Ohmygod Posted November 26, 2012 Posted November 26, 2012 Could anyone tell me which female body mesh is most compatible to Vanilla Male mesh around the waist line? I finally sacrificed breeze male meshes and replace them with female futa meshes, and also textures for some custom races, and for face I just slide complexion to the right most for my male charactor to get a feminine face. The last, or maybe the only problem is, the waist line seams.
gregathit Posted November 26, 2012 Posted November 26, 2012 Wait, you are trying to match up female lower body meshes to male upperbody meshes? Not going to work unless you learn how to use blender. There are some bodies in this pack that have have the shemale look if that is what you are going for (or even the femboy).
gregathit Posted November 26, 2012 Posted November 26, 2012 Hey gerra6, if you ever catch a break from this project and the BU one, do you have time or the skill to pull off a request? See post 16 here: http://www.loverslab.com/showthread.php?tid=13728&pid=284135#pid284135
Ohmygod Posted December 10, 2012 Posted December 10, 2012 still beg you gays add FUTA and/or shemale body category to male body settings...
DeadSomething Posted December 10, 2012 Posted December 10, 2012 if only i knew how to edit my ini properly. you may have made a great system, but you didnt explain it very well in the readme. i'm honestly feeling a little lost while reading my ini and your readme. all i want to change is to remove certain bodytypes from the autosetbody and maybe reassign those for different races/sizes etc.
gerra6 Posted December 10, 2012 Author Posted December 10, 2012 if only i knew how to edit my ini properly. you may have made a great system' date=' but you didnt explain it very well in the readme. i'm honestly feeling a little lost while reading my ini and your readme. all i want to change is to remove certain bodytypes from the autosetbody and maybe reassign those for different races/sizes etc. [/quote'] I'm sorry you feel that way. It's a very complicated system and, as I warned, it is not for the faint of heart. Did you read the "Modifying the Autosetbody.ini file." section of the first page of this post. A recommendation. If you have a question, just ask.
DeadSomething Posted December 10, 2012 Posted December 10, 2012 the most complicated step is figuring out which code stands for which mesh - the rest looks easy enough... found the bodystylecode.txt but it would have been easier if the folders woul've had the same names as either the tokens or the titles... stil la little confusing, but i managed to get some chubby stuff away from my eyes ^^
gerra6 Posted December 10, 2012 Author Posted December 10, 2012 still beg you gays add FUTA and/or shemale body category to male body settings... Male and female body styles use completely different textures with completely different UV mapping (which parts of the mesh go with which parts of the texture). If you know of any shemale bodies that use male textures, I would be happy to add them (with permission from the authors of course). Otherwise it is a huge amount of work. That said, if you are willing to convert some female shemale meshes to male textures, I would be happy to add them to the next release (no ETA, I've got lots of projects on my plate)
gerra6 Posted December 10, 2012 Author Posted December 10, 2012 the most complicated step is figuring out which code stands for which mesh - the rest looks easy enough... That's one of the ugliest parts. There's a fairly ugly text file included with the setbody package that lists all of the body styles and their codes(it's pretty much just the spell menu array, reformatted with all of the code stripped out). The trick is that upper and lower body styles (and sometimes feet) have separate codes. The other option is to cast the setbody spell and look at the console spam.
DeadSomething Posted December 10, 2012 Posted December 10, 2012 still editing around, some meshes just cant be found in the code table and i'm really confused about this... maybe can someone with the coding abilities make a simple ini writing tool for this? having small popup screenshots of the mesh and having the meshes in some sort of tree, so you can disable a whole branch at once.
gerra6 Posted December 10, 2012 Author Posted December 10, 2012 still editing around' date=' some meshes just cant be found in the code table and i'm really confused about this... maybe can someone with the coding abilities make a simple ini writing tool for this? having small popup screenshots of the mesh and having the meshes in some sort of tree, so you can disable a whole branch at once. [/quote'] It's possible the list is outdated ( I don't really remember at this point ) Which meshes are you looking for
gerra6 Posted December 10, 2012 Author Posted December 10, 2012 still editing around' date=' some meshes just cant be found in the code table and i'm really confused about this... maybe can someone with the coding abilities make a simple ini writing tool for this? having small popup screenshots of the mesh and having the meshes in some sort of tree, so you can disable a whole branch at once. [/quote'] It's possible the list is outdated ( I don't really remember at this point, I haven't really touched this project since the 1.20 release ) Which meshes are you looking for? The raw data that tells us which descriptions go with which mesh codes is located in setbody.esp, in the scripts BombshellMenusConstructFemale, BombshellMenusConstructFemaleTwo, BombshellMenusConstructMale. And yes, the female menu script is so absurdly huge that it actually exceeded the TESCS character limit, so I had to split it into two parts. Now, the mesh codes themselves are just array keys. As long as we're heading down the rabbit hole, the mesh arrays are built in the following scripts: BombshellBodiesCompatibility (legacy array keys to ensure compatibility with legacy setbody plugins), BombshellBodiesConstruct (contains the arrays used by the female meshes), BombshellBodiesConstructMale (contains the arrays used by the male meshes). The arrays themselves just associate clothing items with body code keys (if I ever decide to recode Setbody Reloaded, I might just borrow my BreakArmor code and just assign meshes directly)
DeadSomething Posted December 10, 2012 Posted December 10, 2012 i'm going through the meshes folder and looking for the respective tags so i can delete them from the autosetbody. also i found some great upperbody meshes which i'd like to use for khajit
legit1337 Posted December 10, 2012 Posted December 10, 2012 i'm going through the meshes folder and looking for the respective tags so i can delete them from the autosetbody. also i found some great upperbody meshes which i'd like to use for khajit If you can, post those upperbody meshes here so gerra can incorporate them into the mod.
gerra6 Posted December 10, 2012 Author Posted December 10, 2012 i'm going through the meshes folder and looking for the respective tags so i can delete them from the autosetbody. also i found some great upperbody meshes which i'd like to use for khajit I'd love to add them. I should probably mention, Autosetbody has the capability to swap hand and foot meshes, in addition to upper and lower body styles. So adding hand or foot meshes specialized for khajit won't be a problem at all. As far as the Setbody file structure is concerned, it was basically designed to keep me sane while I modified bodies en masse to be interchangeable. The naming conventions, for the most part, should be derivative of those used by Autosetbody. So, for example, Bombshell\HGEC\UpperBody\femaleupperbody_AC_SHV.nif becomes HGECBUACSHV The breakdown is as follows: HGEC - Mesh found in the HGEC Folder BU - Base Upper Body, this means that the mesh is interchangeable with any HGECB (HGEC Base Lowerbody). This also means that the mesh will be found in the "Bombshell\HGEC\UpperBody\" folder. ACSHV - Alec Collection SHV In retrospect, I probably should have added _ between the sections. HGEC_BU_ACSHV would have been a hell of a lot easier for a human eye to parse. It's probably too late now. Any changes at this point won't be backwards compatible with custom ini files from 1.20. I am *tentatively* planning on getting started on an overdue update sometime next week. At the moment, I'm still busy finishing up BreakArmor and writing an automated BB Breast and Butt animator for Blender, But an update to SB and ASB are next in the list after that.
DeadSomething Posted December 11, 2012 Posted December 11, 2012 i'd be wrinting about 200 lines here if i'd write down every mesh i dont want in my game... like everything chubby and all the upperbodies with more than H-cup or below B-cup and their respective lowerbodies. even after i went through the codelist and the meshfolder and deleted all those entries i didnt like, autosetbody still gave me some of those meshes. also the menu of setbody seems to repeat itself: mainmenu "HGEC" -> submenu HGEC (almost all the same options as in mainmenu) "HGEC Classic" -> submenu HGEC Classic "H-cup B" -> submenu H-cup B "Medium" -> done its a little confusing at first...
gerra6 Posted December 11, 2012 Author Posted December 11, 2012 Yep. More than 5000 possible combinations makes things a bit crazy. The breakdown of the Autosetbody.ini file is, more or less, as follows. Syntax: set aaaAutoSetBodyIni.iBody1 to sv_Construct "FirstBodyTokenA|FirstBodyTokenB|FirstBodyTokenC|FirstBodyTokenD|FirstBodyTokenE|FirstBodyTokenF|...FirstBodyTokenZ" set aaaAutoSetBodyIni.iBody2 to sv_Construct "SecondBodyTokenA|SecondBodyTokenB|SecondBodyTokenC|SecondBodyTokenD|SecondBodyTokenE|SecondBodyTokenF|...SecondBodyTokenZ" set aaaAutoSetBodyIni.iBody3 to sv_Construct "ThirdBodyTokenA|ThirdBodyTokenB|ThirdBodyTokenC|ThirdBodyTokenD|ThirdBodyTokenE|ThirdBodyTokenF|...ThirdBodyTokenZ" set aaaAutoSetBodyIni.iBody4 to sv_Construct "FourthBodyTokenA|FourthBodyTokenB|FourthBodyTokenC|FourthBodyTokenD|FourthBodyTokenE|FourthBodyTokenF|...FourthBodyTokenZ" set aaaAutoSetBodyIni.iBodyRare to 0 set aaaAutoSetBodyIni.iBodyClass to 0 set aaaAutoSetBodyIni.ibodyCategory to # SetStage aaaAutoSetBodyIni 15 iBody1 through iBody4 should each cover different body parts. If you have an ibody1 entry and an ibody 2 entry, each ibody1 entry will be paired with each ibody2 entry. If you add ibody3 entries, each entry will be paired with each possible combination of ibody1 with ibody2. And then each ibody 4 entry will be paired with every possible combination from the preceding three. *Important* If the script does not find an ibody2 entry, it will not look for ibody3 or ibody4. So don't add an ibody3 or ibody4 without first using ibody1 and ibody2. *Most* of the body styles fit into one of two categories. Full Body Styles: With Full Body styles, the upper body and lower body are not interchangeable with any other body styles. A single array key assigns the upper body, lower body, hands, and feet. ;Miscelaneous Default Body Options set aaaAutoSetBodyIni.iBody1 to sv_Construct "CN|CC|SPBHeavyA|SPBHeavyB|AGHGECA|AGHGECB|AGHGECC|AGHGECD|AGHGECHFOB|ECUVAL|ECUVAS|ECUVBL|ECUVBS|ECUVDL|ECUVDS|SPBPochari|SPBPochariyaya|SPBFunya|SPBESuit|SPBWrapping|SPBSeitokai|SPBHeavyA|SPBHeavyB" set aaaAutoSetBodyIni.iBodyRare to 1 set aaaAutoSetBodyIni.iBodyClass to 0 set aaaAutoSetBodyIni.ibodyCategory to 1 SetStage aaaAutoSetBodyIni 15 Deciphering the ibody1 line: The first four are all chubby styles: CN|CC|SPBHeavyA|SPBHeavyB| the next five are all AGHGEC styles AGHGECA|AGHGECB|AGHGECC|AGHGECD|AGHGECHFOB| Note: Technically HFOB (Huge Female Organ Body) is not an AGHGEC body style. But it is compatible with the AGHGEC hands and feet, so it ended up in that folder. the next six are all ECUV bodies (also known as Hs-body style) They're the bodies with popeye arms. ECUVAL|ECUVAS|ECUVBL|ECUVBS|ECUVDL|ECUVDS| the rest are speedbuster SPBPochari|SPBPochariyaya|SPBFunya|SPBESuit|SPBWrapping|SPBSeitokai|SPBHeavyA|SPBHeavyB And what do you know, I have two of the chubby bodies showing up twice in the ini file. This won't cause any problems, it just makes those two body styles twice as likely to appear as they otherwise would. The very next section is almost identical to the first: set aaaAutoSetBodyIni.iBody1 to sv_Construct "ROBERTF|CLS06|DMMC|DMMCBN|HGECLABt|HGECFlat|KAIAKUE|KAIAKUF|DMRASC2|TGND|TGNDPerky|HGECHFBE|HGECHFBH|SV|ZUDOU" set aaaAutoSetBodyIni.iBodyRare to 1 set aaaAutoSetBodyIni.iBodyClass to 0 set aaaAutoSetBodyIni.ibodyCategory to 1 SetStage aaaAutoSetBodyIni 15 Why isn't it part of the first entry? Unfortunately, to get it to work I had to split long strings into two parts. It appears that the OBSE function that I was using to split and iterate through them either has a character limit or is subject in some unexpected way to the 30 nested function limit. I'm planning on an alternate approach for the next release that should sidestep that limit. I'll leave you to decipher them. Interchangeable Body Styles: The Upper Body styles are freely interchangeable with the lower body styles. Each array key listed in iBody1 assigns hands and an upper body. Each array key listed in iBody2 assigns feet and a lower body. ;HGEC Default Body Options set aaaAutoSetBodyIni.iBody1 to sv_Construct "HGECBUExnem|HGECBUExnemA|HGECBUExnemC|HGECBUExnemD|HGECBUAA|HGECBUA|HGECBUB|HGECBUC|HGECBUD|HGECBUE|HGECBUF|HGECBUHA|HGECBUHB|HGECBUJ|HGECBUK|HGECBUAF|HGECBUBF|HGECBUCF|HGECBUDF|HGECBUEF|HGECBUFF|HGECBUHAF|HGECBUHBF|HGECIOAA|HGECIOA1|HGECIOA2|HGECIOB|HGECIOC|HGECIOD|HGECIOF|HGECBUCLS|HGECBUCLS08|HGECBUCLS10|HGECBUCLS16|HGECBUCLS|HGECBUGUTS|HGECBUGUTSLight|HGECBUGUTSMANGA|HGECBUUHK" set aaaAutoSetBodyIni.iBody2 to sv_Construct "HGECBExnem|HGECBO|HGECBF|HGECBS|HGECBM|HGECBL|HGECBLL|HGECBLAB|HGECBLAB2|HGECBLABtC|HGECBLABtCs|HGECBLTB|HGECBRori|HGECBAC|HGECBACERM|HGECBACSMB|HGECBACYYM|HGECBIOA|HGECBIOB|HGECBCLS|HGECBCLS08|HGECBCLS10|HGECBCLS16|HGECBGUTS|HGECBGUTSLight|HGECBGUTSMANGA|HGECBUHK|HGECBEBE|HGECBBMRA|HGECBRA|HGECBUMK|HGECBVK|HGECBGM|HGECBMANGA|HGECBMANGAW|HGECBMMC|HGECBRB|HGECBHUKU|HGECBDISG" set aaaAutoSetBodyIni.iBodyRare to 0 set aaaAutoSetBodyIni.iBodyClass to 0 set aaaAutoSetBodyIni.ibodyCategory to 1 SetStage aaaAutoSetBodyIni 15 For your purposes, you want to look at iBody1. Many of them are pretty much self explanatory. HGECBUExnem = Exnem Original HGECBUD = D-Dup HGECIOA2 = irorio oppai A Cup style 2. Note, the IO bodies were made to be HGEC compatible fairly late. Unfortunately, their array keys were not properly updated. HGECBUUHK UHK body style etc.
DeadSomething Posted December 12, 2012 Posted December 12, 2012 thanks now i understand how it works. now i just have to find those codes for the bodies i dont want to see. which is the bigger part. i already deleted all entries for the chubby, AGHGEC, SPB and some others and i still get some of those in the game...
Shiloh2012 Posted December 13, 2012 Posted December 13, 2012 Gerra, a humble request (if this is even possible)... Your SetBody is the definitive version of the mod - brilliant. I spend AGES just going through the different body combinations. AutoSetBody works as advertised, but it seems to adveresely affect the speed of my game - I get a bit "hitchy" with it activated and I enter a room with a lot of NPCS. Would a SemiAutoSetBody be possible? Meaning that instead of automatically changing all bodies, I would have to cast a spell to change the bodies of those around me? Enter area. Cast spell. Boobs! Also, is there an option to stop AutoSetBody from changing men? I don't really care what the dudes look like, if you know what I mean. Nudge, nudge, wink, wink... Either way, thank you for this great mod!
gerra6 Posted December 13, 2012 Author Posted December 13, 2012 Gerra' date=' a humble request (if this is even possible)... Your SetBody is the definitive version of the mod - brilliant. I spend AGES just going through the different body combinations. AutoSetBody works as advertised, but it seems to adveresely affect the speed of my game - I get a bit [i']"hitchy"[/i] with it activated and I enter a room with a lot of NPCS. I have some ideas from the way I handled lag with the BreakArmor project that I might be able to apply to reduce the lag when it initially sets the bodies. Fortunately, it should be a one-time lag as it sets the body. Are you getting ongoing lag, or just lag the first time it sets a group of NPCs? Would a SemiAutoSetBody be possible? Meaning that instead of automatically changing all bodies' date=' I would have to cast a spell to change the bodies of those around me? Enter area. Cast spell. Boobs![/quote'] Maybe...but that's really what the setbody spell does. Also' date=' is there an option to stop AutoSetBody from changing men? I don't really care what the dudes look like, if you know what I mean. Nudge, nudge, wink, wink... Either way, thank you for this great mod! [/quote'] I think there is a setting in the ini file for that. I don't remember if it made it into the 1.20 release or not. Either way that option will be present when I do the update.
bart Posted December 14, 2012 Posted December 14, 2012 Hi there. I'm building a NSFW Oblivion install for a new character and while I haven't installed it yet, this mod looks fantastic. If I install EVE or another HGEC compilation as my default body, will that give me all the textures I need? I'm not really knocked out by the look of Ozmo's in the screenshots, and as an Apprentice-level mod user would like to keep things as simple as possible. Can/should Setbody and/or the optional esps be merged or imported into a bashed patch? After reading up on skeletons I think I'm going to install killermonkey's, which adds ragdoll breast physics to Growlfs Universal ( http://oblivion.nexusmods.com/mods/40739 ), and convert it for compatibility with Realistic Physics by using this: http://oblivion.nexusmods.com/mods/38427 Good plan? Finally...has anybody done a system like Setbody or Autosetbody for the stock clothing and armor replacers? I have seen Setbody Expanded ( http://oblivion.nexusmods.com/mods/39371 ) and it might do it but seems to be kind of a framework for do-it-yourself and I'm not confident in using the Construction Set to add meshes. And AFAIK it does not have an "Auto" option. It would be terrific to enjoy some of the variety of body types in clothed figures out on the street, either via spell or by a version of Autosetbody for clothing and armor! Even among just the HGEC-compatible replacers there is a lot of variety. Thanks for any help, and to the author for what looks like a great mod! And sorry if any of these have been asked before....it's a long thread! -Bart
gerra6 Posted December 14, 2012 Author Posted December 14, 2012 Hi there. I'm building a NSFW Oblivion install for a new character and while I haven't installed it yet' date=' this mod looks fantastic. If I install EVE or another HGEC compilation as my default body, will that give me all the textures I need? I'm not really knocked out by the look of Ozmo's in the screenshots, and as an Apprentice-level mod user would like to keep things as simple as possible.[/quote'] As long as the pack includes HGEC compatible textures, you should be fine. Can/should Setbody and/or the optional esps be merged or imported into a bashed patch? Neither esp depends on any resources from external mods' date=' so they are fairly load order agnostic. However, although the load order of SB and ASB are unimportant, many mods depend on the presence of setbody.esp (including autosetbody), so it should not be merged. After reading up on skeletons I think I'm going to install killermonkey's, which adds ragdoll breast physics to Growlfs Universal ( http://oblivion.nexusmods.com/mods/40739 ), and convert it for compatibility with Realistic Physics by using this: http://oblivion.nexusmods.com/mods/38427Good plan? I like the Growlf controllable skeleton myself. We're in the midst of a big upgrade to Lovers animations that will replace outdated BB Butts animations with ones that use the Buttock bone. Make sure that any skeleton you install is BBB compatible. In addition, I highly recommend making sure that your skeleton contains the Buttock bones. Finally...has anybody done a system like Setbody or Autosetbody for the stock clothing and armor replacers? I have seen Setbody Expanded ( http://oblivion.nexusmods.com/mods/39371 ) and it might do it but seems to be kind of a framework for do-it-yourself and I'm not confident in using the Construction Set to add meshes. And AFAIK it does not have an "Auto" option. It would be terrific to enjoy some of the variety of body types in clothed figures out on the street' date=' either via spell or by a version of Autosetbody for clothing and armor! Even among just the HGEC-compatible replacers there is a lot of variety. Thanks for any help, and to the author for what looks like a great mod! And sorry if any of these have been asked before....it's a long thread! -Bart [/quote'] This is a question that comes up frequently. Setbody Reloaded is technically a clothing replacer (the clothes just happen to look like nude bodies), and it would be relatively simple to create a basic framework that would automatically assign clothing based on assigned setbody bodies. What wouldn't be simple is collecting all of the clothing together, creating conversions for as many body styles as the modder has patience for, adding them all to an esp, etc... That said, I have written a tool that simplifies clothing conversions, so if you decide to dive into the deep end of modding, I'd be happy to lend a bit some technical support here and there.
bart Posted December 14, 2012 Posted December 14, 2012 Thanks for the reply and info! Since killermonkey's skeleton is a riff on Growlfs Universal, only adding breast physics (so they stay bouncy after NPC death/loss of consciousness), I think it has the bones and other features you mention. (?) I'll look at the simplified clothing tool. One thing that occurred to me after my last post was that a feature like autosetbody running all the time for all the clothed figuresin the game might bog down a system. I've thought of assembling my own custom stock replacer by borrowing meshes from various mods, maybe starting with the EVE collection and then overwriting. With such an approach the middleclass 01 shirt, for example, would always be the same but by combining meshes from different modders in different styles and with different levels of skimpiness some nice variety might still be gained, with little or no added load on the system. In my naivete I assume that as long as I'm mixing replacers only, mods that don't have their own ESPs, I can just overwrite the meshes in one replacer with others that I prefer. For example the EVE compilation ( http://oblivion.nexusmods.com/mods/24078 ) has its own ESP which is not supposed to be merged. If I use that as my basis, I can just overwrite some of its meshes with others, for example, from this mod which is a simple replacer that does not have its own ESP: http://oblivion.nexusmods.com/mods/42702 Right? Here's a another mod with some meshes I like, that appears to be a mesh replacer only and some of which I'd like to mix in: http://oblivion.nexusmods.com/mods/34793 Can I mix clothing with BBB and non-BBB? Some of my favorite tops have not been updated (AFAIK) for BBB, but if I understand correctly they will work on a BBB install and all I'd lose would be the bouncy motion on that particular costume. Right? Could I mix cup sizes, too? Lets assume I base my custom stock replacer on EVE. If I install the HGEC Normal C-cup/Normal Lower as my default nude body, can I mix C-cup, E-cup (and larger?) shirts and cuirasses and L/LL skirts and greaves? As long as I stick with all HGEC-compatabile stuff and the nude body is smaller it won't poke through, I hope...but will there be issues at the hands, feet, and neck? What about combining replacers that *do* have their own ESPs? EVE has one and so does, just for example this mod: http://oblivion.nexusmods.com/mods/23143 Will the 2 ESPS work together, or should I, as I suspect, base my compilation on one replacer ESP? If I use, say, the EVE ESP, can I for example replace the EVE chainmail nifs with a set from another mod that has its own ESP? Are there more extreme body meshes (DMRA, for example) that are compatible with HGEC so I could mix a few of those clothings or armors into my custom stock replacer for variety, without getting big gaps at the seams? Thanks for any guidance. It's probably obvious I have little idea what I'm doing and my main qualification for such a project is enthusiasm. But if I come up with a compilation that works I'll share it. - Bart
DeadSomething Posted December 14, 2012 Posted December 14, 2012 using different replacer esps will result in the latest loaded overwriting all the earlier loaded esps. this can be good or bad. i use "colourwheels sexy oblivion overhaul" and replaced a big load of the meshes and textures and edited some of them to my liking. sure you can use different body type HGEC-textured armor/clothes replacers, but it might look strange if your character has (exaggerated example) H-cup below the armor and you put on a robe and suddenly she has A-cup. it will still be completely compatible but look strange.
Shiloh2012 Posted December 14, 2012 Posted December 14, 2012 I have some ideas from the way I handled lag with the BreakArmor project that I might be able to apply to reduce the lag when it initially sets the bodies. Fortunately' date=' it should be a one-time lag as it sets the body. Are you getting ongoing lag, or just lag the first time it sets a group of NPCs? [/quote'] Its just one-time lag. But walking into The Merchants Inn packed with From2CH Lives! and my own custom NPCS makes the game very unstable for a few seconds. Outdoors is generally fine with only minor hitches. Entering a packed cell is a little iffy on my machine. I admit that my computer is not quite new... I have just made completely clean saves for all my characters to install the new LPK Rev96 files, and my game seems to be running a lot smoother. Maybe I'll try AutoSetBody again later today. I know the SetBody spell sets individual bodies - but I spend WAY TOO MUCH TIME!!! choosing bodies for them An example: If there are six girls in the cell with me, instead of setting their bodies individually, I would cast the spell and all six would be assigned a random body from the pool. Its not a big deal, though. Thank you for your reply and I thank you for this mod!
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