[mod] XFO -- Fallout 3 Balance Overhaul! #5

Post » Sun Oct 25, 2009 3:46 am

http://home.comcast.net/%7Exodarap777/XFO/XFO_Readme_Current.htmlhttp://home.comcast.net/%7Exodarap777/XFO/XFO_Readme_Current.html http://home.comcast.net/%7Exodarap777/XFO/XFO_Readme_Current.html

Click above or go to the link for a detailed, easy-to-navigate readme. For a quick overview:

"Included in this rar are several "modular" (you pick and choose) esps. Overall, the mods rebalance the game, slow leveling, moderately increase difficulty, and enrich the game with greater depth and tactics, as well as provide a more meaningful character-building process. You don't need a new game, and you can choose new options every time you play!"

  • Complete "Pacing" revamp, scalable to your taste, which not only increases the experience required to gain each level, but also rebalances relative XP gain for different tasks, rewarding you more for the difficult or lengthy, but less for the simple or quick.
  • New: A "PlayStyles" mod that adds depth, adrenaline, and tactics to your fights. Backwards running speed is reduced, unarmed skill adds to a dodge % (dependent on armor weight and current action), pistoleers get nifty kiting abilities, energy weapons specialists can conserve ammo with battery maintenance, melee damage is now dependent on your movement, and lots more!
  • A host of "Skill Point" distribution changes to choose from, including the recommended change that will give a base of 10 SP per level, plus ONE point per TWO points of INTelligence (as opposed to the vanilla 1:1).
  • Rarity mods, greatly increasing the rarity of ammo or drugs (now separate as well as scalable!)
  • Full stat rebalancing, placing a stronger impact on SPECIAL allotments
  • Damage rebalancing: Choose whether your weapon skills affect damage, accuracy, or both, to what extent, and scale overall damage increases that add incredible depth to the game.
  • A complete "Necessities" immersion package that adds complex and realistic hunger, thirst, energy, sleepiness, etc.; included is changes that make sleep heal you proportionally to sleepiness and time slept, as well as tons of other changes, even a new statistic like HP, "Energy," affected by everything you do.
  • Tons of in-depth Perk Mods. A huge perk rebalance that balances and adds perks and perk levels, changes requirements, and gives options to previously-ignored areas, like energy weapons. Now included is a "Paths" mod that adds complex perk paths for different playstyles, much like classes, based off of each SPECIAL stat. Also included is a fun "Flaws" mod that adds depth and balance to your character by exposing his/her personal flaws; and a DnD-like SPECIAL growth system. All separate and optional.
  • A huge and comprehensive Enemy Rebalance, carefully tuning hundreds of enemies' stats, skills, weapons, armor, and loot lists for use with this mod and proportional balances, making enemies that should be fearsome truly so.
  • Tons of miscellaneous tweaks and fixes. A sneak system rebalance (mild and hard), a barter system rebalance (mild and hard), scalable Timescale changes, a huge decrease to crippled-limb movement speed, weapon/armor degradation fixes, weapon jamming, gore tweaks, karma system rebalance, massive radiation changes (you will now actually look at that meter, and fear the water!), speed increase, food and water rebalance, VATS damage and degradation fix (scalable), Weapon rebalance, Power armor rebalance, and even a remaining "misc tweaks" file with a bunch of leftover fixes and tweaks.
  • A "STANDALONE" mod, with all of the recommended tweaks and settings, for the whole experience without having to mess with 53 esps. Just check it and go, it works all by itself, and you don't even need to copy the other files! For those who trust me more than they should wink.gif

I try to respond to every comment, be it here at these forums, or at the comment section of the download page at Fallout3Nexus. I'm always eager to hear what you think and the more feedback I get, the better the mod can be! biggrin.gif


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Amber Hubbard
 
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Post » Sun Oct 25, 2009 7:40 am

hey xoda, dont know if you saw the question before, but someone asked what you thought of 'physics based damage' from the nma people

i dont think there is a release yet but sounds pretty cool, adding hidden realism, although currently hurting criticals

what do you think, will it integrate in ok or not that into it?

No idea :P Can you point me to it?

Xod,

Looking forward to seeing what comes out of version .84! I've been getting a lot of request for a FOOK compatibility patch for FWE as well. I'm not sure if I'm going to do it or not, as I don't think it quite fits with the direction of FWE, but I wish you luck on getting it to work for XFO! Sounds like a big under taking. I had made a compatiblity patch for War1982's classic fallout weapons mod last night. I was 5 minutes away before posting a new version with compatibility and I noticed that a new version of CFW was released a few days ago that made the whole patch uncompatible. DoH!

All well, take care, and lets see .84!

Luckily, FOOK's new patched version has an esm and that makes my job MUCH easier... though still tough. Especially when you consider that they edited all of the loot records numerically, so it's going to be fun to try to integrate a scaled ammo rarity with FOOK. But I'm working on it right now, and we'll see :)

EDIT: Oh, just a quick thought. I like the unarmed skill creating a dodge bonus. What if that bonus also applied when a melee weapon (or perhaps te bonus was halved or something?).
It's a completely understandable question, but there's no chance in XFO. See, the reason I called the mod "playstyles" is because I wanted to give different combat styles different perks and different feels. Instead of raising pistol damage, for example, I'd give pistol-users a tactical advantage. Melee users are the pure damage solution, so there needed to be something to fit unarmed. Instead of adding damage, I stayed with the unarmed perk path and gave them defensive bonuses, so unarmed is the defensive solution. While it makes sense to give similar bonuses to melee because its a similar style, it would be terribly unbalanced.
Of course, you can edit the script if you want, for your own or FWE's usage ;)
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james tait
 
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Post » Sun Oct 25, 2009 1:44 pm

No idea :P Can you point me to it?


Luckily, FOOK's new patched version has an esm and that makes my job MUCH easier... though still tough. Especially when you consider that they edited all of the loot records numerically, so it's going to be fun to try to integrate a scaled ammo rarity with FOOK. But I'm working on it right now, and we'll see :)



Xodarap i reworked yesterday our ammo lists (support of CALIBR) and now instead of having to change all "withammo" lists you just need to change certain ammo template lists for the various clip sizes used by weapons. Gun A uses for example 762x51 ammo, i am adding then a list called "762x51ammoClip30" (contains standard ammo and 25% chance ammo list) to the withammo list of that weapon. The "Clip30" part refers obviously to the clip size of a weapon. Due to the fact that there are many, many equal clip sizes its a nice solution to give your weapons easily ammo and later you just need to change the "762x51ammoClip30"list and all weapons with that ammo and clip size are changed.
Reduces the needed work A LOT.
Maybe you want the esp i am currently working on? Should give you a better idea about what i am talking. ^^
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Chloé
 
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Post » Sun Oct 25, 2009 3:15 pm

When FOOK and XFO get combined.... man, that will make my day :D :D :D
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chinadoll
 
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Post » Sun Oct 25, 2009 1:42 pm

Xodarap i reworked yesterday our ammo lists (support of CALIBR) and now instead of having to change all "withammo" lists you just need to change certain ammo template lists for the various clip sizes used by weapons. Gun A uses for example 762x51 ammo, i am adding then a list called "762x51ammoClip30" (contains standard ammo and 25% chance ammo list) to the withammo list of that weapon. The "Clip30" part refers obviously to the clip size of a weapon. Due to the fact that there are many, many equal clip sizes its a nice solution to give your weapons easily ammo and later you just need to change the "762x51ammoClip30"list and all weapons with that ammo and clip size are changed.
Reduces the needed work A LOT.
Maybe you want the esp i am currently working on? Should give you a better idea about what i am talking. ^^


Not to be impatient, but I'm going to release a patch based on v1_1b/c tonight. I'll look back through and see what I can do to repatch it when the next version comes out, though. The only thing I'm really up to right now is tweaking all of your 75's (the 25% lists) and base counts ("clips") to make the loot rarity scalable in the XFO style, and to ensure that your new ammo is comparable in found amounts (and sold amounts) to other ammo in XFO. You'll see what I mean if you grab the esp's out of 0.84 which should be up by tomorrow :)


When FOOK and XFO get combined.... man, that will make my day

Done and done on my side. Then it'll be broken again when FOOK releases their next patch, but I'll be watching and do it all over again :P A few more bugfixes and I'll upload what I've got.

How do stimpacks compare to vanilla versions now? I noticed they were quite "weak" on my unmodded PS3 version (though they probably seemed that way due to the fact I had 300+ hp :P )
Unless you pick some crazy perks, I doubt you'll go over 300 with XFO ;) Relative to vanilla and the lower HP count in XFO, the stimpaks are much stronger. But they're also much rarer, so it doesn't make life any easier overall :D

One question relating to the mild, medium and hard versions of the weapon skills module: is it correct for me to assume that they modify the damage of weapons (relative to vanilla weapons) whether we're talking about "accuracy not dmg", "dmg not accuracy," and "dmg and accuracy" ? Or does this relate purely to damage scaling relative to stats for "dmg not accuracy" and accuracy scaling for "accuracy not dmg"?
Good question, and my apologies if it wasn't clear in the readme. Yes, the suffixes (mild, med, and high) pertain exclusively to damage. The accuracy mods all have the exact same accuracy changes, and the damage in the accuracy NOT damage ones is on average the same as the ones with the damage scaling. The damage ones will go higher and lower, of course, since the damage scales to skill. :)

Hey, I posted in the cheats, hints, spoilers section. I didn't post any of those, but the thread fit there better. Its a character I'm going to make for Fallout 3, a RP character. I had a question about one of the mods I have with XFO, its near the bottom if you don't want to read all of it (which one of the reasons I'm posting the link is for people to read it, but whatever :P )...here it is: http://www.gamesas.com/bgsforums/index.php?showtopic=962624
I love the idea of putting that kind of thought into an RP character for FO3. It wasn't until about six months ago that I really felt that Oblivion had been modified enough to RP it fully, and I now really get a kick out of it that way! If you're just asking for Flaw advice, well, that's tough, especially since I feel bad that the Flaws were implemented as a preview of a much bigger idea and I still haven't followed up and fleshed it out. For that very reason, I was toying with pulling it out until it's better-balanced and more fully implemented. It's also entirely up to you ;) Sorry to be no help, but that's all I can say :) There will be more perk paths coming when I have the time (time, oh, time), and now, as of .84, there will be extra levels to play around with :D
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Charles Mckinna
 
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Post » Sun Oct 25, 2009 2:22 am

sorry xoda, it sounds like you have been much too busy to compulsively follow every mod thread around!

here is the link to the physics based penetration. it honestly sounds awesome, damage modelled on weapon (techinically ammo) characteristics and interacting realistically with different sort sof armour. essentially it comes down to a small pistol smashing molerats but doing nothing to an armoured supermutant torso, whereas a rail gun will destroy a power armoured enclave tropper, but not really do more damage to the molerat. unfortunately the current build seems to mess with criticals which ruins some of your perks and playstyles

maybe something to keep an eye on till finished, but i can see it being a great addition

http://www.gamesas.com/bgsforums/index.php?showtopic=961206

i agree so much with your thoughts on rp-ing in oblivion. im hanging out for your next release, not because i desperately want to play a heavyweapon build, but because i know i dont have the full range of options to choose from in building a character

luke

ps: ive been trying to get the modder working on ammo schematics for the CRAFT mod to make it more XFO compatible, so when FOOK is involved we can translate ammo from one type to another. hope it comes off, will help in balancing all of these ammo types

pps: it seems this is going to happen, which is great. the mod is based on CALIBR ammo, so i dont know how FOOK compatible it will be. step in the right direction though
here it is http://www.fallout3nexus.com/downloads/file.php?id=4514
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Emilie Joseph
 
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Post » Sun Oct 25, 2009 4:07 pm

gday xoda,
really pleased you have found the time to sink your teeth in fook ...a lot earlier then anyone i think expected.... now make sure you are eating/drinking and sleeping properly :snoring: :icecream: :foodndrink:


..............im under the impression, that your patch will come as an esp, that i will have to load after the fook files in my fomm. (a proper little tongue twister)
im just wondering, as i haven't installed fook on main fallout file as yet, but have downloaded (installed and tested as playtest game :thumbsup: ) then put in a separate folder, awaiting your release. :drool:
im kinda figuring that it will be ok to install them on my main game file now ?

........would i be able to have a readout of your load order im fomm, im thinking i have mine pretty close, using a order i found while reading a previous post in ur forum http://www.gamesas.com/bgsforums/index.php?showtopic=944373 ..............(thx Daelda u rock )..................
just the core mods that you use as in your readme http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html#Links.

feel free to say no

either way :bowdown:
well done
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xxLindsAffec
 
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Post » Sun Oct 25, 2009 2:54 pm

To anyone having problems with Wasteland Wisdom -- hold onto it. It should auto-activate when you upgrade to 0.84 :)
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Syaza Ramali
 
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Post » Sun Oct 25, 2009 4:52 pm

would i be able to have a readout of your load order im fomm


Well, I'm hoping to include Load Order info in my next readme, but it won't be very thorough until 0.85. And the heavy weapons / heavy armor build won't be out until 0.85, either, as I dropped work on the Perk Paths to start work on compatibility instead.
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Andrew Lang
 
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Post » Sun Oct 25, 2009 3:18 pm

Damn my slowness... It's like 4:30am here and I think I'm going to have to call it a night. So there goes one more night without the update, BUT I've finished actually updating and fixing everything, I just have to make the standalone (which I've still never found a way to streamline, so that's an hour right there) and add a bunch of stuff to the readme (another two hours at least). I just don't think I'll make it to 7:30 :P But I'll get on it right away tomorrow :)
The good news is that there's no reason to wait: most of the changes will work retroactively. The new levels will get added to your character no matter what level s/he is currently at, the Necessities fixes include a scripted reset so those fixes will go in, and most other fixes and changes will work right away. As for bringing in FOOK, there's no real reason not to do it right away (but be sure to skip those balance changes!) -- XFO will just change their ammo rarity to be scalable and make sure that the damage changes they make aren't too strong. So at worst, you'll have too much ammo and weapons will be too strong, but the XFO patches can be added in whenever. And if you want to use FOOK and MMM, I'd recommend you use FOOK's MMM patch instead of XFO's anyways.
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Matt Gammond
 
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Post » Sun Oct 25, 2009 11:44 am

I would really like to see a load order for XFO, MMM and FOOK.

I currently use XFO and MMM, but with all the changes that XFO and FOOK make I don't really want to experiment too much with the load order, I hate playing and then finding out that my load order is wrong and having to start from the beginning (or exit of Vault 101 anyway) again and again.

All I want to do is have XFO as the main mod, MMM for monsters and FOOK for weapons and armour.

(I also use WMK which I would probably remove for the combination of XFO, MMM and FOOK, same goes for Repair Rethought. However I would want to keep FOSE, Unoffical Fallout Patch and Ultimate Perk Pack, but I should think that would be fine anyway)
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sally coker
 
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Post » Sun Oct 25, 2009 4:05 pm

I would really like to see a load order for XFO, MMM and FOOK.

I currently use XFO and MMM, but with all the changes that XFO and FOOK make I don't really want to experiment too much with the load order, I hate playing and then finding out that my load order is wrong and having to start from the beginning (or exit of Vault 101 anyway) again and again.

All I want to do is have XFO as the main mod, MMM for monsters and FOOK for weapons and armour.

MMMF3 needs to be loaded after FOOK, that's how the compatibility module is designed, and I'm certain XFO will need to load after FOOK too for Xodarap's balance changes to override FOOK's. Between XFO and MMM it probbaly doesn't matter, as the mods cover different areas, with the exception of Xodarap's creature & NPC changes encompassed in the new MMMF3 plugin which (I'm almost certain, tjhough he can confirm) will need to be loaded after the main MMMF3 plugins. So, something like FOOK --> XFO --> MMMF3 in terms of loading compatibility plugins.
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JaNnatul Naimah
 
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Post » Sun Oct 25, 2009 1:16 pm

A lot of progress being made, a lot faster than I thought too. :)


Not sure if you are going to remove the flaws in the next patch, but if not, I'm going to choose creepy. It fits better with my character.
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Jose ordaz
 
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Post » Sun Oct 25, 2009 1:07 pm

hey xoda. back again. i just made a [req] for a small change, although the modding may be more involved than that. i think it would fit well with XFO, adding realism at no cost of balance or fun. it also fits with playstyles by making science more perfect for anol character optimisers. essentially it would be taking away an accurate damage readout from weapons if science skill was low

http://www.gamesas.com/bgsforums/index.php?showtopic=962898

i didnt post it here initially because i know you have 100 things you are working on
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Alexandra walker
 
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Post » Sun Oct 25, 2009 12:35 am

hey xoda. back again. i just made a [req] for a small change, although the modding may be more involved than that. i think it would fit well with XFO, adding realism at no cost of balance or fun. it also fits with playstyles by making science more perfect for anol character optimisers. essentially it would be taking away an accurate damage readout from weapons if science skill was low

http://www.gamesas.com/bgsforums/index.php?showtopic=962898

i didnt post it here initially because i know you have 100 things you are working on


That's actually a really cool idea. Maybe tie it in with the gun skill as well?
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adam holden
 
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Post » Sun Oct 25, 2009 2:12 am

Posting this from a PM, in case the difference between XFO and FWE isn't clear to others:

Hey just put the answer to this question in your reply to my last message.

What do you think of FWE? Would it work with or interfere with your balance overhaul? I noticed Mezmorelda has your mod and name in his credits.

Link to thread: http://www.gamesas.com/bgsforums/index.php?showtopic=957452


My readme has the answers to that question ;) http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html#Links scroll down a little bit to overhauls...

FWE is NOT compatible with XFO, as it's a more thorough *replacement* to XFO. It's basically someone else trying to take a whole bunch of overhaul-type mods and pieces and smash them all together for you because they don't always play nicely with each other normally. Mezmorelda has done an incredible job, and I can't help but recommend it. It uses XFO as a "jumping off point" to start it, but in the end it doesn't really look or feel much like XFO itself. It's really hard to say one's better than the other, but Mez does a lot of work in combining a lot of other things for you. I think if you're the type to comb the Nexus looking for 100 mods to put together yourself, modify and play with your load order, and all that, then grab XFO and try to squish everything together. If you want all that stuff without the hassle, or you want to know it all works together, go with FWE. If you don't need all that stuff and just want your game rebalanced, go with XFO. :shrug: Don't know if that helps, but the short answer is that, no, FWE is entirely NOT compatible with XFO. But it is inspired by XFO and uses a lot of stuff from XFO directly, so in that sense it's kind-of "pre-compatible" since parts of XFO are "built-in." It's an incredible mod, and as daunting as it may seem, I have to recommend that people read both FWE's and XFO's readmes to get a feel of which one you'd like to go with.
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Haley Cooper
 
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Post » Sun Oct 25, 2009 2:53 am

MMMF3 needs to be loaded after FOOK, that's how the compatibility module is designed, and I'm certain XFO will need to load after FOOK too for Xodarap's balance changes to override FOOK's. Between XFO and MMM it probbaly doesn't matter, as the mods cover different areas, with the exception of Xodarap's creature & NPC changes encompassed in the new MMMF3 plugin which (I'm almost certain, tjhough he can confirm) will need to be loaded after the main MMMF3 plugins. So, something like FOOK --> XFO --> MMMF3 in terms of loading compatibility plugins.


Confirmed ;)

Seriously, it'll be here soon... :P
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Sara Johanna Scenariste
 
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Post » Sun Oct 25, 2009 12:31 pm

any time frame? No rush or anything, just curious. I know you must be really close to finishing up, but I'm going to be making my character once your new patch is out. So knowing how soon or long would be nice, but if you aren't sure...its fine :) I really appreciate what you do (and all the other mod makers) and you don't even get paid for it or anything, and like I said I'm not trying to rush you or anything.
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naomi
 
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Post » Sun Oct 25, 2009 3:59 pm

any time frame?


Now :P
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kitten maciver
 
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Post » Sun Oct 25, 2009 6:32 am

ahhh! ahhh! real mmm3 compatibility! ahhh!

how's that for a first post in the fallout3 community?

thanks man, very much looking forward to using this (specifically the raider/supermutant bit...)

i am also kind of curious about your take on the weapon physics mod. on the one hand i think that it only really meshes with the mentality behind your accuracy not damage modules. on the other hand, i feel that their take on balance is appropriate... and don't see that it would inherently conflict with your playstyles.
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Emma Pennington
 
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Post » Sun Oct 25, 2009 2:25 am

Now :P


WHAT? No :(


I was about to go to sleep.


(WOO You're quite awesome.)
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roxxii lenaghan
 
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Post » Sun Oct 25, 2009 1:28 pm

Hey Xoda,

Thanks for the highly anticipated update :thumbsup:

I have a few questions:
Why did you leave out the power armor revamp? It was a very nice addition.
I see some 'compatibility problem' mentioned in the readme, but with what? FOOK? Not everyone uses FOOK (me for instance ;) )
Oh well, I will use it from the previous version, but I'm interested in the reasons nevertheless.

I think you might be interested in the concept of this mod: http://www.fallout3nexus.com/downloads/file.php?id=1208
It seems logical, and also fits in XFO's scope ;)
If I used it, could it conflict with XFO in any way?

-edit- I still don't seem to be properly crippled. My left leg got crippled, and I could still run full speed.
Additionally no matter how crippled that leg is, it still got one hp left. I read that you are playing around with +/-1 hp, but would not it be better if you used the same method on the arms? Or that would not update speed?

-edit2- another note on cripple: I don't know if this is XFO specific but I crippled some npc in both legs, and he didn't use the 'crippled' run animation, rather the normal running animation, he just did it in very slow motion... seeemed quite weird.
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Brooke Turner
 
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Post » Sun Oct 25, 2009 7:57 am

Does the XFO for FOOK compatability file retain the FOOK dmg levels or do they overwrite them to XFO dmg levels?

EDIT: what i mean is, does XFO's FOOK compatability patch integrate XFO's gameplay changes or rely on FOOK's? Coz it appears to me FOOK's make killing things alot easier (and conversely things killing u).
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Hayley Bristow
 
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Post » Sun Oct 25, 2009 12:26 pm

Well, I'm gonna have to download this new version and FOOK tonight aren't I?!
Needed to start a new character anyway so it all worked out well!

Obviously you have been reading my mind about what I wanted! (Admittedly I didn't find a giant cake when I woke up this morning, but you can't have everything can you?!)

The only things I would like to know is when do you think you will release a FOOK (CALIBR version) compatibility patch?
And finally, do you know if the FOOK CALIBR version is different enough to warrant me waiting. I can see it causing issues if I upgrade at a later date on current game.
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Markie Mark
 
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Post » Sun Oct 25, 2009 11:49 am

the next patch will change a lot so you might want to wait with a new game.

I try to get it released in the next 1-2 days but its rly A LOT im currently changing and adjusting based on all the feedback.
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gandalf
 
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