WAC Beta v0.1 - Downloads, comments, suggestions

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StarX
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Krimsyn Kane wrote:
Speaking of which, any thoughts on diversifying the vampires like you're doing with the bandits? Granted there's still more then enough stuff that you're already working on, just wondering if it was something you were at all interested in.

If you are, maybe StarX could help? Vanilla Vampires Revised is great, something similar could fit into WAC...assuming ya'll are interested, of course.
Glad you like SVVR, that's always good to hear. I still need to fix some stuff, but at the moment I rather help out here on WAC, as it's such an amazing project. I have no idea if Alex has any plans for the vampires as of yet, but if any help is needed I'm right here.



Dewshine wrote:
The Dijjin summons conflict with SM and LAME, as we figured it would, so no surprise there. I'm wondering, is it part of the WWW plug? Or is that spell in the esm. I should try moving the plug to below my bashed patch and see if that helps.


Those wild chimps are tough little monsters. I was attacked by a group of them (5 total), and although I have a very powerful bow with an enchatment on it and powerful arrows I was only able to injure them before they ran away. No one shot kills on those, .


Otherwise, even after putting Frans back in (Frans creatures) I've not noticed problems with the armless being dead, at least on a new game. The bandit behavior of chasing them down seems to be hit and miss, and with my second test character I'm not seeing them do that like they did with the first one.
I guess a scripted spell could be used on the Djinn summon (the same as for the new player summon spells in the future) to ensure maximum compatabilty with magic overhaul mods. But that's for Waalx to decide.

Maybe the armless could just be put in a new faction to prevent evil NPC's chasing them.
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Brown Goblins at Blackrock Camp fight great. They seem to know how to use teamwork and the terrain for some reason to their advantage. There was a Water Nymph close by, it didn't cause any problems as far as they WERE fighting each other, but this is natural(to me at least). Also, the weapons I've seen on these guys are excellent. A black bear was also there, and of course attacking both the goblins and me. Won't go there fighting only hand to hand next time. lol.

Also despite using numerous mods, Wac doesn't seem to cause any problems with CTD's when exiting the game. Very good in my opinion.


The Snow Beast has a problem with only appearing when you're close to them. Til then they're invisible. A brown bear attacked one, but it swiftly moved out of the predator's way.This was in the area around Lord Rugdumph's estate. I can still see it's outline with detect life, although it's invisible. I don't know if it's part of the design or what. Also I can see through the snow beast when I'm close to it.


Went back to blackrock camp with a higher character. Forgot about Master smith following me around from "multiple enchantments" mod. He summoned an ally skeleton and went after the goblins instead of me...wierd.

Fought a demon. Looked cool enough...but I feel they should have more than a minotaur horn for loot. A "Demon's Horn" perhaps? IDEA!!! I don't know if it's possible, but wouldn't collecting horns for calling, similar to Boromir's Horn in LOTR be a great idea? Perhaps each of these horns could have different abilities.

1- Improve a stat for a short time

2- Improve an ability for a short time.

3- Cause fear in the enemies in a certain vicinity.

4- paralyze a target

5- Call allies/npc's/companions to you

6- Play "when the saints go marching in"...j/k

7- Turn undead

8- Raise weapon stats for a short time

9- Raise armor stats for a short time

10- summon a certain creature to fight for you.

Fought the abaceaen branch of goblins. Some notes: The goblin staffs are too overpriced since they're actually sort of numerous now. Perhaps lower them to less than 1k? This might create an imbalance moneywise. Also, the area around that camp needs WAC's creatures badly.

Jumped in the water to see if I could fight my first shark. Not too long before a Killer Shark came after me...It needs more HP!!!! Killed it in one blow with my level 27 character, whereas it took me about 5-10 blows to kill one goblin.
Note: Would Octopus, regular and giant, or squid, regular or giant, be possible? Also a moray eel in some of the rock areas would be prime.
Note 2: Instead of just scales, how about shark teeth(looking like the ogre's teeth, just named shark) and shark cartilage(looking a lot like ectoplasm) be possible?

Encountered a herd of blue Wildebeast. They move great. Wouldn't change a thing. These and the few herd creatures I've encountered move away from predators. Excellent. That's what they SHOULD do.
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DarkWind wrote:This has probably been said a thousand times, but the leather bracers and gauntlets clip with most vanilla armours. And pheasants have clannfear claws. I ran into a razorback boar in blackwood today. It's lucky they're slow, cos there are powerful :)
seriously I redid the weighting of the leather bracers about 3 times or more. There's always a problem. Probably because the shape is different from usual tubular braces? Now they are rigged to the exact same weight of the bare-arms models.
I don't know what else I should do, honestly. I suck at weighting.

Pheasants will get eggs, and maybe feathers too.. that's always been the plan although I have yet to do the egg model, I have many new feather retex as you can see on the mage robes of some disciplines. Those will be placed in-game as feathers/quill variety.

If you also remember RealSwords Bosmer and the arrows it has. Most arrows are named on a bird type and the arrow fletching was made to reflect this. My goal in WAC is to create those birds species, so if you use say a Bosmer Barbed Duck arrow, the green feather the arrows have can be seen on a green duck. However you know that there's no bird system in Oblivion, so that won't be done until I have a solution for flying birds..

Next version of WAC introduce two other razorback.
Krimsyn Kane wrote:Speaking of which, any thoughts on diversifying the vampires like you're doing with the bandits? Granted there's still more then enough stuff that you're already working on, just wondering if it was something you were at all interested in.
Always had a passion for vampires stories since I was like... 8 years old (I read the 700 pages Dracula at that age). But now.. vampires in Oblivion are something I could touch later, although if I do it's going to be different from what there is now. Always felt the vampires where just like bandits or marauders but with vampiric powers.
I kind of dislike vampires that fight with weapons and armors, so my vampires would be deadly Hand to Hand and great mages, but never in armors or with weapons. They would get an incredible endurance instead and as armor.

I do have ideas on this, don't know if I'll have time... I didn't even covered all the vanilla creatures types yet.
I too almost lost my home to flooding, the water was waist deep outside my place, and it came withing 4 inches of going inside... (luckily my house is raised up on a platform, so I managed to avoid most of the damage, but it was really close) have to fix some of my floors and insilation, maybe even some wires.

Bug reports remain nominal... same issues as always, the strange sound fx, the Djinn attacking Imperials, ect.
sorry about that man!

Djiins attack Imperials? I'll check this.


dewshine wrote:The Dijjin summons conflict with SM and LAME, as we figured it would, so no surprise there. I'm wondering, is it part of the WWW plug? Or is that spell in the esm. I should try moving the plug to below my bashed patch and see if that helps.
the djiins use the only summon slot available. It will conflict with any mod that does use that empty slot.

Making the djinns a spell is going to be tricky though, as the djinns summon are leveled depending on your level you get a bigger one until you are level 33. And there are 5 races of djiins in this too, so that make quite a few possibilities for a script.

Wild chimps are like that. They just come at you and test you until you hit them, as soon as they are hurt they will flee you.

I'm trying something with the armless now.. we will see :)

Shadowcran wrote:Brown Goblins at Blackrock Camp fight great. They seem to know how to use teamwork and the terrain for some reason to their advantage. There was a Water Nymph close by, it didn't cause any problems as far as they WERE fighting each other, but this is natural(to me at least). Also, the weapons I've seen on these guys are excellent. A black bear was also there, and of course attacking both the goblins and me. Won't go there fighting only hand to hand next time. .
Water Nymph isn't from WAC. Animals spawning around the camps are random. Next version will add some goblin beasts too.
Also despite using numerous mods, Wac doesn't seem to cause any problems with CTD's when exiting the game. Very good in my opinion.


CTD on exit still happen almost every time for me. That's not a problem however it doesn't cause anything.
The Snow Beast has a problem with only appearing when you're close to them. Til then they're invisible. A brown bear attacked one, but it swiftly moved out of the predator's way.This was in the area around Lord Rugdumph's estate. I can still see it's outline with detect life, although it's invisible. I don't know if it's part of the design or what. Also I can see through the snow beast when I'm close to it.
first time I hear this one. For me they appear fine. Anyone else had this?

Fought a demon. Looked cool enough...but I feel they should have more than a minotaur horn for loot. A "Demon's Horn" perhaps? IDEA!!!
...
Another missing loot! ok I keep all that in mind. although there are only 2 demons, so I can't do all this.

Fought the abaceaen branch of goblins. Some notes: The goblin staffs are too overpriced since they're actually sort of numerous now. Perhaps lower them to less than 1k? This might create an imbalance moneywise. Also, the area around that camp needs WAC's creatures badly.
Goblins staff they use in that version is the vanilla staff. I changed it here. They are not lightning staff anymore nor do they cost that much. Shamawan stave are also different.

Beyond the Border is going to place beasties in the empty spaces, when I get to it :)
Jumped in the water to see if I could fight my first shark. Not too long before a Killer Shark came after me...It needs more HP!!!! Killed it in one blow with my level 27 character, whereas it took me about 5-10 blows to kill one goblin.
Sharks are not what they should.. it will change. even the models I made sucks.

Octopus and stuff that need new animations are not in my plan as of now. I have no way to modify animations at the moment.
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Shadowcran wrote:
Brown Goblins at Blackrock Camp fight great. They seem to know how to use teamwork and the terrain for some reason to their advantage. There was a Water Nymph close by, it didn't cause any problems as far as they WERE fighting each other, but this is natural(to me at least). Also, the weapons I've seen on these guys are excellent. A black bear was also there, and of course attacking both the goblins and me. Won't go there fighting only hand to hand next time. .


Water Nymph isn't from WAC. Animals spawning around the camps are random. Next version will add some goblin beasts too.

*I know. Water Nymphs are from a mod of that name. I feel it might be important to record these sort of interactions between mod creatures, so that we can see how they relate and if there is a possible conflict.

As far as I know, there wasn't one. They fought each other, some people would see that as wrong, but I feel it's natural and actually makes some sense.

As far as the snow Beast...darn it, I can't measure distance correctly on Oblivion...let me go back and take a couple of screenshots of what I was talking about..that might help.

I've noticed a few herds and how they react and move....damned good job.

Geez, having a hard time finding them again. They're not in the same spot they were in.
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I've been jumping around with my char, and when i find these goblin camps you've added, there all dumb!
i can stand right in front of them (the goblin's, not the camp's), but they won't attack me :-(! oh, and I'm using jog's stealth overhaul (i that matters)
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still trying to find some again.

It 'may' just be because I'm using Windows Vista that it appears that way. That's just a stray thought.

Did see some more creatures while searching. The ferrets will get a friend of mine to actually want to play Oblivion now, lol. That is if she could get one as a pet.
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I too noticed that at first the goblins didn't seem to notice my presence. I think the reason is they were all concentrating on other foes and not reacting to the new threat, me. Once the brown bear and water nymph were dead, they then started in on me all at once.
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Waalx wrote:
Making the djinns a spell is going to be tricky though, as the djinns summon are leveled depending on your level you get a bigger one until you are level 33. And there are 5 races of djiins in this too, so that make quite a few possibilities for a script.
Not as tricky as you might think, actually. The method we use for the other WAC summons can also be applied to a leveled list placed inside the creature holding cel. That way a different Djinn can be summoned at any level. 8-)
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Shadowcran wrote: Geez, having a hard time finding them again. They're not in the same spot they were in.
As of now, very few beaties have fixed spawn points. Mostly everything you see is depending on new lists I made ex: Blackmarch, BlackmarchPrey, BlackMarch Predators, etc... or are driven via WAC - OverSpawn.esp and vanilla lists.

I started to add some species in areas where they will always re-spawn, some kind of ' nests ' if you want. Not much are placed, but you can find some. Zebras in front of the exit sewer, there will always be zebras there. There's a pride of red lions that live up right behind Kvatch walls. They are dangerous..( as all red's are).

In other area there will be like major population. East of Anvil on the cliff are a large area where several blue pixies will always spawn.

The goall is to add 'nested' species like this all over, so it become a mix of random encounter and fixed territory. except Cyrodiil beasts.


F0xHunter wrote:I've been jumping around with my char, and when i find these goblin camps you've added, there all dumb!
i can stand right in front of them (the goblin's, not the camp's), but they won't attack me ! oh, and I'm using jog's stealth overhaul (i that matters)
all the time? that's weird. AI overload most probably.
StarX wrote:Not as tricky as you might think, actually. The method we use for the other WAC summons can also be applied to a leveled list placed inside the creature holding cel. That way a different Djinn can be summoned at any level.

duh! really? I thought it needed a specific referenced item for it to work, guess making a referenced list can work? let's try it! :-D-)

Of course I'm going to free that summon slot if I can. :) The only drawback is that with scripted summon there will be no more custom icon for the Djiin Vessel.

Unless you have a solution for custom icon in this situation? I would create the summon ones as well if so.
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The placed leveled list is the specific reference in this case. :) I'm affraid there's not really a good good way to use custom spell icons for scripted effects, but that's an issue for every modder out there.
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Hey guys !

Ok , i know it's probably not WAC fault at all , but everytime i try to fast travel, (all the way around the world, or at the next inn) The loading screens appear, and the bar doesn't start to move that it CTD's... Sometimes when i add mod, it does it (everytime), sometimes i doesn't do it. If it does it, i just flush out the new mods and i'm ok (whatever the mod may be) . I don't think it's about the mods or anything...something stupid probably ... ANYONE ?
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Conker343qc wrote:Hey guys !

Ok , i know it's probably not WAC fault at all , but everytime i try to fast travel, (all the way around the world, or at the next inn) The loading screens appear, and the bar doesn't start to move that it CTD's... Sometimes when i add mod, it does it (everytime), sometimes i doesn't do it. If it does it, i just flush out the new mods and i'm ok (whatever the mod may be) . I don't think it's about the mods or anything...something stupid probably ... ANYONE ?
Sounds like a corrupt savegame to me. Try loading an earlier save and see if that fixes it.
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yeah thx StarX , i started a new game and all went fine ! But is there any way to "clean" your saves ? i know Wrye Bash as some features, but does it help ? If not ... then are there any savegame cleaner out there ??
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I personally never used Wrye Bashes Savegame Cleaner, as I seldom reach the point that my saves get corrupted anymore (I don't play a lot). I do not know another utility that does this. It surely won't hurt trying Wrye Bash to do the job I think. So give it a try. :)
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Conker343qc wrote:yeah thx StarX , i started a new game and all went fine ! But is there any way to "clean" your saves ? i know Wrye Bash as some features, but does it help ? If not ... then are there any savegame cleaner out there ??
I've been researching methods to fix and prevent corrupt saves. The problem is once they're 'corrupt' they no longer can be cleaned/fixed. However, if the save is a quicksave or autosave you can use the backup or .bak save file.

How to do this:
1- go to your saves folder(In my Vista it's in my documents file)
2- Make a quick copy of the save folder(put the copy on your desktop)
3- go to the quick and/or auto save designated .ess and delete the corrupt one.
4- go to the autosave.bak or quicksave.bak and change the file extension to .ess
5- go to Wrye Bash's save area
6- go to remove bloat and select it.
7- also, repair the abomb, this is optional

Another method is to use streamline saves instead. Download Streamline 3.0(3.1 is probably going to permanently be in beta and has too many bugs. the modder who did it stopped modding), and use it instead of quicksave or autosave. However, be prepared to get rid of it's esp within a few days as it too starts acting bugified.

As far as prevention...nothing I know of yet. I'm currently testing a theory of mine that the corrupted saves are only in certain areas of the game. So far, I know for a fact that saves at brina Cross Inn and Fallen Rock Cave, both related to Vanilla Oblivion quests, have bad spots for saves. Fallen Rock is anywhere near it's door, whether inside or outside, and Brina Cross in it's 'courtyard'/ fenced area.

**One thing I have discovered is that corrupted saves are just part of Vanilla Oblivion and has yet to occur in any mods as far as I know.

I'm currently battling a flu, so my next WAC report might be delayed some, but probably not.
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Fought a white tiger. Very nice looking. The only thing I'd improve would be it's 'snarl' animation. At one point it seemed to be looking away even as it was clawing at me. Hope my cats don't see this and get ideas..they already attack my ankles with no provocation.lol.

Ok...travelling the southern marsh areas near Shadowscale Outpost..I don't know if it's WAC or not, but the water acted sort of wierd. Not bad wierd, but maybe it's just me. Rotten flu. I teleported to Waterside Cave and seemed to be on dry land, with water above me. It wasn't that big of a problem, just disorienting.

The safari continues...The Argon Giants are just too damned slow...and why were 2 of them beating the hell out of each other? Is this some form of giant foreplay? knock the other one unconscious and then go to town? I kept wondering if I should hum themes to porn music. brownchickenbrowncow(say that fast to yourself several times).I'm also not completely sure if they're from WAC.

Note to self: I've just GOT to figure out how to disable the damned Master Smith skeleton from showing up over and over. Ruins the expedition.


The meat/steaks seem well balanced in how much you get per animal...but an idea occurred to me. What about spit cooking in the outdoors? In Runescape, you could smith an iron spit, make a fire, and then cook your food on it and RS is run on Java. Perhaps the cooked meat would impart stronger ingredients or better health if eaten as is.And why the hell doesn't Oblivion have cocoa and coffee beans, lol. Sad thing is, if we make the cooked steaks look too real, I'll be having to go cook some for my self everytime I see it...lol

Ok, found 3 argon giants closer to the interior and these moved ok. not sluggish at all. I guess it was just the 2 near the water.

The Equus all look very good, I gave them a close examination, trying to be a real explorer and not simply slay everything in my path. I tell you what would make some animal nuts happy...create herds of Nagga, which went extinct in the 18th century.

Encountered a crocodile...excellent looking one btw...But it should be a tad tougher to kill due to it's hide...Speaking of which..anyone think of maybe using this hide to make belts and boots and hat/helmet bands for Oblivion?
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Shadowcran wrote: Ok...travelling the southern marsh areas near Shadowscale Outpost..I don't know if it's WAC or not, but the water acted sort of wierd. Not bad wierd, but maybe it's just me. Rotten flu. I teleported to Waterside Cave and seemed to be on dry land, with water above me. It wasn't that big of a problem, just disorienting.
Isn't the Shadowscales a part of ruined tails tale?
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Shadowcran wrote:Fought a white tiger. Very nice looking. The only thing I'd improve would be it's 'snarl' animation. At one point it seemed to be looking away even as it was clawing at me. Hope my cats don't see this and get ideas..they already attack my ankles with no provocation.lol.
the big cat head eyes are off because they are not really following you at all. placing the pupil so it watch you always is tricky, moreso since the size of the beasts vary greatly. that's a detail I may arrange later if I can. For now it work good enough. Vanilla Mountian Lion doesn't fix you either their eyes fix upward always.

Ok...travelling the southern marsh areas near Shadowscale Outpost..I don't know if it's WAC or not, but the water acted sort of wierd. Not bad wierd, but maybe it's just me. Rotten flu. I teleported to Waterside Cave and seemed to be on dry land, with water above me. It wasn't that big of a problem, just disorienting.
not from WAC
The safari continues...The Argon Giants are just too damned slow...and why were 2 of them beating the hell out of each other? Is this some form of giant foreplay? knock the other one unconscious and then go to town? I kept wondering if I should hum themes to porn music. brownchickenbrowncow(say that fast to yourself several times).I'm also not completely sure if they're from WAC.
Giants are in progress, all of them AI isn't final, and they have no factions in the version you have so they battle each other. Next version of WAC will arrange that some.. although not completely, I haven't found a way to have the giants react exactly as I envision them yet.
Note to self: I've just GOT to figure out how to disable the damned Master Smith skeleton from showing up over and over. Ruins the expedition.
not from WAC either.. :P
The meat/steaks seem well balanced in how much you get per animal...but an idea occurred to me. What about spit cooking in the outdoors? In Runescape, you could smith an iron spit, make a fire, and then cook your food on it and RS is run on Java. Perhaps the cooked meat would impart stronger ingredients or better health if eaten as is.And why the hell doesn't Oblivion have cocoa and coffee beans, lol. Sad thing is, if we make the cooked steaks look too real, I'll be having to go cook some for my self everytime I see it...lol
in The game Gothic as well you can cook your meat. in Gothic 2 and 3 at least I didn't manage to play the 1st one it's too old and doesn't work well on Windows XP. THat's an idea that is difficult as it need new animations to work.
The Equus all look very good, I gave them a close examination, trying to be a real explorer and not simply slay everything in my path. I tell you what would make some animal nuts happy...create herds of Nagga, which went extinct in the 18th century.
WHat does a Nagga look like? a search gave me not what I looked for..Google think it mean 'nigga' as I reaped only pictures of black people. Nagga horse the same..
Encountered a crocodile...excellent looking one btw...But it should be a tad tougher to kill due to it's hide...Speaking of which..anyone think of maybe using this hide to make belts and boots and hat/helmet bands for Oblivion?
balance is underway..

a pic of some new additions to WAC while I'm patching it.. you saw the armored trolls, the greenies, and the smurfs. Not those.

First, 3 skulls to make beasts skeletons..


Image


and on this one. Black and Green Mantis, whool Beast (a southern cousin of the Snow Beast), Grey and red Razorback, Unicorn Deer, Great Imperial Dog, and a Greyling, a gnomish race that all look alike and live in caves and mines only, never outside.


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StarX
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Cool new stuff, Waalx. Especially the skeletons are something the game needed for ages! :-)
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New beasties ^_^
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