-
Posts
270 -
Joined
-
Last visited
About saintgrimm92
Profile Fields
-
Website URL
https://www.facebook.com/SaintGrimmOfficial
-
Country
United States
-
Currently Playing
Skyrim
-
Favourite Game
Skyrim
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
saintgrimm92's Achievements
-
EDIT: So the cause was having multiple stages that complete the quest. I guess this isn't possible in SE? I know some of my quest mods in LE had choices and different stages that ended the quest and gave different rewards based on those choices, but apparently having 2 stages that complete the quest causes the quest to auto-complete no matter what stage is set in SE. This is going to be a problem for this mod in the future, but I'll make a new post asking how to do multiple endings to quests in SE when I get that far. EDIT2: I saw the quest starting instead of completing, assumed it was fixed. I just happened to notice that it's setting the stage to 100 no matter what stage is called. That's the real reason it was completing. Stage 100 also completed the quest, and no matter what stage is called, it was also calling stage 100. Did a little more searching through the stages. 100 was just all screwed up. It got accidentally marked as complete stage because it was going to be the final stage and then I changed my mind and added talking to 1 more person onto it, and complete quest just never got unticked from that. But it was also ticked to be the startup stage...... And I have no clue how that happened. So ofc no matter what stage was called, 100 was included. Meaning multiple ending quests should be no different than in LE, I just had an issue that was overlooked lol. --------------------------------------------------- So I'm having a strange issue in SSE CK that I never had in LE CK, and I'm not sure if it's because quests need to be set up differently for SE or what's going on. I have 2 quests. The end of quest01 automatically starts quest02. Quest01 stage 200 fragment: SetObjectiveCompleted(150) Game.GetPlayer().AddItem(HeroSword, 1) Quest02.SetStage(10) Quest01 Stage 200 = Complete Quest box ticked. This correctly completes quest01. However as soon as the text on the screen saying completed quest01 goes away, it immediately pops up 'completed quest02' as well. Quest02 Stage 10 does NOT have the complete quest box ticked. It DOES have the 'start up stage' box ticked. Quest02 Stage 10 Fragment: Alias_FengrAlias.GetReference().Enable() SetObjectiveDisplayed(10) I've simply never ran into a problem like this, unless it was something simple, like accidentally ticking the "Quest Complete" box on the wrong stage, But I've quadruple checked it. Stage 10 of quest02 does NOT complete the quest in CK, in-game only. I've also tried just setting the stage of quest02 to 10 with console commands, and this also auto-completes the quest. Random things I've tried: I thought maybe in SSE, it just completes the quest if an alias fails to fill instead of just not starting it like in LE. So I tried setting all aliases to optional, but the results remain the same. I tried creating a new SEQ file. The first quest is the only start game enabled quest, so I didn't think quest02 would need one; It appears I was correct as the issue persists.
-
I have a boss for a quest that transforms into a werewolf. I copied the entire script of the DLC2 Werebear NPCs, pasted it into a new script, with a few random things added in (set stage on NPC death, transform on combat change also instead of just on hit, etc) put that script on the boss, changed the property to point to 'werewolfchangefx' spell The boss plays the animation correctly, his model transforms (that's the transition armor I think?), but just when he should be switched to werewolf race, he turns invisible. EDIT: he still attacks, still has a red dot on the compass but he's just invisible. Here is a copy of the script. WerewolfChange property is just the WerewolfChangeFX spell; the original script pointed to DLC2werebearchangefx, and the spell/magic effect of both spells are identical. The werebear spell's effect actually uses the werewolftransformvisual script, werewolf casting art, etc, same as the werewolf spell. So I don't understand why it's making him invisible. EDIT2: Cleaned up the script, removed some code from the original Werebear that's not used by my actor.
-
I'm having a strange problem with a specific cell I've created, an Inn. It loads correctly without any NPCs inside of it, however, adding NPCs causes random CTDs. At first, I thought it was armor the innkeeper was wearing, so I started removing pieces from his outfit to find which one was causing it, but it was still crashing after every item was removed from his outfit. So I removed his weapon, then custom beard, then custom head, then custom body, so he was completely naked and all parts of him were entirely vanilla. And it still randomly CTD'd when trying to load into the cell. So I deleted him. Loaded fine. Added vanilla 'NordMalePreset01' NPC into cell, CTD. Removed that NPC, loaded fine. So I completely deleted the cells navmesh, remade it, cleaned the mod, and still got CTD with Innkeeper. Copied the entire cell, pasted it into a new cell, re-made the navmesh, CTD with innkeeper. Tried NordMalePreset01 again, loaded. Tried a 2nd time to make sure it wasn't a fluke, CTD. With no NPCs: Loaded correctly 5/5 times. With NordMalePreset01: Loaded correctly 4/5 times - Load, Load, CTD, Load, Load. Vanilla only innkepper: 3/5 times - Load, Load, CTD, Load, CTD Fully Custom Innkeeper: 3/5 times - CTD, Load, Load, CTD, Load I put the innkeeper NPC into a different cell, just to be see, all his custom stuff present; skin, head, beard, weapon and armor. It loaded correctly 5/5 times. So it's for sure something with the cell and not the specific NPC. EditorWarnings.txt does not show any errors related to the bad cell. I can avoid putting any quest objectives in the inn if I just can't fix it, but I really, really want to avoid putting something with such an instability out there with my name on it... EDIT: The times it does load the cell, I can leave and come back as many times as I want with no CTD. EDIT2: I can COC into the cell just fine. 3/3 times loaded correctly. Tested with fully custom inn-keeper.
-
I've got a world space fully built and ready to go. First, I tried following this tutorial: It does nothing but use XLOD to generate everything. Everything worked except the glacier slabs had purple textures from a distance. (DLC2GlacierSlab01 > DLC02\Landscape\Glaciers\DLC2GlacierSlab01.nif) and this is a huge problem, because the world space is in a crater of ice and thus surrounded by the glacier slabs on all sides. The map works, but the glacier slabs are bright purple from the map as well. Doing it this way generates files a lot differently, it creates the objects & tree folders with their LODs, but it does NOT generate the BRT/DDS files for terrain the way the guide says it will. -------------------------------------------------- So I tried using the guide from the author of wyrmestooth: https://drive.google.com/file/d/1j0xoZFy3tj_J9aL-O0JVqHMLcizGl0Vj/view?pli=1 This guide uses Oscape to generate the land LOD, and that's as far as I can make it because it just doesn't. It creates the terrain BRT files and texture files as the guide says it will (specifically the files XLOD is NOT creating). However, the map is nothing but clouds and everything still pops in, as if there is no LOD at all in-game. -------------------------------------------------- I decided f*#@ it, I'll try both. So I deleted all the files created by Oscape, re-followed the guide, re-created everything. Still no LOD in-game, but it generated the files again. I then ran XLOD and re-did all that stuff, except using the lodsettings file created by Oscape, instead of a duplicate of Tamriel.LOD. And the result was nothing. It was no different than if I had only used Oscape. So basically, XLOD using a duplicate Tamriel.LOD does not generate land BRT & DDS files, but somehow still creates the map and LODS just fine in-game, except for a single item, the DLC02GlacierSlab01. Oscape generates the land BRT & DDS files and <worldspace>.lod, but does nothing in-game. EDIT: XLOD creates a folder in meshes > terrain. This folder is named after my world space. This folder is EMPTY except for "Objects" folder which holds the object BRT files. And "Trees" folder which holds the Tree BRT files. That is it. It creates NO BRT files inside the folder named after my world space. The video says it will, but it does not. Oddly, it still creates a map and land does NOT pop in. Oscape DOES create the loose BRT files inside of the folder named after my worldspace. However, the map is empty and all land still pops in instead of having distant LODs. EDIT2: I will go ahead and re-do the LOD with XLOD and post screenshots. *This time XLOD did NOT generate a "trees" folder and the trees are popping in. But I followed the guide exactly again. I do not know why a trees folder was not generated this time. I did it exactly as I've been doing it all day. But it's obvious, as earlier when I used XLOD, these trees would have been visible in the first screenshot, but now that the trees folder was not created, they are popping in like the texture of the glacier.
-
Thanks for the replies! By cutting it down, I found it was a combination of things; not JUST the NPCs. The world space loaded without the NPCs, and that's as far as I tested when I was editing the OP. It went from not loading to loading so I called it good. When I got around to doing some better testing, I found it freezing in a couple different locations with none of the NPCs placed. Those specific freezes were related to an SE converted resource I was using that wasn't converted correctly or something, idk really, I downloaded the original SE resource, converted it myself, and it fixed that specific issue. Some of my custom beards were also causing freezing in the worldspace for some reason. I can place the NPC into a cell and COC into that cell with no problems, but if the NPC with that beard went out into the world space and I got too close too him, it caused the game to freeze indefinitely. I haven't worried about fixing the beard yet and just taken it off of NPCs while I go through and touch up their AI Packages and stuff like that. I've ran into another problem with when the player is considered to be trespassing inside of interior cells. I've made a separate post about that here: https://forums.nexusmods.com/index.php?/topic/13101924-how-to-make-interiors-not-trespassing-during-day-and-trespassing-at-night/ ------- With the amount of issues I've encountered when trying to make mods, I should know very, VERY well to only do small bits at a time and then test it, but it seems like I make that same mistake at least once on every single mod I've created lmao.
- 3 replies
-
- help
- worldspace
-
(and 2 more)
Tagged with:
-
Edit: I kept having other problems that weren't logical; crashes only after adding an NPC, and the crash persisting after removing the NPC, random stuff like that. So I've been slowly copying everything to a new ESP and it seems like there was nothing wrong with my interiors, in the new ESP they are not telling me to leave at all hours of the day, working as expected - That is, a cell I was trespassing in 24/7, now just magically works after duplicating it and saving it into a new ESP..... Does logic even exist when it comes to the CK? This ones kinda embarrassing for me to ask; I've not had this problem before so it's obviously something I used to know, it's something I feel like I knew when I made my first ever mod, but now I just cannot figure it out...... All of the interiors in my custom worldspace consider me trespassing no matter what time of day I enter. I can't use shops, as the shop owner just tells me over and over that I'm not supposed to be in here. I've starred at the common data and interior data tabs of the cell window for what seems like hours, and I just can't figure out what to change to make it work like vanilla interiors. Making the area public is the only thing I can figure out. It allows me to use the shop and talk to NPCs, but when it's set to public and the player is inside of the shop/house after hours, it's NOT considered trespassing and they never ask the player to leave or anything. So what do I need to do to an interior cell to make it open to the player during the day (8am-10pm, or 8pm, w/e vanilla is) and trespassing after 8pm/10pm/whatever? EDIT: The shops use an Owner Faction (the vendor faction) and the houses use the 'head of the family' that lives in the house as the owner NPC. Also the 'Off Limits' box is NEVER checked.
-
TLDR; World space was working b4 navmeshing. After navmeshing, placing NPCs and setting up their AI Packages it will no longer load. The problem persists even after deleting navmeshes, all NPCs, and even copy/paste in place the entire world into an entirely different worldspace. What else can I try to fix it? ------------------------------------------------------ EDIT3-Solution: I'm not sure what was up with that first ESP I was trying stuff on. I copied my backup (same one I used for 'the first ESP') again, deleted all of the NPCs out of all cells, and it fixed the issue. So it's for sure NPC related; my best guess about the first ESP was that there was just something wrong with that ESP and that's why deleting NPCs didn't fix it. I'm not sure what about an NPC would cause the issue though, as I've previously tested each NPC to make sure there were no problems, I'll redo those tests and go from there, doubt I'll be updating this any further. EDIT: All markers deleted, still stops responding indefinitely. Double checked ALL interiors by COCing into ALL of them, no issues at all with interiors. Everything added between it working and not working has been removed from the worldspace entirely but the issue persists. Makes no sense.... EDIT2: I went back to my backup that still had all the NPCs/markers/navmesh. Deleted it all again, 1 thing at a time (all navs,then all markers, then all NPCs) and after all NPCs were deleted from the world/interior cells, it's magically working again. So I went back to the ESP I was previously using, where all NPCs/Navs/Markers were deleted already, double checked, all NPCs are gone. All navmeshes in the exterior are gone. All markers are gone. Both ESP's are identical......... But one of them works and one of them don't........ Literally the only difference in the ESPs is the order that the things were deleted..... Seriously wtf??? Guess I'll copy my backup again and see if JUST deleting the NPCs fixes it this time. Even though the worldspace is working, just how nonsensical this is tells me this entire mod is probaby just never going to work correctly. ------------------------------------------------------ I've ran into a very strange issue with my world space no longer loading and I've run out of things to try, so I'm hoping someone else can give me some ideas. So here's what happened: My worldspace was working fine. I navmeshed it. Being a dumbass, I didn't load into the game to make sure it was still working, instead I told myself "to test the navmesh, I need to set up AI Packages and markers for NPCs to leave their houses, otherwise how would I know it's working? So I went through every NPC in my entire mod and created their daily routines.... Which included adding farming markers, patrol markers, lots of markers in the world space, with patrol packages, guard patrols, everything a worldspace needs to seem "alive". Then I went to test it... I can COC into any interior cell, but when I try to leave the interior into the worldspace I created, Skyrim just stops responding forever. It doesn't "crash", it just stops responding. I left it open for over an hour last night. Never crashed until I finally just used task manager to close the game. That's a problem I've NEVER had before when making a mod. If somethings wrong, the game will crash in a specific cell/near a specific NPC and then I can figure it out. But the CK doesn't crash in the world space, I get no errors when loading the world space in ck, except the usual ones and a few navmesh errors. Here is what I've already done to try to find the problem: So I put each NPC in the mod into a testing cell ONE at a time and COC'd into the testing cell. There was a couple NPCs that did cause a crash. So I fixed them up, got them working correctly where I could COC into the testing cell with no issues with every single NPC in my mod. The issue persisted. So I thought maybe it was the navmesh.... I deleted the entire worldspace's navmesh, ran the ESP through TES5Edit, cleaned it, all that good stuff, but same problem. So I tried removing EVERY npc from their cell.... If its an NPC, and they're not "in" the game anymore, they won't be going outside and causing my problem.... But ofc that didn't fix it either. With the only errors that pop up being same as ones when u load into a vanilla worldspace, I decided okay I'll try remaking it completely..... I created a new world space, same parent space as the world that's causing problems. (AAAtmora01 is the parent space of AAAtmora02 (which is the world that will no longer load), I created AAAtmora03 with AAAtmora01 as the parent, so all I had to do was select every single object in AAAtmora02, copy it, and paste it in place in AAAtmora03. Just to be clear, AAAtmora01 does NOT cause the game to stop responding, I can enter/leave that space at will) This new worldspace, 03, has no navmesh. It's exactly like 02 was when I know for a fact it was working.... Except it has markers (farming, patrol, just generic markers that are used all over the game)...... But it has the same problem! Game just stops responding forever when I try to COC into the worldspace, or enter from a linked interior cell... So what could the problem even be??? Why would a worldspace work fine before navmeshes, stop working after navmeshes, and even when re-created in a completely new worldspace without navmeshes, still cause the same issue?? The only thing I can even think of is maybe I just have too many markers in the world space. There is quite a few; my AI Packages were pretty complex with a lot of moving around and complex patrols with multiple over-lapping paths. So Just for the f*#@ of it, I'm going to delete every single marker I added to the exterior cells. Not just the basic idlemarkers, but furniture markers as well, and I will report back. But I'm posting this now because I have very little hope that that will fix anything... So does anyone else have any other ideas of what to try short of spending another 2 months rebuilding this from scratch?
- 3 replies
-
- help
- worldspace
-
(and 2 more)
Tagged with:
-
How exactly do leveled items work?
saintgrimm92 replied to saintgrimm92's topic in Fallout 4's Creation Kit and Modders
Next Gen update? For Fallout 4??? That's awesome news for me. This post contains info that's not correct. For the correct way to do this, please refer to the top of the OP.- 3 replies
-
- help
- creation kit
-
(and 2 more)
Tagged with:
-
How exactly do leveled items work?
saintgrimm92 replied to saintgrimm92's topic in Fallout 4's Creation Kit and Modders
This post contains info that's not correct. For the correct way to do this, please refer to the top of the OP.- 3 replies
-
- help
- creation kit
-
(and 2 more)
Tagged with:
-
This started as a question, but as I have it figured out now so I'll just post how I did it, it's actually pretty simple. I want synths to wear different armors based on both player's level and a probability % chance. So the first thing to do is change the synth outfits to all use my "master" leveled list. To set up the master list: Note: My armor sets do not use "armor pieces". It uses a single item that takes up every slot except the head + a helmet. 2 items per outfit. This will be A LOT more complex if you're trying to do it with sets made up of separate pieces, but this can still be used as a base. Calculate from all levels <= PC's level is the only box checked. Chance None: 0 (the above may be different for you, depending on what you're trying to do.) All items have: Count 1, Chance None 0. Level 1: Basic Armor Leveled List (BA) Level 20: Heavy Armor Leveled List (HA) Level 30: Unique Armor Leveled List 01 (UA1) Level 35: Unique Armor Leveled List 02 (UA2) Level 40: Unique Armor Leveled List 03 (UA3) Level 50: Unique Armor Leveled List 04 (UA4) The Uniques are very similar so I will only go over BA, HA, UA4. Basic Armor Leveled List NO BOXES CHECKED All items level 1, count 1, chance none 0. Level 1: Trooper Armor Leveled List Level 1: Scout Armor Leveled List Trooper Armor Leveled List (this holds the actual armor NOT more leveled lists) Use All is the only box checked! Trooper Armor Trooper Helmet Scout Armor Leveled List is set up exactly the same as the Trooper Armor. So there is only 2 items on BA, the trooper and scout armor lists. That means there is equal chance of both being used by the Synths when the player is under level 20. As for at level 20.... Heavy Armor Leveled List This is where you'll start needing duplicates of the same stuff to change the chances of getting things. I chose to have 10 items total on the list for easy %. NO BOXES CHECKED All items level 1, count 1, chance none 0. Level 1: BA Level 1: BA Level 1: BA Level 1: BA Level 1: BA Level 1: BA Level 1: BA Level 1: Arc Armor Leveled List Level 1: Arc Armor Leveled List Level 1: Arc Armor Leveled List That is 7x Basic Armor Leveled lists, 3x Arc Armor Leveled lists (Arc Armor = Heavy Armor). So from level 20-30, you will have a 70% chance to see Synths wearing the basic armors (trooper/scout) and a 30% chance to see Synths wearing heavy armor (arc armor) Arc Armor Leveled List Exactly the same as trooper/scout Lists, Use all, level/count 1. Arc Helm + Arc Armor. Pretty simple, right? Just literally add the % you want. If you want 90% to wear basic armor, just put in 9x BA and 1x Arc List. It's that easy. You can probably figure it out yourself from here, but I'll go ahead and describe the level 50 List, UA4. Unique Armor List 04 NO BOXES CHECKED All items Level 1, Count 1, Chance None 0. Level 1: Master Armor Leveled List Level 1: Unique Armor Collection Leveled List 03 Level 1: Unique Armor Collection Leveled List 03 Level 1: Arc Armor Leveled List Level 1: Arc Armor Leveled List Level 1: Arc Armor Leveled List Level 1: BA Level 1: BA Level 1: BA Level 1: BA This gives a 40% chance of Synths wearing basic armor. 30% chance of wearing heavy armor. 20% chance of wearing armor from the 3rd set of uniques. 10% chance of wearing Master Armor. Master Armor Leveled List: Note: Not to be confused with the master list, this is just master tiered armor. Same as trooper/scout/arc leveled lists. Use all, count 1, etc etc. Level 1: Master Armor Helmet Level 1: Master Armor Armor Unique Armor Collection Leveled List 03 NO BOXES CHECKED All level1, count 1, chance none 0. Level 1: UArmor 01 Leveled List Level 1: UArmor 02 Leveled List Level 1: UArmor 03 Leveled List Level 1: UArmor 04 Leveled List Level 1: UArmor 05 Leveled List Level 1: UArmor 06 Leveled List Level 1: UArmor 07 Leveled List Level 1: UArmor 08 Leveled List UArmor 01-08. All exactly the same exactly like trooper/scout/etc. They add 1 helmet & 1 armor each. Each one has "use all" checked. This means it's an equal chance for each armor to be used when this collection leveled list is selected (which should be 20% of the time at level 50+). It takes some time to set up and the more items you're adding the more complex it'll be and the longer it'll take, but it's a lot more basic than I was originally making it. Original Post:
- 3 replies
-
- help
- creation kit
-
(and 2 more)
Tagged with:
-
I never considered oneffectstart. I tried using that and scripting the entire thing from the actual magic effect, but it didn't work. I never tried an oneffectstart event on the actor though. I'm actually doing testing on a clean install right now to make sure I copied all the needed files, then it'll be uploaded, so it won't make it into this one, but I'll def keep this post bookmarked for future use, thank both of you for all the help you've given! :)
- 6 replies
-
- creation kit
- summoning
-
(and 1 more)
Tagged with:
-
Worth a shot, will edit this in a few mins with update lol Thanks for reply :smile: EDIT: Sadly, no luck with that one. EDIT2: OnLoad made me think of OnInit, but that don't work either lol EDIT3: Tried the perk route. Main spell applies a duplicate of twin souls with no conditions, setting the commanded actor limit to 6 instead of 2. Seems to conflict with normal twin souls or something idk, changes to only summoning 1/6 script told it to. Edit4: It's not as cool, but I've spent all day trying to figure this out, so I'm done with it. The player spell will just summon 2 necromancer skeletons, and those 2 skeletons will summon 2 more when entering combat. Summoning 2 summoners isn't as cool as summoning a horde, but w/e lol
- 6 replies
-
- creation kit
- summoning
-
(and 1 more)
Tagged with:
-
I was double checking my spells list and realized there is one that I wanted to make but didn't for some reason (possibly didn't wanna ask how to do this at the time lol) but I'm trying to get it implemented into my mod now. The spell is a "mass summon" spell that summons 6 skeletons for 1 minute. The spell itself will "require" twin souls perk, otherwise I'm pretty sure one of the 2 skeletons summoned will just die. To bypass the limit of 2, the spell will summon 2 skeletons with a unique twin souls perk, which in turn summons 2 skeletons each. With other summons I got help here on the forums making an NPC summon more NPCs when it enters combat. This time I don't want a combat event though. I want the 2 player-controlled skeletons to summon 2 more skeletons each the moment they appear to give the illusion that all 6 were summoned together by the player. I went through the "Events" page on ck wiki but nothing caught my eye as an event that would be called on when the NPC is summoned. I was hoping to find something like "OnSummon" or "OnSpawn" or something, but can't seem to find anything similar.
- 6 replies
-
- creation kit
- summoning
-
(and 1 more)
Tagged with:
-
So my mod seems to be fully working now. But I'm trying really hard to make this mod balanced. I normally make the enemies pretty difficult with loads of HP and damage capability, but this time I'm trying to give the player a different type of experience. I was hoping to copy the vanilla lvl'd mobs' stats to make them on par with vanilla difficulty. However, vanilla seems to not actually "use" leveled NPCs.... I looked at the leveled Draugr NPCs. They point to a template, which picks "enc" enemies depending on the player's level.... Vanilla process: I've already placed all the enemies, they're all leveled actors that level up with the player... I don't want to redo all that in the fashion the vanilla game does, I'm already too far past it. I want to keep the enemies I already have, which level with the player, I just need some type of guide or something to read so I can get a good idea of what balanced stats look like. All my "common enemies", for example, have the same stats, but some of them are super weak and others are a little over powered still - So obviously there's something I do not understand about balancing. My Feral Vampires have the same stats as my Ancient Skeletons. Both level with the player. Both have the same minimum/max level. Both have the same HP/MP/SP offsets, yet the Feral Vampires hit harder and seem to soak up more damage or have more HP or SOMETHING that's making them more powerful. I've been googling for "balancing guides" for the past hour and found pretty much no info at all. Everything is relating to questions about people trying to change the stats of vanilla NPCs, not match them with new leveled ones. EDIT: Or can someone point me in the direction of a vanilla NPC that uses the "PC Level Mult" checkbox instead of a leveledchar that just places enc enemies depending on players level? EDIT2: Ferals were tougher due to an ABSpell I put on their race lol. Write that up to user error. But I'd still like a vanilla NPC or something to go off of so I have some kinda idea without hunting down vanilla bosses at different levels to count how many hits from a daedric sword they can take b4 they die and using that as my comparison lol EDIT3: FINALLY FOUND ONE!! Harkon. But I'm not sure how much help this is going to be. His calculated health and max level is closer to my common enemies than my bosses... And my common enemies die easy af against a level 53 player, so idk what to base my levels/offsets on.... Guess it's just gonna take a lot of tweaking each NPC until it doesn't feel too easy/hard for me. (And I thought this last step would be a quick easy one lol)
-
- creation kit
- balancing
-
(and 1 more)
Tagged with:
-
lol wow. :sweat: I promise I'm not normally this dumb.
- 11 replies
-
- creation kit
- aggro
-
(and 3 more)
Tagged with: