[WIP] Sword model

Post » Thu Apr 07, 2011 11:55 pm

I was going to add the effect to one of Adonnay's Realswords (for my own personal use of course)
So I don't have access to the .obj files, and the handle is connected to the blade and would be shiny to if I did this :(

Regardless I'm going to try and see what I can do here
One thing I don't understand is this "(normally a 'k' value of 55-65 is about right)" using gimp to change the alpha channel, what color would that be?
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Tina Tupou
 
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Post » Fri Apr 08, 2011 3:53 am

I was going to add the effect to one of Adonnay's Realswords (for my own personal use of course)
So I don't have access to the .obj files, and the handle is connected to the blade and would be shiny to if I did this :(

Regardless I'm going to try and see what I can do here
One thing I don't understand is this "(normally a 'k' value of 55-65 is about right)" using gimp to change the alpha channel, what color would that be?


Dont' have access to the .obj files?????
Just right click on the NiTriStrip, and .obj/ export mesh.
Bingo! An .obj file of the mesh. :)

If the handle is connected to the blade then you are correct. The ENTIRE thing would have the reflection.

It would be grey. :P
'0' = totally white
'100' = totally black
The 'k' value I refer to is something in PS but basically it's a % value between black, and white.

Conceivably you could do what you want by exporting the mesh from NifSkope as a .obj file. Load it into a 3D modeling program. Remove the blade, and export what's left as an .obj. Repeat for the other half (what you deleted for the first .obj file).
Follow the little tutorial I posted above for modifying the .nif to have two NiTriStrips with attached information (i.e. NiTexturingProperty, NiSourceTexture, etc), and import your two .obj files that you made out of the one you exported from the original .nif.

Main thing to remember is to be sure, and have the .obj files include mapping information so the texture map (UVMap) will be intact, and you can use the same texture Adonnay made (with the slight modification to the _n.dds alpha channel outlined in the tutorial).

have fun modding,
Nico
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Kerri Lee
 
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Post » Thu Apr 07, 2011 5:22 pm

Thanks :) Sorry I sorta hijacked your thread lol
I actually did manage getting it shiny, and even with the handle that way too it looks pretty decent. But I will see about separating it, though it will be my first time working on meshes outside of nifskope
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Jenna Fields
 
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Post » Thu Apr 07, 2011 6:54 pm

Thanks :) Sorry I sorta hijacked your thread lol
I actually did manage getting it shiny, and even with the handle that way too it looks pretty decent. But I will see about separating it, though it will be my first time working on meshes outside of nifskope


No problem. Those who know me know I like to be helpful, and just love infecting others with the time consuming sickness that is Oblivion modding.
It can only mean a better game for us all in the end so well worth my time to share what little knowledge I have.
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Mrs shelly Sugarplum
 
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Post » Thu Apr 07, 2011 5:26 pm

Back on topic (sort of anyway since the sword is complete..)

Statue is built minus the hair, and base which I will probably model tomorrow.
Still need to produce the texture for her as well.

http://img188.imageshack.us/img188/2228/42670688.jpg

http://img188.imageshack.us/img188/2185/64494260.jpg

http://www.uesp.net/wiki/File:TR-creature-AlmalexiaInTemple.jpg
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celebrity
 
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Post » Thu Apr 07, 2011 10:49 pm

Great work on the sword Nico! ;)

I haven't read through the whole thread but I'd vote for the grip as close to the (imaginary) crossguard as possible, that's where I'd grab a sword. Usually the weapons are balanced right there to it would be less stressful for the wrist. But I think you already changed that.

One little criticism though - more towards the original author though - I personally would have made the blade longer ;)

Cheers...
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Schel[Anne]FTL
 
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Post » Thu Apr 07, 2011 8:00 pm

Great work on the sword Nico! ;)

I haven't read through the whole thread but I'd vote for the grip as close to the (imaginary) crossguard as possible, that's where I'd grab a sword. Usually the weapons are balanced right there to it would be less stressful for the wrist. But I think you already changed that.

One little criticism though - more towards the original author though - I personally would have made the blade longer ;)

Cheers...


It's nice to see you Adonnay. :)
Thanks for the kind words on the model.
Shame you didn't have time to read through the entire thread. I basically have the hands placed now as close to the crossguard as possible without having the hand (off-hand....which is partially open when at rest) clip badly through the piece of the blade that runs under the hand.
I have also produced daggers (dual wield), Long swords (dual wield), Short sword + Dagger combo, and a two-handed version.
I am on the fourth (give or take a few) texture for the blade, and believe I have it just about right.
I have also produced the dual sheathed models for the different variations, and written the scripts for auto-equip of the off-hand + model switch on sheathed.

A couple of pictures for those coming in late to the thread.
I will add them to the OP as well.

http://img44.imageshack.us/img44/8013/doyouknow.jpg
http://img197.imageshack.us/img197/5153/40145467.jpg
http://img197.imageshack.us/img197/1828/40924400.jpg
http://img24.imageshack.us/img24/9418/51398624.jpg
http://img197.imageshack.us/img197/4170/60700410.jpg
http://img24.imageshack.us/img24/4658/83163808.jpg
http://img24.imageshack.us/img24/2820/49234822.jpg
http://img24.imageshack.us/img24/3429/55495684.jpg
http://img24.imageshack.us/img24/2738/36584848.jpg
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LijLuva
 
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Post » Thu Apr 07, 2011 6:48 pm

OMG!!! Amazing!!!!!!! :angel:
I DEMAND you release these! :poke: :flame:
Well... I beg you to release these.... :blink:
PPPPPLLLLLLLLLLLLEEEEEEEEEEEEAAAAAAAAAAAAASSSSSSSSSSSSSEEEEEEEEEEEEEEEEE!
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Amy Gibson
 
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Post » Thu Apr 07, 2011 8:49 pm

OMG!!! Amazing!!!!!!! :angel:
I DEMAND you release these! :poke: :flame:
Well... I beg you to release these.... :blink:
PPPPPLLLLLLLLLLLLEEEEEEEEEEEEAAAAAAAAAAAAASSSSSSSSSSSSSEEEEEEEEEEEEEEEEE!


More flies with honey than vinegar for sure, and the magic word is always nice to hear but unfortunately the fully voice acted quest to obtain them is not complete so I cannot release them just yet.
Rest assured though they will be released.
I have one more piece to add to the Statue (along with a texture), a bunch of lines to write down for the dialog (most of which are in that black hole I call a brain currently), Hours of fun getting all the lines correctly from my two favorite voice actors (actress' actually....My wife, and daughter :) ), Getting my friend Hobbs to script some totally wicked spell effects for the blades, Then just put it all together,and play test (I might be looking for some volunteers for that ;) ).

Patience my friend it will come.
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Ross Thomas
 
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Post » Thu Apr 07, 2011 7:18 pm

More flies with honey than vinegar for sure, and the magic word is always nice to hear but unfortunately the fully voice acted quest to obtain them is not complete so I cannot release them just yet.
Rest assured though they will be released.
I have one more piece to add to the Statue (along with a texture), a bunch of lines to write down for the dialog (most of which are in that black hole I call a brain currently), Hours of fun getting all the lines correctly from my two favorite voice actors (actress' actually....My wife, and daughter :) ), Getting my friend Hobbs to script some totally wicked spell effects for the blades, Then just put it all together,and play test (I might be looking for some volunteers for that ;) ).

Patience my friend it will come.

Wow, thank you (and your wife and daughter) VVVVVVVVVVEEERRRRYYYYYY much!!!!!!!!
Will be following this! :tops:
Once again, thanks. I would also like to thank you for all your other files! I enjoy them very much!
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Emmie Cate
 
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Post » Fri Apr 08, 2011 8:28 am

Conceivably you could do what you want by exporting the mesh from NifSkope as a .obj file. Load it into a 3D modeling program. Remove the blade, and export what's left as an .obj. Repeat for the other half (what you deleted for the first .obj file).
Follow the little tutorial I posted above for modifying the .nif to have two NiTriStrips with attached information (i.e. NiTexturingProperty, NiSourceTexture, etc), and import your two .obj files that you made out of the one you exported from the original .nif.

Main thing to remember is to be sure, and have the .obj files include mapping information so the texture map (UVMap) will be intact, and you can use the same texture Adonnay made (with the slight modification to the _n.dds alpha channel outlined in the tutorial).

have fun modding,
Nico


Actually easier way is to load it in a 3d modeling program and just add a different texture to the piece you want seperate and then reexport - By having a different texture on it ithe exporter will automatically make it a seperate NItristrip on export !! (then just change the texture back and set the Nimaterial property of the seperated piece )
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Darlene DIllow
 
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Post » Thu Apr 07, 2011 8:12 pm

Actually easier way is to load it in a 3d modeling program and just add a different texture to the piece you want seperate and then reexport - By having a different texture on it ithe exporter will automatically make it a seperate NItristrip on export !! (then just change the texture back and set the Nimaterial property of the seperated piece )


Two means to the same ends IMHO.
I guess I am set in my ways. Started off hacking my models into the game via NifSkope in 2007, and still doing it the same way even though I am sure the .nif exporters are much better than what we had available back then.
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brandon frier
 
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Post » Thu Apr 07, 2011 5:24 pm

Modeling on Almalexia statue is complete. :)

Now to produce her texture.

http://img193.imageshack.us/img193/1781/statue1k.jpg

http://img193.imageshack.us/img193/76/statue3.jpg

http://img14.imageshack.us/img14/4664/statue4.jpg

http://img193.imageshack.us/img193/3778/statue2.jpg
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Matt Terry
 
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Post » Thu Apr 07, 2011 5:19 pm

After watching your "Battle in the Rain" video to show off the effects, I have one question: Will Shivering Isles be required? I recognize the magic effect from the Dunmer in Shivering Isles who is experimenting with the element of flesh (her name escapes me at the moment).


And the swords looks incredible by the way :D
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kelly thomson
 
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Post » Thu Apr 07, 2011 9:31 pm

After watching your "Battle in the Rain" video to show off the effects, I have one question: Will Shivering Isles be required? I recognize the magic effect from the Dunmer in Shivering Isles who is experimenting with the element of flesh (her name escapes me at the moment).


And the swords looks incredible by the way :D

Thanks, I have been play testing them................or rather playing using them :P, and believe I have done well with these myself. :)
http://img19.imageshack.us/img19/4618/mynewwallpaper.jpg

SI will not be a requirement nor will OBSE.
Hobbs, and I have been trying to make this mod so it could be enjoyed by not only those who have them but also by those who play vanilla Oblivion as well.
The effects, and enchantments have been re-vamped (although that effect is the stock one from the Storm Atronach + frost, and shock damage shaders) so that the blades will not play the effects on every strike (kinda ordinary that way, and not really what a stealth based player would like).
Instead the blades will do damage >= some of the best stock blades available in game with custom scripted effects + extra damage or effects (like knock back, drain fatigue, protective ring of fire, lightning bolts from the sky to enemy(s), etc) on hit depending on certain critera (like player fatigue at 100%, or player health at <30%, Player undetected in sneak mode, etc). This it was decided would give a uniqueness to the blade not seen in Oblivion weapons before, and also keep with the story.
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gandalf
 
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Post » Thu Apr 07, 2011 11:12 pm

Terrific, just terrific. I just deleted my previous comments because on carefull re-reading I saw you made several versions.

I was going to request that you try to make 2 handed, 1 handed, daggar and offhand versions of the Avaquar sword. However when I thought about that I realised the avaquar could be used as sword or axe (I own one and its 2nd blade makes it heavier then a sword of the same length) and that got me pondering your perfect version of mithrodin as it too is a hybrid weapon.

There are several examples of hybrid weapons in history. In the dark ages sword use developed out of axe use with early swords being used to hack like an axe. In the middle ages there is a depiction of Warbrand which looked like a sword but was used from horseback as a glaive. Lastly, in the renaissance the flambarge which looks like a kick ass sword was really a pole arm used to cut off the blade heads of pikes (then to used as a sword to cut off the heads of the now pike-less pikemen). The long handle and long blade of the Mithrodin makes it look like it too would be used as a hybrid weapon rather then just as a sword. That is fighting with it would have elements of pole arm, sword and axe fighting.

Because of its long handle and long backward curving blade it might be described and used in combat as a short handled glaive (like the ancient elvish swords in the old battles of LOTR movies) or a long bladed axe rather then a sword.

Because of the long handle it could be held as a polearm when 2 handed. Modders have made bladed pole arms either blades or blunts.

Another reason it could be used as a blunt rather then a sword is that an important element of a sword is its use in deflecting attacks. One could even defend with a sword and attack with the shield. Of course in the game your sword would behave like any sword and offhand weapon. But in real life I suspect the weapon would be merely ok in defending as 2 handed and instant death if defended with in 1 hand or offhand because of the back sloping blade and long handle. In 1 hand the weapon would not deflect a blow as effectively and might even be pushed backwards into you, twisting out of your wrist or twisting your wrist. A smaller offhand version might easily allow the opponents blade to glance off it and upwards into your face. Offhand defensive daggars were streight and used against light renaissance rapiers. I suspect if a barbarian came at you with a dremora warhammer one's 1lb offhand stilleto and the hand holding it wouldn't stand a chance. Luckily enough it's just a game. Because it's not so effective in defence as a sword would be its fighting style would be more attack oriented like an axe then attack and defence oriented like that of many swords.

Lastly it isn't a thrusting weapn like a sword can be. It's use would be hacking and slicing like a sword and an axe and a glaive.

Of course it's your mod and the weapons do look awsome as swords and I suspect I am being a little too rules lawyery (or is it history lawyery). That being said it might be fun to have blunt versions of mithrodin or even a script that can change mithrodin between sword and blunt (adonnay came up with a script to change his elven weapons from 1 to 2 handed) - even with different enchantments to make switching between fighting styles more enjoyable for the player. sword could be faster and have a damage health enchantment to mimic bleeding from a cut attack and the axe version could be slower but with more damage.
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Daramis McGee
 
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Post » Thu Apr 07, 2011 11:54 pm

Model switching by using a script can easily be done. In fact that's how the dual crossed blades on the back, and dual models on the side are possible. The scripts actually change the model on un-equip (as well as un-euip the off-hand).
Now to give the player a choice between blunt, and sword would be a little more of a game play issue. If every time one would equip the weapon it would bring up a message box asking if you'd like to use it as a blunt or edged weapon would break the flow of game play IMHO, and be more of an annoyance than a perk.
A spell one could cast that would change the model via script would also be possible, and keep the flow of game play.

Hmmmmm.........This is an intriguing thought but one that probably will not be included in this mod.


Currently I am creating the UVMap, and texturing the statue.
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Lynne Hinton
 
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Post » Thu Apr 07, 2011 4:54 pm

A spell one could cast that would change the model via script would also be possible, and keep the flow of game play.

In case you thought I was talking about altering the model I didn't mean change the model of the weapon- just change it into an identical model but with different characteristics.

wow the idea of "changing" a weapons model is actually cool but of course for a different mod entirely. I thought of a sci fi quarter staff I saw on Babylon 5. It was a little concealable tube that when activated extended into a quarterstaff. In Oblivion it could be a small fast blunt rod like a tonfa (?) that could "extend" into a longer polearm, either quarterstaff or spear, that has a block skill enchantment and longer reach. A fun item to use if a player wants to pretend they are a secret agent.

Or a quarterstaff with block enchantment can change into a spear (i.e. the character has taken off one end of hte rod that was concealing a spearpoint) with longer reach. Perfect for a ninja.

Or a quarterstaff that changes into a blowgun (perhaps with handles if the models won't line up to the players head area) that shoots paralyzing or poisoned darts. An unchanging blowgun alone would be wikked neeto. Just the thing to sneak around the marshes with.

Then again now that I think of it, weapon variants as sets that can be chosen between via the hotkeys is pretty much the same so ha ha on me.
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TWITTER.COM
 
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Post » Thu Apr 07, 2011 8:24 pm

A spell one could cast that would change the model via script would also be possible, and keep the flow of game play.

In case you thought I was talking about altering the model I didn't mean change the model of the weapon- just change it into an identical model but with different characteristics.

wow the idea of "changing" a weapons model is actually cool but of course for a different mod entirely. I thought of a sci fi quarter staff I saw on Babylon 5. It was a little concealable tube that when activated extended into a quarterstaff. In Oblivion it could be a small fast blunt rod like a tonfa (?) that could "extend" into a longer polearm, either quarterstaff or spear, that has a block skill enchantment and longer reach. A fun item to use if a player wants to pretend they are a secret agent.

Or a quarterstaff with block enchantment can change into a spear (i.e. the character has taken off one end of hte rod that was concealing a spearpoint) with longer reach. Perfect for a ninja.

Or a quarterstaff that changes into a blowgun (perhaps with handles if the models won't line up to the players head area) that shoots paralyzing or poisoned darts. An unchanging blowgun alone would be wikked neeto. Just the thing to sneak around the marshes with.

Then again now that I think of it, weapon variants as sets that can be chosen between via the hotkeys is pretty much the same so ha ha on me.



Alrighty then......That's what I was talking about. The same model but set up differently in the Construction set so it would be a blunt instead of an edged weapon (I.E. two different editor IDs that use the same .nif switched between them via scripted spell in game).
This mod already changes the model of weapons on un-equip via script. Long swords sheath on the side but two handed weapons sheath on the back. The dual long blades switch models to a back weapon model of two blades crossed when un-equipped, and auto un-equip the off-hand blade while removing the attack blade. The reverse is true for equipping them in game. Dual back model blades are removed, long sword is re-equipped, and that triggers the auto-equip of the off-hand blade.

Anyhow back to the task at hand.
The base texture for Almalexia is complete, and I will work on adding the tattoos she has to the bump map so they will show as relief on the statue.

http://img3.imageshack.us/img3/8379/aastatue1.jpg
http://img3.imageshack.us/img3/5958/aastatue2.jpg
http://img3.imageshack.us/img3/5936/aastatue3.jpg

Work continues...............
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Roberto Gaeta
 
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Post » Fri Apr 08, 2011 3:40 am

Alrighty then......That's what I was talking about. The same model but set up differently in the Construction set so it would be a blunt instead of an edged weapon (I.E. two different editor IDs that use the same .nif switched between them via scripted spell in game).
This mod already changes the model of weapons on un-equip via script. Long swords sheath on the side but two handed weapons sheath on the back. The dual long blades switch models to a back weapon model of two blades crossed when un-equipped, and auto un-equip the off-hand blade while removing the attack blade. The reverse is true for equipping them in game. Dual back model blades are removed, long sword is re-equipped, and that triggers the auto-equip of the off-hand blade.

Anyhow back to the task at hand.
The base texture for Almalexia is complete, and I will work on adding the tattoos she has to the bump map so they will show as relief on the statue.

http://img3.imageshack.us/img3/8379/aastatue1.jpg
http://img3.imageshack.us/img3/5958/aastatue2.jpg
http://img3.imageshack.us/img3/5936/aastatue3.jpg

Work continues...............



I say no base. if you can make her hovering like in tribunal. That would be very nice and a nice change of pace for statues
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Ellie English
 
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Post » Thu Apr 07, 2011 11:33 pm

I say no base. if you can make her hovering like in tribunal. That would be very nice and a nice change of pace for statues

Been kicking that around in my mind also. The actual person did hover however without magic (and strong magic at that) I doubt a marble statue could continue to hover forever on it's own so a base I believe is in order.

Finished hand painting the tattoos, and other relief thingies on the normal map based on the ones she has in Tribunal. Major headache IMHO but the result I believe was worth the work. :)

http://img36.imageshack.us/img36/4772/aaal1.jpg
http://img36.imageshack.us/img36/8868/aaal2.jpg
http://img36.imageshack.us/img36/4442/aaal3.jpg
http://img36.imageshack.us/img36/3308/aaal4.jpg

Now to writing down the floating dialog , and to start building the challenge planes in the CS. :rock: but first some :snoring: for me.
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SWagg KId
 
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Post » Thu Apr 07, 2011 5:57 pm

looks very nice i now wait patiently for those very pretty swords
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Verity Hurding
 
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Post » Fri Apr 08, 2011 5:09 am

Shame you didn't have time to read through the entire thread. I basically have the hands placed now as close to the crossguard as possible without having the hand (off-hand....which is partially open
[... snip ...]

Ah, shame on me, sorry mate. The longswords really look sharp! Very nice!

The hand placement looks just about right as well :)
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Jessica Thomson
 
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Post » Thu Apr 07, 2011 5:00 pm

Ah, shame on me, sorry mate. The longswords really look sharp! Very nice!

The hand placement looks just about right as well :)

No worries my friend. I have added updated pictures to the OP for those who (I am guilty of it too) don't want to wade through countless pages of a thread.
I'm liking the way they came out as well, and since the Almalexia statue is complete (BTW I noticed that some of the tattoos were placed wrong so.......I re-did the normal map for her) I am now focused on writing the dialog for the main players in the quest.

New pictures of re-sized, and re-normal mapped Almalexia statue over a placeholder Ayleid well base (probably too big for my purposes but I was kicking around the idea of her floating over the particle effect that the wells emit so wanted to see how she'd look over one).

http://img104.imageshack.us/img104/1189/alintamriel.jpg
http://img62.imageshack.us/img62/7308/alintamriel2.jpg
http://img62.imageshack.us/img62/555/alintamriel3.jpg

Work continues................
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Sandeep Khatkar
 
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Post » Fri Apr 08, 2011 9:05 am

No worries my friend. I have added updated pictures to the OP for those who (I am guilty of it too) don't want to wade through countless pages of a thread.
I'm liking the way they came out as well, and since the Almalexia statue is complete (BTW I noticed that some of the tattoos were placed wrong so.......I re-did the normal map for her) I am now focused on writing the dialog for the main players in the quest.

New pictures of re-sized, and re-normal mapped Almalexia statue over a placeholder Ayleid well base (probably too big for my purposes but I was kicking around the idea of her floating over the particle effect that the wells emit so wanted to see how she'd look over one).

http://img104.imageshack.us/img104/1189/alintamriel.jpg
http://img62.imageshack.us/img62/7308/alintamriel2.jpg
http://img62.imageshack.us/img62/555/alintamriel3.jpg

Work continues................

There used to be a mod on the Nexus called Ayleid Wells, that added what I thought were pretty cool colored particle effects to each of the wells depending on which of the Nine that it belonged to.

I can't find it on the Nexus anymore, I did see it on PES, but there were no screen shots there, but I did find some that I had saved.

Maybe you can use something along the lines that they did in that mod to "Bathe" or something like that the statue in a particle effect of your choosing, colored or not, here are the three that I saved.

http://www.tesnexus.com/imageshare/images/217344-1208770173.jpg

http://www.tesnexus.com/imageshare/images/217344-1208415004.jpg

http://www.tesnexus.com/imageshare/images/217344-1208770144.jpg

While I am looking at those and thinking about it that statue might look pretty darned good floating in a Wayshrine like that in a colored particle light maybe.. lol
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Samantha Pattison
 
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