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> Wolf Mods, Skyrim (and more!) for Oblivion
macole
post Dec 1 2022, 03:50 AM
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Oh my gosh, I remember getting Helga out of jail.


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Lena Wolf
post Dec 1 2022, 10:37 AM
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QUOTE(macole @ Dec 1 2022, 02:50 AM) *

Oh my gosh, I remember getting Helga out of jail.

I remember reading about it in your stories! biggrin.gif Along with the wonder how on Nirn did that girl get such a name... ohmy.gif

So now if you install TWMP one day, you can do it all over again and hear her talk!


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Lena Wolf
post Dec 8 2022, 10:39 AM
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An anecdote for you. This happened today.

You're playing a game that is rated to have some adult content. You come across a nymph in all its aquatic glory (she is aqua-coloured with a suggestion of nipples). You fall for her charms, even though all she wants to do is kill you and eat your brain. You make a video of this (the fight, not the eating of the brain). You post it somewhere on the internet. You get slammed with a "nudity" punishment. You return to the creator of the game and request that nymphs should be wearing shorts and bras.

The question here is whether you would have fallen for the nymphs' charms in the first place if they were wearing clothes? blink.gif


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Acadian
post Dec 8 2022, 01:19 PM
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Clamshells anyone? tongue.gif


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Lena Wolf
post Dec 8 2022, 01:52 PM
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So, the solution is then to play ESO instead because the nymphs there are more modest. tongue.gif (Although they will probably still eat your brain.)


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macole
post Dec 8 2022, 08:53 PM
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Claire says no to clam shells claining they're not supportive enough.

to answer the question, NO. (If I say yes several pairs of angry eyes will burn holes in my back.)
I've been told that the lack of clothing is a distraction technique used to make the mind more susceptible to natural charm spells. Not really necessary but effective none the less.


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Acadian
post Dec 8 2022, 09:14 PM
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Claire wins! tongue.gif


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Lena Wolf
post Dec 13 2022, 12:47 AM
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I have too many projects going. Could it be true? blink.gif It seems so.

I have therefore been on a path of finishing up some of them. Since I released Lena's Companions master files as a separate mod, I started releasing companion files as well. They've been hanging around here for a long time, some of them for a very long time, they've all been in my game in some form or other, but having to clean them up and get them ready to go makes them "finished". It just puts a milestone in the project development path and allows me to move on. Also it gives me a fixed version that I can return to in case my future improvements "improve" them beyond usable... tongue.gif

I still have four companions to finish up, and then I feel I'll be able to park them for a while and get on with something else, such as playing. wink.gif

IPB Image

What did you do that for? mad.gif


This post has been edited by Lena Wolf: Dec 13 2022, 12:53 AM


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Lena Wolf
post Dec 15 2022, 05:14 PM
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The Black Pearl


"There is no such thing as a black pearl!" Am-Ra frowned at her companion. "I travel all over Skyrim, and all you find inside clam shells, is a bit of meat and sometimes a regular pearl. Black pearls are a fairy tale!"

"Not true," a Khajiit in red coat shook his head. "Khajiit knows. Khajiit has seen a black pearl himself."

The conversation was held in hushed voices, and yet everyone at the Bee and Barb turned around and stared at the Khajiit.

"You're lying," Am-Ra retorted flatly. "You're just repeating the same nonsense as that captain - he even named his ship 'The Black Pearl'. Completely besotted, he is!"

"Captain Octavius Rex is a respectable gentleman who is welcome here any time!" Keerava proclaimed loudly from the bar, noticing that the captain just entered her establishment. The scales on Am-Ra's face changed colour, but she didn't say anything, and the conversation in the room went back to mudcrabs and goblins.

"Did you say you've seen a black pearl yourself?" A Bosmer joined Am-Ra and the Khajiit at their table. He spoke very quietly, knowing that only beastfolk and the Bosmer had sufficiently sensitive hearing.

"Khajiit saw a black pearl," the cat purred. "They exist."

"So if that is true, then perhaps the amulet... Could that be true as well?"

Am-Ra rolled her eyes at more such nonsense, but the Khajiit continued purring: "Khajiit doesn't know for sure for he has never seen the amulet, but Khajiit believes it is true..."

The Bosmer rubbed his chin, then slipped a heavy coin pouch into Khajiit's coat pocket. "If you have any more information, I am all ears..."

The Khajiit smiled a toothy smile, got up and motioned the Bosmer to follow. They crossed the road and disappeared behind the Chapel of Mara - a secluded spot favoured for secret conversations. Am-Ra shook her head at this and smirked, since everyone in Riften knew that if you stood on top of the hill behind the Chapel of Mara, you didn't even need beastfolk hearing to overhear anything that was said below... The sound carried. She knew also what the Khajiit was going to say to the Bosmer: that the black pearls could be occasionally found in the very same clam shells that normally produced ordinary pearls; and that no one knew where the forge was located that could fuse black pearls together into an amulet; and that even if someone stumbled upon that forge by accident, he would not survive it because such a forge would be undoubtedly guarded by a Dragon Priest at least. So what was the point?

The Khajiit returned some time later, inconspicuously dropping a coin pouch into Am-Ra's pocket. He counted a stack of septims, signalling Talen-Jei to bring his usual. "One Velvet LaChance," Talen-Jei put the drink in front of him, swiping the septims into his own pocket.

"Another one fell for it," Am-Ra grinned.

"It's true though, about the black pearls," the Khajiit looked a bit offended. "Khajiit didn't lie."

"No, but Khajiit didn't tell the Bosmer the most important part, did he?" The colour of Am-Ra's scales changed again, becoming iridescent - she was laughing with silent laughter.

"Well, no, we don't want anyone to actually find that forge, do we?" The cat's whiskers were trembling with laughter too. "Who would pay for Khajiit's drinks then?"



~~~~~~~~~~~~~~~~~~~
I am working on the next batch of quests for Skyrim. It's all true - the pearls, the amulet, the ship, the captain... the Dragon Priest as well. The trick is to link it all together to get the ultimate prize.


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Lena Wolf
post Dec 26 2022, 10:33 AM
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That's it, Skyrim Release 2 is done! biggrin.gif

I might have figured out how to make quests. blink.gif TWMP Skyrim Alive now has over 50 quests... I can't quite believe it myself. Granted, that most of them are small and none are epic, but still. With the synthesized voices, they become fun - I was avoiding dialogue before because I dislike silent lines. But now there's no need to avoid it any longer! Synthesized voices are not as good as natural voices, granted, but they are quite all right by now, I think.

I have repackaged all resources together into a single archive, including voices for the entire TWMP Northern Realms (Hammerfell, High Rock and Skyrim). This BSA is now 1.1GB! blink.gif I don't plan any additions until release 3 next season, so anything released between now and then will be just for bug fixes.

Well, with that out of the way... Perhaps I can get back to playing?


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Lena Wolf
post Dec 28 2022, 07:22 PM
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Got back to playing... Only to find Lena's game crashing outdoors for no apparent reason. sad.gif I thought, it's over 850 hours, and I swapped mods in it hundreds of times... May be finally I've done it one time too many.

Turns out - no! A couple of weeks ago someone was having issues with my TWMP Valenwood Cities mod in combination with Northern UI and Sheogorath knows what other mods. wacko.gif I could never reproduce their problem, but tried to fix it anyway. And broke the whole mod in the process! mad.gif Quests remain difficult.

What happened is that I've redone the whole quest logic, now relying on stages rather then quest variables (because it's better and I only just figured out how to use it). But what I forgot to check, is whether those quest variables were used elsewhere in the mod. Because of course I long forgot how it all fits together. Turns out - yes! Some 30 AI packages and 20 dialogue lines had them as conditions... Oops. blink.gif That mod was basically broken. And those broken AI packages caused instability and CTDs outdoors because that's when Oblivion checks on NPCs that aren't in nearby cells. Boom - crash. sad.gif

I think in the future I shall not be fixing problems that I cannot reproduce. Leave it as an exercise to the user. tongue.gif


PS. Lena's game is cooked, after all. Ever since I installed Oblivion Reloaded in it and then removed it, I'm having OBSE crashes. I think some garbage is left behind in the save file. sad.gif Also for some reason the game becomes very slow, then crashes - and I already removed every mod I could think of. With each mod removed, it gets better for a while, then the problems return after game restart. It often crashes on save, too. sad.gif

Bottom line is, I think, to put it to rest. There is a natural pause in Lena's story anyway - she's heavily pregnant now, she'll give birth soon and there will be no adventuring right after giving birth! nono.gif Besides, I don't really know what she's going to do next anyway, so may be I'll just let her have a holiday. Start a fresh game some time later. But, considering that this game started on Xbox360 and is now at 860 hours with mods constantly being switched in and out... I think she's done well! biggrin.gif

This post has been edited by Lena Wolf: Dec 29 2022, 12:28 AM


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Lena Wolf
post Jan 6 2023, 08:06 PM
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I've been cleaning up my mods, converting some of the batch files into mods, too. Because when I start a new game for Lena, I shall want some of the houses that I modified in her save game, to look the same in the newly started game. So they need to become mods. Much of it will be just private, but some stuff is good enough for general use - such as "Inns Sleep Two" mod that simply makes it so that almost all inns have at least two sleeping places when the player rents a room. Many of them already have a double bed, but because it is made owned by the player, the companions cannot sleep in it. So I added a second sleeping place where there wasn't one and modified all scripts to make it available to the companions also. No one needs to stand guard any longer. wink.gif

I have also been finishing up unfinished companions, so there are additions there too.


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Lena Wolf
post Jan 9 2023, 01:09 AM
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I give up trying to improve the appearance of potato heads... biggrin.gif

The thing is, I quite like them. Or may be I am used to them. I looked at all these other options, from complete overhauls like OCO to subtle changes to meshes or textures (or both). And I reverted to plain vanilla.

Vanilla Oblivion faces may not be the prettiest, but I think they are some of the most expressive faces in the video game universe. They are not airbrushed, not smoothed out, and that's their charm. They have individuality and character. Isn't it what we always say about something obviously decrepit and broken - that it's "bijou", "quirky" or "old-worldy"? wink.gif Well, may be. I like them that way.

So now that I'm on a trek of finishing up my companions, I decided to make their faces for the vanilla potato meshes and textures. It does mean that they can never be quite like the originals, but so be it. People look different in different countries, that's just how it is. Because I said so. biggrin.gif

First I did Yennefer Vengerberg (or of Vengerberg). Converting a face from The Witcher 3 into Oblivion potato heads was never going to happen, so I decided to make a new Yennefer altogether.

IPB Image

See if you can tell which is which. wink.gif

My Imperial Yennefer has a wider face than the one from The Witcher, well, it must be all the sweetrolls. When I tried to make her face narrower, it became distorted and started looking distinctly odd in relation to her frame. Narrow faces work for the elves who also have slender bodies, but they don't work for Imperials, and I chose Imperial as the most suitable race for Yennefer. So that's that.

The second challenge was that of Jowan from Dragon Age Origins. I spent many hours trying to get his face right, changed races for him and all that, only to revert to something I created almost from the start.

IPB Image

Also here Jowan's face is a bit wider in Oblivion than it was originally, but well, you know, sweetrolls. The same problem - making his face narrower makes it look distorted.

I was also not able to replicate those straight eyebrows - it was just not happening. In the end I just went for a face that I liked the look of, even if it isn't quite the same.

Lighting also makes a big difference. For example, Jowan's hair looks a lot lighter in this picture than in the original, but actually that is due to lighting. His hair is quite dark and makes more of a contrast in daylight. You can't win them all.

But why do I shy away from custom races? Because a lot of interaction with all other NPCs depends on the NPC race being one of the ten official races. A custom race is not going to be recognised, making your companion a bit of an outcast. I tried it and didn't like it. There is a lot of dialogue and monologue in Oblivion that is linked to the race, and all that gets lost with custom races. It becomes particularly striking if you use mods that restore abandoned voice files (recorded voice files that were not included into the game after all). So unless the personality of the companion already makes him a bit of an outcast, I prefer to stick to the official races.


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Lena Wolf
post Jan 27 2023, 03:40 PM
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I am taking a break from modding. I got stuck a bit trying to remember what Scorpio was all about - he was Lena's companion in Dragon's Dogma, but it's been quite a few years since I played that game last. So I fired it up again, on Xbox360. It's a great game!

But like any game, it can be improved with mods... biggrin.gif I didn't want to change it all that much, but there were a few things that were bugging me then and that I found to be bugging me again this time around. So when GOG.com had it on offer for a mere £3.89 rather than the usual £23.99, I grabbed it. (Offer ends in a few days, by the way.)

When I looked on Nexus however, I didn't find all that many mods. We are truly blessed with Bethesda games in how modular they are, how easy to change anything and everything around, add quests, add whole new worlds... Not so with Dragon's Dogma and many other games, as I found. I was also not able to convert my Xbox360 save to the PC, something that people had done in the past but that became broken with a newer version of Windows.

No matter. I started a new game on PC, with a few mods that indeed change the bits that bugged me last time around. Long live modding! biggrin.gif So it's back to more story writing and less modding, and no playing Oblivion for a while, because now I'm all in Dragon's Dogma again. Amazing how quickly I got sucked in... And once you're in, there's no other way but through...


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Lena Wolf
post Feb 6 2023, 07:01 PM
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Playing Dragon's Dogma now and turning it into a bit of Dragon Age... It's all dragons, anyway. biggrin.gif It has to do with companions, but that's a bit off-topic (see my mod for Dragon's Dogma).

What is on topic however, is that playing Dragon's Dogma, Dragon Age and Two Worlds II recently made me realise that what I miss in Oblivion is the specialisation of weapons and armour. All these games have some limitations to the weapons and armour that can be used together. For example, you cannot use a bow with heavy armour, or in Two Worlds I you cannot even swim in heavy armour - you drown. ohmy.gif In Morrowind I believe you get reduced spell efficiency if you are wearing a helmet or gauntlets (or was it in some other game?), the argument being that metal shielding is not good for magicka flow.

I have already made a mod for myself that imposes a spell efficiency penalty if you are wearing gauntlets. Cloth gloves are fine, but armoured gauntlets get in the way. I enjoyed playing this way, and now I'm thinking to extend this similar to the other games.
- No bows or daggers with heavy armour, check.
- No waterbreathing in heavy armour? Ooooh... May be a bit harsh. Battlemages wear heavy armour.
- Heavier penalties to magic when wearing armour, unless armour skill is very high. So instead of 90% spell efficiency when wearing armour, you'd start with, I dunno, 70% efficiency. But then raise it to 100% instead of 95% at Expert level armour skill.

Something along these lines. Essentially requiring you to wear light armour or no armour if you want to use light weapons or magic. Got to think on it but stay tuned. smile.gif


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Lena Wolf
post Mar 19 2023, 12:43 AM
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Back in Oblivion I started a new game with Lucien Lachance as the protagonist - he is going to Mournhold to prevent another war of assassins. That is, he is going to play Tribunal DLC. But before he boards that ship that takes him to Gnisis, he decided to take a detour to Anvil, which in my universe is his home town. Have you noticed how we have zero background on his character in vanilla Oblivion? Well, I filled it in. Leaving out the details of why he went to Anvil, let's just say that Anvil needed an update.

I have been using several mods that extend Anvil Docks, most notably Anvil Bay Expansion, and I built the rest around it. But I never looked too closely at what's inside that mod... What a mistake to make, eh? biggrin.gif My game had been suffering from CTDs and lag for a long time, why, just about since I installed that Anvil Bay Expansion... err... The big problem with that mod is two (!) computation-heavy quest scripts that run every frame, yet do absolutely nothing. That is, they do all those calculations but there is no visible effect (apart from the lag and the CTDs). The author tried to implement sailing ships, it never got finished, but the scripts remained activated. So, I fixed that. Then looked closer still... oh dear. Plenty of player homes, but all containers respawn... quests that cannot progress... no path grids in any of the interiors... lighting issues... both lack of lighting and too many light sources which hits the frame rate...

And so I ended up spending a few days fixing it all up and adding some more stuff, some new dungeons, some new quests, voiced dialogue... the lot. The result is my new mod - Anvil Docks Extended which covers exclusively Anvil Docks (so not the North of the city and not inside the city, and also not in the castle, etc., etc.). It will probably conflict with Better Cities or Open Cities or whatever else is redoing the docks. It is meant to be complete, I don't believe you can squeeze anything else in there without making it too crowded. Anyway, made for myself at first, then decided to share. smile.gif Have fun with it if you decide to try it out, but remember: all is not what it seems! Keep your wits about you. Just saying.


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Lena Wolf
post Mar 20 2023, 12:25 AM
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More merging activity today. Discovered quite by accident that Dungeons of Tamriel is an outdated merge - the author had updated the individual components but never made a new merge. So I made my own. Also thought it would be nice to connect the sewers from this mod with the sewers from Sewers For Every City. Did that, twice. Published the lot under Sewers and Dungeons Linked in Every City. Kinda neat. biggrin.gif

Secondly I finally decided to publish a merge of my patches and whatnots for Morroblivion, especially that a few of them had never been published on their own: Morroblivion Towns Extended. All further updates will be made to this merge and not to the individual files.

This post has been edited by Lena Wolf: Mar 20 2023, 12:30 AM


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Lena Wolf
post Apr 9 2023, 11:02 AM
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A lot of hard core mod building has been going on here lately. A lot of scripting. A lot of discovering that things don't work as expected... blink.gif

I have been adding a whole new level to my companions system. The idea is to introduce mutual help in combat, a combination of ideas from different games.

When the player or one of your companions gets knocked out in battle, he won't get up after 10 seconds anymore, he will stay knocked down until you or another companion helps him up, or until the battle is over. If the whole party including the player is knocked out, it's game over, unless you have a wakestone. If you choose to use a wakestone, it is destroyed but the whole party gets up with fully restored health.

When one of the companions or the player is knocked out, the other companions get a call for help. They will attempt to disengage from combat and run to the fallen comrade. One of them has to reach and "activate" him, which revives him. The player can do it too. The fallen companion gets up with 1/3 of his health restored - the default state when getting up after being knocked out.

The wakestones come from The Everfall - a new dungeon with difficult enemies that sometimes drop wakestones, so you can go hunting for them, like you do at some point in Dragon's Dogma. What also comes from Dragon's Dogma, is The Rift and riftstones - gateways to the Rift. No, it isn't a Hold in Skyrim...

IPB Image
Riftstone in Testing Hall

The Rift is a space between worlds. You enter it by touching a riftstone and find all your potential companions summoned there as well.

IPB Image
Companions arriving

You can talk to them and ask them to join you as usual, and when you exit, they will follow you. All others are returned to where they were before they were summoned.

IPB Image

Of course, there are no riftstones in Tamriel, after all, they come from another world. Several companions will help you build riftstones, however. The first one is the hardest... like all things in life. It opens the Everfall, and with each new riftstone, the Everfall gains another level. Each level has an exit in the "real world" - the place where you built the corresponding riftstone, but equally each level of the Everfall is connected to a central hub. So if you survive long enough and don't get lost in the mazes, you can potentially enter at one riftstone and exit at another.

This system comes with a configuration file. You can disable the whole help in combat idea and play in vanilla. You can still go hunting for wakestones, but they become useless baubles then. You don't have to build riftstones, obviously, it's a choice too. No riftstones means no access to the Everfall either, and no wakestones.

What is also configurable, is which companions can be potentially summoned to the Rift. It isn't hard coded - it comes from a configuration file: mod name plus companion's RefID. This can be any NPC really, as long as they have been set up with Lena's Companions system. This means that you can merge companion files with other mods, rename them or make your own companions with my template - you can register them all for the Rift. Up to 50 companions can be registered. This also means that existing companions don't need to be updated to make use of this system. As soon as you befriend them and they agree to join you, they can be summoned to the Rift.

So yeah, I've been busy. Still a lot to do here...

~~~~~~~~~~~~
On an unrelated topic. You find that if you don't use mod A in your game, then the game crashes with a CTD. So it's the fault of mod A, surely? blink.gif Go ask the author of mod A why your game crashes, for they will certainly be able to help. wacko.gif


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macole
post Apr 9 2023, 05:28 PM
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This sounds very promising. Pretty sure I'd have to learn how to create my own companions and start a new game with something like this. Tempting, very tempting.


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Lena Wolf
post Apr 9 2023, 05:44 PM
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Thanks, Macole! biggrin.gif It will take some time to test it properly, and who knows what Oblivion is going to do with that call for help system. You can tell an NPC to stop combat, but it is ultimately the game engine that decides whether or not they'll heed your call... I see a lot of dungeon delving coming up to test this out!


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