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Okay, so it looks like 20-25 fps in cities is what I can expect. I'll have to live with it. I'm going to start playing tonight, I think. I'm half-tempted to do a Let's Play, but I'm probably not funny enough.
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# ? Aug 16, 2011 21:58 |
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# ? Apr 19, 2024 22:14 |
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Few things! http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7380 There's a "Less Generic Nerevarine" made by the same fella who did the Bloodmoon and Tribunal ones. It's pretty awesome. I'd also really recommend LGNPC : Pax Redoran.
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# ? Aug 16, 2011 22:03 |
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Ended up turning down my grass to 35% and my meshes to 75% (what does that part of static creation actually do, anyway?) but I finally cleared 25fps average in Balmora and a solid 30-35 elsewhere outdoors. I read earlier in this thread/the last thread to un-check "misc objects" during static creation, but there wasn't any explanation about what that did or how big of a gain it actually got you, can anyone illuminate that a little more?
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# ? Aug 17, 2011 00:06 |
Red Baron posted:Ended up turning down my grass to 35% and my meshes to 75% (what does that part of static creation actually do, anyway?) but I finally cleared 25fps average in Balmora and a solid 30-35 elsewhere outdoors. I read earlier in this thread/the last thread to un-check "misc objects" during static creation, but there wasn't any explanation about what that did or how big of a gain it actually got you, can anyone illuminate that a little more? MGE's Static Creation Mesh Detail controls the level of detail that distant objects are rendered (objects like trees and rocks rendered in distant cells.) You can generally get away with lowering this value without a significant penalty to visuals, since the objects are far away. If you choose to include "miscellaneous objects" in your Distant Land Static Generation, the game will generate everything from barrels to lamps in distant cells. Obviously this can negatively impact performance if you're running a lot of mods and mesh-replacements for everyday items. I leave this unchecked, since I don't really care if the game doesn't render boxes and barrels three cells away from me.
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# ? Aug 17, 2011 00:17 |
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Cream-of-Plenty posted:MGE's Static Creation Mesh Detail controls the level of detail that distant objects are rendered (objects like trees and rocks rendered in distant cells.) You can generally get away with lowering this value without a significant penalty to visuals, since the objects are far away. Oh! That makes a lot more sense. I'll definitely try lowering the meshes even more and unchecking the misc objects. Any idea at what percentage do distant meshes start to look "bad"?
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# ? Aug 17, 2011 01:12 |
Red Baron posted:Oh! That makes a lot more sense. I'll definitely try lowering the meshes even more and unchecking the misc objects. Any idea at what percentage do distant meshes start to look "bad"? It definitely depends on what sorts of meshes you're talking about. I imagine most people are using Vurt's trees, but some of his trees fare well with 50% of their detail being cut. Others...not so much. I usually go ~75% mesh detail. I think 50% is the threshold where everything starts looking bad.
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# ? Aug 17, 2011 01:37 |
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Wow, Morrowind actually looks BETTER than Oblivion. The NPC faces and textures all look thousands of times better.
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# ? Aug 17, 2011 01:46 |
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I am getting the following error Model Load Error: Meshes\Ice\NR\Ice_RobeCom01hood_M.nif cannot load file in Meshes\Ice\NR\Ice_RobeCom01hood_M.nif. It makes npc's wearing robes have a big yellow box around them with an exclamation mark. Does anyone know what the problem is here? The game is working pretty nice otherwise.
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# ? Aug 17, 2011 02:10 |
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You probably have a mod that requires Ice Robes or whatever it's called.
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# ? Aug 17, 2011 02:15 |
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ParagonParadox27 posted:You probably have a mod that requires Ice Robes or whatever it's called. Is that not included in the stuff from the OP? The only mods I have are from the OP and the Gratuitous Violence mod.
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# ? Aug 17, 2011 02:35 |
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Just installed the overhaul pack and was pleasantly surprised how easy it was to install and tweak. And it looks great even on a laptop that can't do any of the advanced graphical stuff. MUCH easier to get working than Oblivion mods.
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# ? Aug 17, 2011 03:02 |
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So I'm playing, and doing a Let's Play, and there's 2 people right at the edgeo f Seyda Neen. AS soon as they see me, they summon Ancestral Ghosts and attack. Obviously, I die. Often. Any idea what mod might be causing this? I do have the Delayed Brotherhood Attack mod enabled...
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# ? Aug 17, 2011 04:45 |
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Huh, I don't think there are any hostile people outside near Seyda Neen (the cave is a different story). It must be some kind of mod. I can't say if it's that specific mod, but if it's the only one, it must be. Actually, what are the aggressor's names? edit: Holy poo poo, I just blew my mind. Weapon damage isn't random, it's based on how far back you wind up before you release the attack button; that's why fast weapons have a higher min damage (and how enemies took thirty hits to die). Now the game's just going to be even easier.
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# ? Aug 17, 2011 05:45 |
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Ok I fixed my robe mesh problem, but now I am running into a new problem. Sometimes my game just crashes. There aren't any error messages or anything, it just closes. It is still playable, I would just have to quicksave a lot, but does anyone know what could be causing this?
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# ? Aug 17, 2011 06:24 |
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e: Never mind, I got it working by uninstalling some keyboard driver with "109" in the name! Although if anyone can tell me why turning on AA in MGE XE makes my cursor disappear in menus, I'd be ecstatic. I really just wanna see if I can turn that function on without serious damage to my framerate... Red Baron fucked around with this message at 07:49 on Aug 17, 2011 |
# ? Aug 17, 2011 07:41 |
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soscannonballs posted:Ok I fixed my robe mesh problem, but now I am running into a new problem. Sometimes my game just crashes. There aren't any error messages or anything, it just closes. It is still playable, I would just have to quicksave a lot, but does anyone know what could be causing this? Welcome to Morrowind.
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# ? Aug 17, 2011 09:27 |
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Shinino Kage posted:So I'm playing, and doing a Let's Play, and there's 2 people right at the edgeo f Seyda Neen. AS soon as they see me, they summon Ancestral Ghosts and attack. Obviously, I die. Often. This is probably MCA or some other NPC addition mod that includes hostile entities as part of its leveled lists, scripted spawns, or hand-placed entries.
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# ? Aug 17, 2011 09:28 |
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soscannonballs posted:Ok I fixed my robe mesh problem, but now I am running into a new problem. Sometimes my game just crashes. There aren't any error messages or anything, it just closes. It is still playable, I would just have to quicksave a lot, but does anyone know what could be causing this?
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# ? Aug 17, 2011 09:51 |
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ParagonParadox27 posted:This is probably MCA or some other NPC addition mod that includes hostile entities as part of its leveled lists, scripted spawns, or hand-placed entries. It may be. I don't have MCA (I did Starfire's NPC Mod), but here's my load list. I haven't been able to get either of the NPC's names. The kicker is that since they summon Ancestral Ghosts, I can't attack /either/ of them 'cause normal weapons do no damage. I do know that Necessities of Morrowind make this harder because of having stamina turned on, so I fall to the ground defenseless when I run out (and the ghosts damage stamina). GameFile0=BT_Whitewolf_2_0.esm GameFile1=Bloodmoon Landscape Overhaul 1.0.esm GameFile2=Bloodmoon.esm GameFile3=GDR_MasterFile.esm GameFile4=MW_Children_1_0.esm GameFile5=Morrowind Patch 1.6.5 Beta (BTB Edit).esm GameFile6=Morrowind.esm GameFile7=Poorly Placed Object Fix.esm GameFile8=StinkersBE.esm GameFile9=TR_Data.esm GameFile10=TR_Map1.esm GameFile11=TR_Map2.esm GameFile12=Texture Fix 2.0.esm GameFile13=The Undead.esm GameFile14=Tribunal.esm GameFile15=ASE Complete (BTB Edit).esp GameFile16=A_flock_of_seagulls.esp GameFile17=Animal Behaviour.esp GameFile18=Animated Morrowind.esp GameFile19=Area Effect Projectiles (PAR Edit).esp GameFile20=Armor Effects Armor Balance-LD 1.0 (Tribunal).esp GameFile21=BE 1.4 -Golden Arrow fix-.esp GameFile22=BTB - Alchemy.esp GameFile23=BTB - Character.esp GameFile24=BTB - Equipment.esp GameFile25=BTB - Settings.esp GameFile26=BTB - Spells.esp GameFile27=Balmora Expansion v1.4.esp GameFile28=Barabus' fireplaces 2.esp GameFile29=Better Bodies.esp GameFile30=Better Caldera Children Compatible v1.5.esp GameFile31=Better Clothes Complete (BTB Edit).esp GameFile32=Better Cursed Items.esp GameFile33=Better Skulls.ESP GameFile34=BetterClothesForTB.esp GameFile35=Better_Sounds.esp GameFile36=Bloated Caves.esp GameFile37=Book Jackets - Bloodmoon.esp GameFile38=Book Jackets - Morrowind.esp GameFile39=Book Jackets - Tribunal.esp GameFile40=Books of Vvardenfell.esp GameFile41=CM_Partners_3.0.esp GameFile42=CM_Partners_3.0_Child_Upgrade.esp GameFile43=CM_Partners_3.0_Guards_Upgrade.esp GameFile44=Clean Better Caldera.esp GameFile45=Combat Moves.esp GameFile46=DB_Attack_Mod3.esp GameFile47=DN-GDRv1_NOM (BTB Edit).esp GameFile48=DN-GDRv1_NOM.esp GameFile49=Daggerfall Collection Ver 1.1 (BTB Edit).esp GameFile50=Dagoth Gares_Voice_addon v1.1.esp GameFile51=Dodge Mod 1.2-WD (Enhanced-LD) (Tribunal).esp GameFile52=Drug Realism.esp GameFile53=Elders 0 Count NPC add-on (Trib & BM).esp GameFile54=Enhanced Economics 1.2.esp GameFile55=ExcellentMagicSounds.esp GameFile56=GH MC Patch.esp GameFile57=Galsiahs Character Development.esp GameFile58=Golden Gold.esp GameFile59=Graphic Herbalism Extra.esp GameFile60=Graphic Herbalism.esp GameFile61=Healers.esp GameFile62=Improved Lockpicking.esp GameFile63=Improved Open Spell Balance-LD.esp GameFile64=Improved Trap Settings.esp GameFile65=Key Replacer Trib & BM.esp GameFile66=Keyring.esp GameFile67=LGNPC_AldVelothi_v1_20.esp GameFile68=LGNPC_Aldruhn_v1_20.esp GameFile69=LGNPC_Aldruhn_v1_22_suppl.esp GameFile70=LGNPC_GnaarMok_v1_20.esp GameFile71=LGNPC_HlaOad_v1_32.esp GameFile72=LGNPC_IndarysManor_v1_51.esp GameFile73=LGNPC_Khuul_v2_21.esp GameFile74=LGNPC_MaarGan_v1_20.esp GameFile75=LGNPC_NoLore_v0_83.esp GameFile76=LGNPC_PaxRedoran_v1_20.esp GameFile77=LGNPC_Pelagiad_v1_31.esp GameFile78=LGNPC_SecretMasters_v1_30.esp GameFile79=LGNPC_SoulSicknessPatch_v1_00.esp GameFile80=LGNPC_TelMora_v1_30.esp GameFile81=LGNPC_TelUvirith_v1_20.esp GameFile82=LGNPC_VivecFQ_v2_20.esp GameFile83=LGNPC_VivecRedoran_v1_61.esp GameFile84=LeftGloves_Addon_v2.esp GameFile85=Less_Generic_Bloodmoon.esp GameFile86=Less_Generic_Nerevarine.esp GameFile87=Less_Generic_Tribunal.esp GameFile88=Lgnpc_SN.esp GameFile89=MDP Compilation.ESP GameFile90=Mashed Lists.esp GameFile91=Merged_Objects.esp GameFile92=Morrowind Crafting 2-1.esp GameFile93=Morrowind Crafting Equipment.esp GameFile94=Museum of Artifacts Improved Expanded.esp GameFile95=NX9_Guard_LGRedoran_Patch.ESP GameFile96=NX9_Guard_LGTrib_patch.ESP GameFile97=NX9_Guards_Complete.ESP GameFile98=Neo's Unique Creatures.esp GameFile99=Nerevarine_castle.esp GameFile100=New Argonian Bodies - Mature.esp GameFile101=New Khajiit Bodies - Mature.esp GameFile102=New Veloth's Judgement 2.esp GameFile103=New Voices.esp GameFile104=NewBlood_MwTbBm1.1.esp GameFile105=NoM 3.0.esp GameFile106=NoM_BF Compatibility Patch.esp GameFile107=NoM_CoM Compatibility Patch.esp GameFile108=NoM_MC Compatibility Patch.esp GameFile109=Northern Winds V1.1.esp GameFile110=Nudity Greeting Expansion V1.esp GameFile111=Nymeria's Faster Walk.esp GameFile112=Nymeria's Monthly Respawn.esp GameFile113=OR_Fang.esp GameFile114=Oluhan V1.13.esp GameFile115=P.R.E. v4.0.esp GameFile116=Psy_IronMeshImprove_Uniques_BME.esp GameFile117=Pursuit Enhanced.esp GameFile118=RKCriminals TR&BM.esp GameFile119=RKWerewolf.esp GameFile120=SNR_ThievesStep_Standart.esp GameFile121=Service Requirements (BTB Edit).esp GameFile122=Shieldfx.esp GameFile123=SirLuthor-Tools.esp GameFile124=Sleepers, Awake!.esp GameFile125=Starfires NPC Additions ver-1.11.esp GameFile126=Statue Replacer - Normal.esp GameFile127=Stealth Enhancements-LD 1.5b (Non-Tribunal).esp GameFile128=Suran Extended Family.esp GameFile129=TLM - Ambient Light + Fog Update.esp GameFile130=TLM - External Lights Ownership.esp GameFile131=TLM - Light Sources (Clearer Lighting).esp GameFile132=TLM - Light Sources (Lanterns).esp GameFile133=The Imperial Legion Badge.esp GameFile134=The Neverhalls.esp GameFile135=UAR_ChodalaBoots.esp GameFile136=Unique Banners and Signs.esp GameFile137=Unique Jewelry and Accessories.esp GameFile138=Unique Tombs.esp GameFile139=UniqueFinery.esp GameFile140=Vality's Ascadian Isles Addon.esp GameFile141=Vality's Balmora Addon.esp GameFile142=Vality's Bitter Coast Addon.esp GameFile143=Vivec Expansion 2.0.esp GameFile144=Vivec_Voice_addon TRIBUNAL.esp GameFile145=Vos Expansion.ESP GameFile146=Vurt's BC Tree Replacer II.esp GameFile147=Vurt's Grazelands Unique Trees.esp GameFile148=WA_Signy_Signposts(!).ESP GameFile149=WarhammerFix.esp GameFile150=Water Level Fix - Full.esp GameFile151=Weapon Range Balance.esp GameFile152=Windows Glow - Bloodmoon Eng.esp GameFile153=Windows Glow - Raven Rock Eng.esp GameFile154=Windows Glow - Tribunal Eng.esp GameFile155=Windows Glow.esp GameFile156=abotWhereAreAllBirdsGoing.esp GameFile157=abotWindowsGlow.esp GameFile158=almalexia armor.esp GameFile159=barilzar_voice.esp GameFile160=bones.esp GameFile161=correctUV Ore Replacer 1.0.esp GameFile162=frostmoth_repaired_v0_31.esp GameFile163=guarskin_drum_replacer.esp GameFile164=sm_ForgottenHalls.esp
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# ? Aug 17, 2011 13:28 |
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Positronic Spleen posted:Is it random or does it happen in the same place? I had the same thing happen and it turned out to be the Poorly Placed Object.esm doing something. Well I haven't been to too many places yet, but each time it has been in the starter smuggler cave by Seyda Neen.
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# ? Aug 17, 2011 16:14 |
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Positronic Spleen posted:Huh, I don't think there are any hostile people outside near Seyda Neen (the cave is a different story). It must be some kind of mod. I can't say if it's that specific mod, but if it's the only one, it must be. Actually, what are the aggressor's names? Since they kill me so quick I can't catch their names, is there a console command I can use to determine this?
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# ? Aug 17, 2011 16:37 |
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Shinino Kage posted:Since they kill me so quick I can't catch their names, is there a console command I can use to determine this? TGM will make you invincible. Be invincible long enough to check them out. Also pulling up the console and just clicking on them should tell you their names.
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# ? Aug 17, 2011 16:45 |
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Musical_Daredevil posted:Oggumogoggum's Morrowind Mods Compilation Has anyone else encountered this? I'm having a problem trying to get this torrent to start: Does anyone have another link to the file?
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# ? Aug 17, 2011 19:05 |
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Forums Medic posted:Has anyone else encountered this? I'm having a problem trying to get this torrent to start: I had this problem as well. I messed around with my NAT settings and discovered I could set up uPnP (or whatever) and then just let it run in the background while I did computer stuff. I just happened to look and eventually it downloaded. I'm seeding it right now. I think. e: I can't say the messing around is what did it, only that I happened to do that and then later the file downloaded.
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# ? Aug 17, 2011 19:20 |
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Shinino Kage posted:Since they kill me so quick I can't catch their names, is there a console command I can use to determine this? code:
By the way, what is Warhammer Fix? I can't find it anywhere. soscannonballs posted:Well I haven't been to too many places yet, but each time it has been in the starter smuggler cave by Seyda Neen. If it isn't resolved, first delete warnings.txt, then run the game and get it to crash again. If the engine catches any problems that doesn't immediately make it explode, they'll be the only ones in there now. It could help. And if you still have problems, you may have to start disabling ESP files to pinpoint the problem plugin. If you have a LOT of mods the fastest way is: 1. Start with everything unchecked (except the ESMs, if they work), make sure there's no problem like this 2. Activate about half of the plugins 3. If the problem doesn't return, activate half of what's left each try (unless there's only one plugin left, then you've isolated the problem) 4. If the problem comes back, uncheck half of those plugins you most recently activated 4a. If the problem stays, do it again 4b. If the problem goes away, check half of what you just unchecked, then do it again If you have less than 100 plugins, you can just try 10 or fewer at a time, that may be easier to keep track of. Also, make sure you're using Mashed Lists, Merged Objects, and the load order is set. It couldn't hurt to check the load order again, too; Mlox.exe is a load order sorting tool, but it also gives advice regarding updates and compatibility that were written by hand (for example, I can't find TLD Siege at Firemoth, but it says it exists).
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# ? Aug 17, 2011 20:07 |
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Positronic Spleen posted:By the way, what is Warhammer Fix? I can't find it anywhere. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=379
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# ? Aug 17, 2011 20:20 |
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Answer: They're two dark-elf commoners from the base game. I'm playing a wood elf. Maybe they just want me dead?
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# ? Aug 18, 2011 00:21 |
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Dunno why they're mad at you but two commoners conjuring ancestral ghosts sounds like you've enabled npcs using racial powers along with BTB's improved racial abilities. This is not recommended as it will make almost every npc an absolute bastard. Those Dunmer will also be rocking 50pts of Sanctuary along with the ancestral ghosts, making half your (already feeble number of) hits miss. All Bretons will have 20pts of fire, frost and lighting shielding, Imperials can knock you flat with 200pts of fatigue absorbtion along with 50pts of health and magicka drain, Redguards turn into insane battle-gods the moment they don't like you etc etc. They may also be able to use star-sign abilities which is another whole layer of hell. I think you can turn it off be re-running the Morrowind Code Patch exe.
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# ? Aug 18, 2011 00:35 |
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Did you steal from them or something? Does running back to the guards do anything? Ancestral Ghost is not exactly a common spell, so it does really sound like NPC powers were activated. edit: Yep, MWEdit confirms that nobody in or near Seyda Neen has Ancestral Ghost as a spell. Positronic Spleen fucked around with this message at 00:51 on Aug 18, 2011 |
# ? Aug 18, 2011 00:43 |
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Fargo Fukes posted:Dunno why they're mad at you but two commoners conjuring ancestral ghosts sounds like you've enabled npcs using racial powers along with BTB's improved racial abilities. This is not recommended as it will make almost every npc an absolute bastard. Those Dunmer will also be rocking 50pts of Sanctuary along with the ancestral ghosts, making half your (already feeble number of) hits miss. All Bretons will have 20pts of fire, frost and lighting shielding, Imperials can knock you flat with 200pts of fatigue absorbtion along with 50pts of health and magicka drain, Redguards turn into insane battle-gods the moment they don't like you etc etc. They may also be able to use star-sign abilities which is another whole layer of hell. I think you can turn it off be re-running the Morrowind Code Patch exe. This is loving hilarious.
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# ? Aug 18, 2011 00:50 |
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Fargo Fukes posted:Redguards turn into insane battle-gods the moment they don't like you etc etc. Beating that giant golem thing hanging out in Sotha Sil's place took a loooot of scrolls, though.
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# ? Aug 18, 2011 00:58 |
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The mobs are not standard Morrowind ones. Not sure which mod is adding it, but they're tough. Tadali Seren and Neldammu Llaren. The code on 'em is SF_commoner(a)_DELF_F1200000000 and SF_commoner(a)_DELF_S7000000000
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# ? Aug 18, 2011 05:07 |
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I am now 100% certain that it is one of Starfire's mods. MWEdit is a bastard to navigate (who designs a UI and forgets the scrollbar?), but I think I found the entry. Odd, though, no spells, 0 in all skills, autocalc attributes, etc. They're implemented like normal commoners. One crazy as hell script, though. I probably should have done this earlier, but I had to look it up. I think you can pacify them with the console, and then see if anything happens later. I can't test it until tomorrow, but I guess you just open the console, click them, and then type code:
code:
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# ? Aug 18, 2011 06:07 |
Mr Scumbag posted:This is loving hilarious. It really is. I enabled the feature in MCP because it sounded fair. I can use racial abilities so why shouldn't the NPCs be able to? Turns out it's a terrible idea, because unlike you, every enemy is saving their daily racial ability just for you. Different subject, but I'm wondering why a lot of interior cells want to continue using a short "fog start" value, even when I set it to something higher through MGE-XE. If I save my game in the interior cell in question and then reload, the fog is gone and the cell is back to using what I told it to (which makes it significantly darker.) I just hate having all of these dimly glowing, foggy caves, and I'm not sure why it isn't using my settings right off the bat. Any ideas? EDIT: To illustrate my problem, here are some screenshots. The first image is what it looks like when I enter a new interior cell. Note how the fog "brightens" the room up in this unnatural way. The second image is what the same interior cell looks like when I reload my game. More random screenshots. Cream-of-Plenty fucked around with this message at 05:49 on Aug 19, 2011 |
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# ? Aug 19, 2011 04:43 |
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Positronic Spleen posted:Okay, so I found this: http://www.tesnexus.com/downloads/file.php?id=29388 I know this was from a page back, but did you (re)install Bloodmoon and the latest patch and did it work?
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# ? Aug 19, 2011 05:24 |
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Well, it's Steam's executable so I don't think I could run any patch if I wanted to. Apparently the patch edits the TES CS executable, and the one I linked to is for just MW and/or Tribunal. I guess they never released the Morrowind CS outside of the CD release because of the way Data Files works? I just decided to use MWEdit instead anyways, I won't be doing any landscape editing and I can sort by "changed by active file". Even if it does lack a scroll bar.
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# ? Aug 19, 2011 06:00 |
Well, the solution to my aforementioned problem seemed to have been resolved by setting "Linear" lighting to 1.0 again (it was at 3.0, mistakenly.) In other news, I appear to have found a baby. Its name is "Baby." There is an asterisk next to its name. I found it outside the Temple in Ald'Ruhn. There are only two quest mods loaded: Darknut's Greater Dwemer Ruins, and Great House Dagoth. I'm assuming it belongs to one of these. Without spoilering the surprise too much, what's the deal with this baby?
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# ? Aug 19, 2011 08:03 |
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You obviously have to eat it in order to properly blend in with House Dagoth if you want to successfully infiltrate it. But really the only mod I know of that adds in babies is MCA.
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# ? Aug 19, 2011 08:09 |
Upmarket Mango posted:You obviously have to eat it in order to properly blend in with House Dagoth if you want to successfully infiltrate it. It's actually funny because you pick it up like any other item, and it goes right into your inventory. If you "equip" it, you carry it around like the screenshot demonstrates. It was lying in a basket with a bottle and a note that basically said, "Please take care of this baby, I am a poor, grieving mother." Part of me wants to carry it around with me everywhere I go, spelunking in caves and battling dremora in Daedric ruins with a baby in one arm. I'm not using MCA, though.
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# ? Aug 19, 2011 08:28 |
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# ? Apr 19, 2024 22:14 |
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Huh, that's weird, and kinda cool. I'd like to know what mod that is as well.
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# ? Aug 19, 2011 08:36 |