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[Discontinued] Paradise Halls - SexLab Extension v0.1g (15/05/06) (RC 0.6 fixed 16/03/18)


blabla11

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you should  use  them to work in farm

use this mod    Paradise Halls - Family Feud

 

my edit esp  need main mod Paradise Halls - Family Feud

 

http://www.mediafire.com/download/bck04j3jcn5k7w1/paradise_halls_family_feud.rar

 

key for house on the floor near chair   out side  room house

 

Screen_Shot17.jpg

 

Hi.  For those not sure about Family Feud compatibility, this is the author's post from Nexus saying he updated it

 

OmegaIsraelTerri0 kudos106 posts

Hello All.

 

I'm back, and now you can use my mod with the latest PAH version (0.7.3 at the moment of this post) biggrin.gif

Another great thing is... ¡THE COLORERD COLLARS ARE FULLY FUNCTIONAL!

@ crazycow

 

Out of more than idle curiosity, what have you changed in your amended version/.esp?  Some clues would be helpful :shy:

 

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Edit 2: So, apparently you have to make the NPC go into a bleedout state. Sleep/Paralysis doesn't allow for the enslave option to work.

 

 

FWIW, I modified .........

 

http://www.nexusmods.com/skyrim/mods/29514/?

 

...... to change the damage done so that not only was the target paralysed, it should have suffered a reasonable amount of damage on the dart hit, so that by the time you got to it, you didn't have to do too much 'bashing' to the NPC to get it to bleedout

 

And I also installed .....

 

http://www.nexusmods.com/skyrim/mods/47521/?

 

.... to up the initial paralysis time from the paltry 4 or 5 secs the vanilla game starts with to something more useful, which, of course, then increases as your alchemy skill improves

 

The Field Alchemy mod....

 

http://www.nexusmods.com/skyrim/mods/27153/?

 

...is also usefully creative when on the move

 

:) 

 

 

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Edit 2: So, apparently you have to make the NPC go into a bleedout state. Sleep/Paralysis doesn't allow for the enslave option to work.

 

 

FWIW, I modified .........

 

http://www.nexusmods.com/skyrim/mods/29514/?

 

...... to change the damage done so that not only was the target paralysed, it should have suffered a reasonable amount of damage on the dart hit, so that by the time you got to it, you didn't have to do too much 'bashing' to the NPC to get it to bleedout

 

And I also installed .....

 

http://www.nexusmods.com/skyrim/mods/47521/?

 

.... to up the initial paralysis time from the paltry 4 or 5 secs the vanilla game starts with to something more useful, which, of course, then increases as your alchemy skill improves

 

The Field Alchemy mod....

 

http://www.nexusmods.com/skyrim/mods/27153/?

 

...is also usefully creative when on the move

 

:)

 

 

Ugh, even mre esp's t dump on my load order. Why you do dis to me! :D

As if 178 mods wasn't to much for my poor computer already.

 

Great suggestions though.

 

edit: btw i'd even add another one or replace the last one on your list with the "camping kit of the northern ranger mod". it comes with an alchemy kit and a hell of a lot more! :)

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you should  use  them to work in farm

use this mod    Paradise Halls - Family Feud

 

my edit esp  need main mod Paradise Halls - Family Feud

 

http://www.mediafire.com/download/bck04j3jcn5k7w1/paradise_halls_family_feud.rar

 

key for house on the floor near chair   out side  room house

 

Screen_Shot17.jpg

 

Hi.  For those not sure about Family Feud compatibility, this is the author's post from Nexus saying he updated it

 

OmegaIsraelTerri0 kudos106 posts

Hello All.

 

I'm back, and now you can use my mod with the latest PAH version (0.7.3 at the moment of this post) biggrin.gif

Another great thing is... ¡THE COLORERD COLLARS ARE FULLY FUNCTIONAL!

@ crazycow

 

Out of more than idle curiosity, what have you changed in your amended version/.esp?  Some clues would be helpful :shy:

 

 

 

Yes i know it is wompatible with 7.3 but i thaught maybe not som much for this version (the extention which is this one)

 

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Yes i know it is wompatible with 7.3 but i thaught maybe not som much for this version (the extention which is this one)

 

 

So far as I know the extension doesn't affect it at all.

 

Also, you might consider dumping Creature Framework.  It seems to put a significant load on papyrus by running a LOT of scans.  I got rid of it and my game got considerably more stable.  You might try setting your Shadow Detail to Medium as well.  Lights that create dynamic shadows create a lot of demand on your graphics card / CPU and if like me you have an older computer, it can cause issues (I'm not using any shadow lights in the new camp for that very reason).

 

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my idea

 

to day who  play dawnguard side

 

i think we should resurrect vampire for capture :blush:

 

i seen more  female vampire have name  and useful 

 

skyrim

Alva  0001AA5C

 

Dawnguard

 Hestla ref xx0033ac

 Fura Bloodmouth xx0033b2  

 

Modhna  xx011e53  xx011e5e

 

or the Big one milf   Valerica xx003b8e  serana's mother :heart:

 

 

 

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Yes i know it is wompatible with 7.3 but i thaught maybe not som much for this version (the extention which is this one)

 

 

So far as I know the extension doesn't affect it at all.

 

Also, you might consider dumping Creature Framework.  It seems to put a significant load on papyrus by running a LOT of scans.  I got rid of it and my game got considerably more stable.  You might try setting your Shadow Detail to Medium as well.  Lights that create dynamic shadows create a lot of demand on your graphics card / CPU and if like me you have an older computer, it can cause issues (I'm not using any shadow lights in the new camp for that very reason).

 

 

 

The shadows are actually completely "off" (well actually not. I only set the resolution of exterior and interioir to 1 because 0 would have caused devere stuttering) as i"m using a mod called "colorfulllightsno shadows" that alters so that it looks like i have my shadows on. God forbit how my game would have looked like if i didn't turn the shadows off!

 

I really don't want to turn off creature framework because i love my animals. Is there an alternative for it somewhere? Btw i could just increase the the cell scan interval so that it would only can every 12 hours for example.

 

Btw do you have any problems with renamed npc's? they seem to "dissappear" once in a while. i mean they are physically still there but you cant interact with them until you rename them again. I can use slavetats (finally!) on them though which is a very good thing indeed. 

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The screen shot of Family Feud cracked me up--torches.  I have not had much luck with naming the slaves.  I did enslave Aeda the Huntress today which may be future problems in my game but who cares.  That glitch with the Companions kicked in and I have learned that a very effective way of stopping it is to enslave them and leash them somewhere.  It probably means they are dead and the clone is anchored but who cares lots of saves are the answer. 

 

Used wristbinder with PAH today and it was fabulous.  Don't really know what Family Feud is about but I like the farm.  I run bestiality mods in the background but believe that I typically set long poling values (times).  That mostly because of the number of mods running.  Your mod, once again, is fabulous. 

 

 

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The screen shot of Family Feud cracked me up--torches.  I have not had much luck with naming the slaves.  I did enslave Aeda the Huntress today which may be future problems in my game but who cares.  That glitch with the Companions kicked in and I have learned that a very effective way of stopping it is to enslave them and leash them somewhere.  It probably means they are dead and the clone is anchored but who cares lots of saves are the answer. 

 

Used wristbinder with PAH today and it was fabulous.  Don't really know what Family Feud is about but I like the farm.  I run bestiality mods in the background but believe that I typically set long poling values (times).  That mostly because of the number of mods running.  Your mod, once again, is fabulous. 

 

yeah, just went plug crazy too. installed immersive plugs and the crude one right after seeing that screenshot.

 

So who wants a dried up turd up his butt? My slaves that's who! :D

 

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It would be really neat if someone copied an arena almost like oblivion.  I loved those gladiator suites.  I started a male character today and was amazed at how well the mod worked for me.

 

A gladiatorial pit expansion is actually a project I'd like to work on in the future.  I think it would be interesting if there was something where you could go see randomly generated matches fought, maybe place bets and even enter one of your own slaves and possibly win some septums if they win (course if they lose they're probably dead so... but hey, plenty more bandits out there to enslave, right).  Maybe even some radiant quests to go capture some interesting opponents for the matches (fetch me 2 trolls, 3 frostbite spiders and the 3rd cousin of the Jarl of Markarth and I shall pay you 3000 septums, any questions?).  Maybe some amusing spectators, not really sure what I might do there but I suppose could come up with something.

 

Might be why I left a certain wall section in the new camp where I could easily knock in a door later.  :cool:

 

Course don't take that as a promise, I'd need Blabla and Clifton to work out all the coding bits to make it work and I hadn't even mentioned the idea to them just yet so.... oh yeah... BTW Blabla.. I had an idea... :P

 

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1111111111111111111111

 

@ a few of you

 

FWIW, there are arenas to be found in Dread Prison...

 

http://www.nexusmods.com/skyrim/mods/54535/?

 

...and the basement of New Heimdall.

 

http://www.nexusmods.com/skyrim/mods/29786/?

 

There's some more .esp files to bog you down.... :shy:

 

 

2222222222222222222222222

 

A question about...

 

http://www.nexusmods.com/skyrim/mods/66917/?

 

...ie 'Lockable Locks'

 

Has anyone tried this?  Author states that

 

'Tactical application: 
You can divide enemy forces by restricting their movement. For example, lure a person into a room and lock the door. You can even lock the enemy in a cage.'

 

Your PC really being able to lock NPCs in cages (or anywhere) would be a bit like getting the Holy Grail in your Christmas stocking.  Does anyone know if that actually works?  The comment thread is a bit variable as to what it actually does

 

Any help would be welcome

 

 

3333333333333333333333333

 

This does provide another idea for the ongoing PAH development. 

 

I like to play as 'immersively' as possible.  So I don't use 'Fast Travel' at all in gameplay.  So one has to walk captives to Fellglow, or carry them in Goubo's Defeat's 'sack', but that is limited to only one at a time.  So I've added a few mods that have 'prison facilities' - there are some on LL, such as Stynja - to make up for the gap.   It's better than just dumping captives en route somewhere.  (In that regard, in case anyone hasn't yet encountered this, I found that using the 'I'll take the display model' mod to 'store' bandits enslaved by PAH didn't stop them being attacked and killed by the local villagers if left within their travel range, who still seemed to see them as bandit etc faction enemies LOL)

 

So, after the main mod update here, and its addons have been done, is there any mileage in setting up some very basic 'Cage Rental' facilities throughout Skyrim?   Something very basic, like the row of cages to be found at Captured Dreams, or the ones on top of Stynja, into which your PAH captives could be popped?  The Dread Prison spells come to mind as the sort of possible 'transfer' mechanism, but should only useable from the immediate locale of the cages.  Inte's cages mod, and cages mechanisms, as used by SD+ and XPO might also have some useful mechanics?  

 

An attendant buyer, presumably using the same trade mechanics as used in the main mod to avoid duplication of effort, to whom you can sell them would be a good thing too.  And such a 'rack' of cages could have multiple uses anyway, such as holding cells for contestants for any arena scenario that might be developed - and so on

 

Is there any mileage in any of that for sometime later?

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The lock mod works so long as you remain in the same cell.  So if you're thinking of locking an NPC in a cage and being able to leave them there permanently (or while you leave the area/cell); no, it doesn't work for that.  If you want to be able to keep an NPC "captured" then you need to either enslave them using PAHE, or use a mod like Display Model, or Defeat.  Defeat and Display Model can both be nice in conjunction with with PAHE but there's no direct cross over.  Some other mods have jails, they all work basically the same way by using an alias to temporarily add a sandbox package to the NPC so that they stay in a specific area.   Even though the cage door in the slaver camp is "locked" the NPCs could still leave at any time.  What actually keeps them there is PAHE adds a sandbox package that is keyed to a marker inside the cage that has a small enough sandbox radius they won't leave the cage.

 

And no, Display Model doesn't alter the factions of those captured, so guards will still be hostile to captured bandits who are simply helpless.  I've also noticed that a lot of the time if you capture a bandit with Defeat, put them in the pillory and then put them in the sack if you then carry them to a town and dump them out the guards will attack them while they are helpless in the pillory.  Again, that's because Defeat apparently doesn't remove the bandit faction so the guards remain hostile.

 

I don't know what Blabla's future plans are, I think right now we're all pretty focused on getting PAHE stable and fixing some issues with the existing bandit camp and some of the scripts as well as adding some features regarding capturing slaves and training them.  Think of it as laying a solid foundation other things can be built on.  Right now I'm waiting on Blabla and Clifton to sort out some scripting issues with the bandit camp that I can't fix on my own (I don't know that much about scripting yet) so that we can get the camp guards escorting sold slaves into the cells working perfectly and hopefully fixing it so it gradually clears out the slaves you sell so that you can keep selling more over time.  Right now the max the prison can hold is 20, not because there isn't physical room for more (there's easily room for twice that or more), but because the script only has "slots" for 20 slaves.  Clifton is on vacation and I'm sure Blabla is probably busy with the holidays as well.

 

But as far as down the road, and speaking for myself only, I would like to eventually work on a full campaign mod that takes the one bandit camp as a starting point and works at expanding slavery across Skyrim with it being illegal at first but then slowly spreads and become openly accepted with public slave markets and so forth.  But that would be a HUGE mod.  Doing something like that and making it well done would easily be as much content as something like Solstheim.  I can't say as if it will ever actually happen, but getting a solid foundation done with PAHE is an important first step.  Its one of those projects I dream of doing one day.

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The lock mod works so long as you remain in the same cell.  So if you're thinking of locking an NPC in a cage and being able to leave them there permanently (or while you leave the area/cell); no, it doesn't work for that.  If you want to be able to keep an NPC "captured" then you need to either enslave them using PAHE, or use a mod like Display Model, or Defeat.  Defeat and Display Model can both be nice in conjunction with with PAHE but there's no direct cross over.  Some other mods have jails, they all work basically the same way by using an alias to temporarily add a sandbox package to the NPC so that they stay in a specific area.   Even though the cage door in the slaver camp is "locked" the NPCs could still leave at any time.  What actually keeps them there is PAHE adds a sandbox package that is keyed to a marker inside the cage that has a small enough sandbox radius they won't leave the cage.

 

And no, Display Model doesn't alter the factions of those captured, so guards will still be hostile to captured bandits who are simply helpless.  I've also noticed that a lot of the time if you capture a bandit with Defeat, put them in the pillory and then put them in the sack if you then carry them to a town and dump them out the guards will attack them while they are helpless in the pillory.  Again, that's because Defeat apparently doesn't remove the bandit faction so the guards remain hostile.

 

I don't know what Blabla's future plans are, I think right now we're all pretty focused on getting PAHE stable and fixing some issues with the existing bandit camp and some of the scripts as well as adding some features regarding capturing slaves and training them.  Think of it as laying a solid foundation other things can be built on.  Right now I'm waiting on Blabla and Clifton to sort out some scripting issues with the bandit camp that I can't fix on my own (I don't know that much about scripting yet) so that we can get the camp guards escorting sold slaves into the cells working perfectly and hopefully fixing it so it gradually clears out the slaves you sell so that you can keep selling more over time.  Right now the max the prison can hold is 20, not because there isn't physical room for more (there's easily room for twice that or more), but because the script only has "slots" for 20 slaves.  Clifton is on vacation and I'm sure Blabla is probably busy with the holidays as well.

 

But as far as down the road, and speaking for myself only, I would like to eventually work on a full campaign mod that takes the one bandit camp as a starting point and works at expanding slavery across Skyrim with it being illegal at first but then slowly spreads and become openly accepted with public slave markets and so forth.  But that would be a HUGE mod.  Doing something like that and making it well done would easily be as much content as something like Solstheim.  I can't say as if it will ever actually happen, but getting a solid foundation done with PAHE is an important first step.  Its one of those projects I dream of doing one day.

 

I know a quick fix for removing them from the bandit faction but it's just a bat file with the "removefromallfactions" code in it.

 

yeah, making stuff stable is pretty much the basics of modding. :)

Maybe you can already make some sort of list for what you guys want t do next so that you can later still choose what exactly you xant to do. Like for now it's fixing the bugs in the camp (and maybe the name changer), then expand on the camp (your new expanded camp and my future mine expantion) and perhaps later we could try to make other older mods compatible or we could "lend" some ideas from them for the camp itself.

 

Perhaps maybe then we could start thinking about an arena.

 

yes, it's maybe just me but i like to keep things organized. Hence it's why i asked how and where i should put my mine into (that i still have to start making tbh, sorry Probably going to be for next week, i hope).

 

this generally how i think you, blabla and clifton should handle stuff.

 

present slave beauty milf  with out any mod

 

 Idgrod the younger  my favorite and 1st slave  why you don't capture her

 

Screen_Shot24.jpg

 

Is that the cloaks of skyrim mod? And how is she able to cum?

 

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The lock mod works so long as you remain in the same cell.  So if you're thinking of locking an NPC in a cage and being able to leave them there permanently (or while you leave the area/cell); no, it doesn't work for that.  If you want to be able to keep an NPC "captured" then you need to either enslave them using PAHE, or use a mod like Display Model, or Defeat.  Defeat and Display Model can both be nice in conjunction with with PAHE but there's no direct cross over.  Some other mods have jails, they all work basically the same way by using an alias to temporarily add a sandbox package to the NPC so that they stay in a specific area.   Even though the cage door in the slaver camp is "locked" the NPCs could still leave at any time.  What actually keeps them there is PAHE adds a sandbox package that is keyed to a marker inside the cage that has a small enough sandbox radius they won't leave the cage.

 

And no, Display Model doesn't alter the factions of those captured, so guards will still be hostile to captured bandits who are simply helpless.  I've also noticed that a lot of the time if you capture a bandit with Defeat, put them in the pillory and then put them in the sack if you then carry them to a town and dump them out the guards will attack them while they are helpless in the pillory.  Again, that's because Defeat apparently doesn't remove the bandit faction so the guards remain hostile.

 

I don't know what Blabla's future plans are, I think right now we're all pretty focused on getting PAHE stable and fixing some issues with the existing bandit camp and some of the scripts as well as adding some features regarding capturing slaves and training them.  Think of it as laying a solid foundation other things can be built on.  Right now I'm waiting on Blabla and Clifton to sort out some scripting issues with the bandit camp that I can't fix on my own (I don't know that much about scripting yet) so that we can get the camp guards escorting sold slaves into the cells working perfectly and hopefully fixing it so it gradually clears out the slaves you sell so that you can keep selling more over time.  Right now the max the prison can hold is 20, not because there isn't physical room for more (there's easily room for twice that or more), but because the script only has "slots" for 20 slaves.  Clifton is on vacation and I'm sure Blabla is probably busy with the holidays as well.

 

But as far as down the road, and speaking for myself only, I would like to eventually work on a full campaign mod that takes the one bandit camp as a starting point and works at expanding slavery across Skyrim with it being illegal at first but then slowly spreads and become openly accepted with public slave markets and so forth.  But that would be a HUGE mod.  Doing something like that and making it well done would easily be as much content as something like Solstheim.  I can't say as if it will ever actually happen, but getting a solid foundation done with PAHE is an important first step.  Its one of those projects I dream of doing one day.

 

I know a quick fix for removing them from the bandit faction but it's just a bat file with the "removefromallfactions" code in it.

 

yeah, making stuff stable is pretty much the basics of modding. :)

Maybe you can already make some sort of list for what you guys want t do next so that you can later still choose what exactly you xant to do. Like for now it's fixing the bugs in the camp (and maybe the name changer), then expand on the camp (your new expanded camp and my future mine expantion) and perhaps later we could try to make other older mods compatible or we could "lend" some ideas from them for the camp itself.

 

Perhaps maybe then we could start thinking about an arena.

 

yes, it's maybe just me but i like to keep things organized. Hence it's why i asked how and where i should put my mine into (that i still have to start making tbh, sorry Probably going to be for next week, i hope).

 

this generally how i think you, blabla and clifton should handle stuff.

 

present slave beauty milf  with out any mod

 

 Idgrod the younger  my favorite and 1st slave  why you don't capture her

 

Screen_Shot24.jpg

 

Is that the cloaks of skyrim mod? And how is she able to cum?

 

 

 

cloaks from winter is coming

"cum"  i modify chinese  mod look like  wear item object or itemslot   mod name juice

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Okay, guys. I just wanted to point out that testing this mod made me interested about it. I am now following conversations of this topic and progress of the mod. smile.png

Thank you for all the effort that has been put in to this.

 

 


 

Is that the cloaks of skyrim mod? And how is she able to cum?
 

 

 

cloaks from winter is coming

"cum"  i modify chinese  mod look like  wear item object or itemslot   mod name juice

 

 

For those using cloak mods, I would like to point out that Complete Crafting Overhaul Remade  now includes Cloaks of Skyrim and Winter is Coming - Cloaks. I recommend considering it, because CCOR makes all patch files - including USKP fix for Cloaks of Skyrim - obsolete, manages them from all from one file and makes compatibility options with other mods/overhauls much easier to provide.

 

You still need to provide resource files for these mods, but ESP files can be safely deleted - or just clicked "up" from MO left panel. removing them from load order entirely.

 

More information about CCOR supported mods:
http://forums.nexusmods.com/index.php?/topic/2672844-ccor-supported-mods/

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I think i just found a anew purpose for my slaves. If you just manage to take your first slave and it's quite a beefy one, you can "practise" your skill on them. It's a great way to level up your stats quite fast. I don't know if this is intentional or not but it's quite fun :)

 

edit: btw i have a small update on the rename feature. It works! BUT only on unique or semi unique npc's like Rigel Strongarm for example. Any other general bandit WILL loose it's dialogue after a while! I remember that the creator of the soulgem oven had something similar like this where the actors belly and breast didn't change. She found a solution for it though so it's possible you could use that one too.

 

edit2: Ok, it still doesn't really work for bandits in general (Rigel included). It also doesn't seem to work when you use coc commands and fast travel. But i have told you this already a couple of posts ago.

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edit2: Ok, it still doesn't really work for bandits in general (Rigel included). It also doesn't seem to work when you use coc commands and fast travel. But i have told you this already a couple of posts ago.

 

i use v.o.1g+fix

 

for Rigel you need  console command

she is in Pinewatch Bandit's Sanctuary    go to Pinewatch  secret door

1. prid 0002D23B

2. disable

    enable

3. moveto player

 

but her real name  is  Bandit Chief  

 

like Eriana Redguard bandit

her ref id  0002ABC5

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edit2: Ok, it still doesn't really work for bandits in general (Rigel included). It also doesn't seem to work when you use coc commands and fast travel. But i have told you this already a couple of posts ago.

 

i use v.o.1g+fix

 

for Rigel you need  console command

she is in Pinewatch Bandit's Sanctuary    go to Pinewatch  secret door

1. prid 0002D23B

2. disable

    enable

3. moveto player

 

but her real name  is  Bandit Chief  

 

like Eriana Redguard bandit

her ref id  0002ABC5

 

 

I'm using H with the MCM menu. I don't think this is going to work since i use immersive wenches with deadly wenches addon. Since they add and overwrite the Original bandit lists, she won't be vanilla anymore. But thanks for the suggestion though. It's not really a huge dealbreaker but i'ts quite annoying to rename everytime she is unclickable.

 

I saw someone up there ask how to train submission quickly using this mod. I have discovered that "you're going to be whipped" trains that skill the fastest. So every time my slaves get another "ok slave..." command (fIghting, doing something, properly addressing, etc.) I activate it as soon as I can and catch them on every single time they fail to do it. I can have a fully trained slave in roughly an hour that way. THEN I start making use of the extension's additions. ;)

 

I'm excited to see so much more energy getting devoted to this mod. I've had the base one for a very long time. Even when I do a 'vanilla' playthrough, I've included PaH as one of the ten mods I still consider vanilla enough for a vanilla run. So in my mind it's right up there with SkyUI, and the Unofficial Patches

 

I remember a while back, pose training was unavailable. I'm wondering if that part of the mod is still a ways down the road, or currently in development, or what... not pressuring, just wondering.

 

The pose training only works temporarily if you use the H version. It works like this, whenever you have one of ZAZ's cuffs in your inventory you can lock them in a certain position when they are being bad or angry at you. Now the only issue i had with this is that they can't be taken out of that position anymore. It's stays stuck at that postion. No matter what you. But there are luckily alternatives for putting these npc's in a postion but sadly it on't count towards the pose training setting.

 

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So, after the main mod update here, and its addons have been done, is there any mileage in setting up some very basic 'Cage Rental' facilities throughout Skyrim?   Something very basic, like the row of cages to be found at Captured Dreams, or the ones on top of Stynja, into which your PAH captives could be popped?  The Dread Prison spells come to mind as the sort of possible 'transfer' mechanism, but should only useable from the immediate locale of the cages.  Inte's cages mod, and cages mechanisms, as used by SD+ and XPO might also have some useful mechanics?  

 

I could see where this would be very useful in a wide variety of situations.

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