA Redirection is not active in this case?


Regards,
niche99

renaming as Lojack said works but in cases where you really want to have it named non-standard there is now a bash.ini option :) (sOblivionTexturesBSAName in settings), just set that to the desired name and you're groovy.
oh and if it gives an error there then no BSA redirection would be inactive even if Bash might think it was active (because it failed half way through - well more like 1% but in process anyways).

CBAsh - shoul I merge those ?
Spoiler
The following mods are mergeable. While it is not important to Wrye Bash functionality or the end contents of the bashed patch, it is suggest that they be deactivated and merged into the patch; this (helps) avoid the  Oblivion maximum esp/m limit.*FCOM_Francescos.esp* FCOM_FrancescosItemsAddOn.esp* Symphony of Violence.esp* SM Plugin Refurbish - VileLair.esp* DLCSpellTomes - Unofficial Patch.esp* MaleBodyReplacerV4.esp* FCOM_LothsBluntWeapons.esp* Oscuro's_Oblivion_Overhaul.esp* OOO-Water_Weeds.esp* OOO_XiaNewAmulets Addon.esp* FCOM_EntropicOrderRebalance.esp* Mart's Monster Mod - Looting NPCs & Creatures.esp* Mart's Monster Mod - No Blood.esp* VASE - Cyrodiil for MMM.esp* VASE - Vanilla SI.esp* Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp* TamrielTravellerAdvScript.esp* FCOM_TamrielTravelers.esp* ArmamentariumLL4OOO.esp* ArmamentariumLLMagicOOO.esp* Artifacts.esp* Artifacts - ArmaCompleteAddon.esp* thievery - EE patch.esp* Harvest [Flora] - Shivering Isles.esp* Harvest [Flora] - DLCVileLair.esp* Harvest [Flora] - DLCFrostcrag.esp* Real Lava 1.3.esp* Enhanced Vegetation [110%].esp* Mart's Monster Mod - Resized Races.esp* LightSpellWhite.espAutomatically deactivate those mods now?

Also - IIRC discussed before - I have a mod that has OOO.esp for master - OOO merged => mod deactivated - workaround ?

BTW what about Yacoby's refactoring idea - we will have Bash in Skyrim no ? :nod:

EDIT2: the purple color for non merge mods does still disappear (on SVN update ?)

do you have the mod (that has ooo.esp as a master) active and Bash is still suggesting that you deactivate ooo? - if so I made a mistake somewhere :headbang: - if so what mod is it?
yeah definitely - I guess it will be Wrye Sash? Skash? Smash? something anyways :D
ugh I'll look into why the persnickity purple people eaters are malfunctioning.

Thanks :) - so from the suggested mods to be merged we should only skip OOO ?
This problem with .esp masters that get merged has a workaround ?
master.esp    <---if this mergedslave.esp     <---this will be deactivated


I thought I had fixed it, but it only detects it if both mods are currently active so if when that is the case it is still malfunctioning, which mods (if any other than ooo and ?)

Also, has anything been done about the quality of jpg conversion on the screenshots tab... an old request of mine
The current quality is crap and I don't use the jpg option there.
Options for 100%, 90, 70, 50 etc.. Like irfanview. Xnview.

If I want a decent conversion to jpg from a screenie I should be possible in Bash.

hmmm... that would be a problem with wxPython rather than Bash probably (at least that uses wxPython's image format transformation command which accepts no options except for image type and source/output filenames - I'll look into it but probably options/better quality will require http://www.pythonware.com/products/pil/
Pacific Morrowind
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NAtIVe GOddess
 
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Post » Wed Mar 30, 2011 3:10 am

PM, any ideas for what I can do?
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TWITTER.COM
 
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Post » Wed Mar 30, 2011 4:43 am

SVN 1057 BAIN Wizard error's

Enhanced Weather give me this..

An error occured in the wizard script: Line:		"|None" "This will not install any Darker Nights plugins.", '' Error:	(Line 23, Column 64): Too many values left at the end of evaluation.


All Natural give me this

An error occured in the wizard script: Line:		Note "Remember to select Import Cells from" sRebuild "when rebuilding your Bashed Patch.\n" Error:	(Line 180, Column 93): Too many values left at the end of evaluation.


AWLS

An error occured in the wizard script: Line:		"None", "You prefer to have the building windows always lit without any plugin to toggle them off and on.","" Error:	(Line 21, Column 111): Too many values left at the end of evaluation.


==========

These where working prior to 1054 SVN,,So perhaps the script's need to be updated.
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Oscar Vazquez
 
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Post » Wed Mar 30, 2011 12:23 am

For AWLS and All Natural, go back a few pages, I re-did the Wizards to be conformant with svn's and future Wrye Bash versions (also backwards compatible)

Edit: Starting with http://www.gamesas.com/index.php?/topic/1185023-relz-wrye-bash-thread-65/page__view__findpost__p__17673957
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louise fortin
 
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Post » Wed Mar 30, 2011 4:13 am

Hi,

Latest svn Wrye Bash.
Wizard bug found on UniqueLanscapes Compilation 1.65

An error occured in the wizard script: Line:		SelectMany "Choose which Unique Landscapes you wish to install.", "Ancient Redwoods", "Installs Ancient Redwoods.", "image", "Ancient Yews", "Installs Ancient Yews.", "image", "Arrius Creek", "Installs Arrius Creek.", "image", "Aspen Wood", "Installs Aspen Wood.", "image", "Blackwood Forest", "Installs Blackwood Forest.", "image", "Bravil Barrowfields", "Installs Bravil Barrowfields.", "image", "Brena River Ravine", "Installs Brena River Ravine.", "image", "Cheydinhal Falls", "Installs Cheydinhal Falls.", "image", "Chorrol Hinterland", "Installs Chorrol Hinterland.", "image", "Cliffs of Anvil", "Installs Cliffs of Anvil.", "image", "Cloudtop Mountains", "Installs Cloudtop Mountains.", "image", "Colovian Highlands", "Installs Colovian Highlands.", "image", "Entius Gorge", "Installs Entius Gorge.", "image", "Fallenleaf Everglade", "Installs Fallenleaf Everglade.", "image", "Imperial Isle" "Installs Imperial Isle.", "image", "Lost Coast", "Installs Lost Coast.", "image", "Lush Woodland", "Installs Lush Woodland.", "image", "Panther River", "Installs Panther River.", "image", "River Ethe", "Installs River Ethe.", "image", "Rolling Hills", "Installs Rolling Hills.", "image", "Silverfish River Valley", "Installs Silverfish River Valley", "image", "Skingrad Outskirts", "Installs Skingrad Outskirts.", "image", "Stendarr Valley", "Installs Stendarr Valley.", "image", "Snowdale", "Installs Snowdale.", "image", "The Dark Forest", "Installs the Dark Forest.", "image", "The Heath", "Installs the Heath.", "image" Error:	(Line 102, Column 1526): Too many values left at the end of evaluation.


Will post in TesNexs Unique Lanscapes Compilation too.

Regards,
niche99
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Claire Vaux
 
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Post » Wed Mar 30, 2011 5:16 am

For AWLS and All Natural, go back a few pages, I re-did the Wizards to be conformant with svn's and future Wrye Bash versions (also backwards compatible)

Edit: Starting with http://www.gamesas.com/index.php?/topic/1185023-relz-wrye-bash-thread-65/page__view__findpost__p__17673957


Thank you missed those..
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Natalie Taylor
 
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Post » Wed Mar 30, 2011 12:58 am

PM, any ideas for what I can do?

probably... but I'm still 3 pages back... but there was that spat of sillyness so shouldn't take me more than another 15-20 till I get to you post :)
Pacific Morrowind
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Angel Torres
 
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