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Devious Devices - Equip (LE)


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Posted

Sorry feel like I'm double posting but as this mod is kinda a requisite for PO patches the problem may also stem from here or be related. To begin with I dont get any quest dialog to play with a companion like the description suggests. But the biggest and related problem with PO is I also don't seem to have anyway to save a custom selection in the library, it has categories but theres no interactive buttons or input boxes.

 

Try updating the mcm mod. The custom outfits are in the outfits page. You have to make a outfit inside the library, then switch over to the outfit page. Then choose "save outfit as" enter your outfit name there. 

Posted

 

 

So, you're sure it's not complicated to find said Password?

 

Pssst don't tell @Punga! :ph34r:

 

 

Why, is it a complicated Password?  :(

 

 

Funny!  :s 

Posted

 

Sorry feel like I'm double posting but as this mod is kinda a requisite for PO patches the problem may also stem from here or be related. To begin with I dont get any quest dialog to play with a companion like the description suggests. But the biggest and related problem with PO is I also don't seem to have anyway to save a custom selection in the library, it has categories but theres no interactive buttons or input boxes.

 

Try updating the mcm mod. The custom outfits are in the outfits page. You have to make a outfit inside the library, then switch over to the outfit page. Then choose "save outfit as" enter your outfit name there. 

 

 

Thanks Punga my SkyUi version was the problem and fixed both mods when updated :)

Posted

 

 

 

To my chagrin the quest items have already been removed from all of DDe, on Veladarius request. 

So the only available items in DDe are "safe" items, I think. 

 

 

That is correct, there are no DD quest items equip able in DDe.

All DDe DDs are 'safe'. 

 

 

This is how I feel about this whole situation.

 

 

What is that mean?

 

 

Well?

Posted

 

 

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If the answer to that is yes, it's maybe -me- who should pull their mods and leave.

Noooo @Kimy, please don't pull your mods and leave. It was a mistake on my part to do that in the first place, let's not start a Nexus trend here, we are better than that.  

 

We can hammer this out.

 

Ok, so you don't want POP to automagically remove DD quest items. Done! POP will not remove any DD quest items henceforth regardless of the MCM options. ^_^

I have to filter out some of @xaz's animations especially during the pillory scenario while DD quest items are present. This will take some doing but it can be done. The DDi SL bound animations filter should take care of the rest when players will use the POP animation function instead of the original PO (there is a POP MCM option for that).

 

Now, in exchange I would like to keep the DDe MCM option to remove the quest items MANUALLY only. In other words no mods (including POP) will be able to automagically remove any DD quest items though DDe. This way there is no way a save could get corrupted because of a forgotten MCM option. Instead the player would have to use the DDe MCM menu and intentionally remove the items, more of an emergency type of thing really.

I will keep the password and the warning message boxes in place when this option is activated.

 

 

Let's do it right, then. If this function is exclusively used as a debug function that can activated only manually, then let's put it into the framework itself, where it belongs. I will also introduce a framework ModEvent that's getting sent when the user is activating the feature, so content mods can set up a listener and properly terminate their quests on their end. So we'd have a CLEAN solution to that.

 

Yes, I hereby offer to implement that feature in DDI. In return, you remove that feature from DDe.

 

Deal?

 

 

 

Deal!

Posted

Sorry feel like I'm double posting but as this mod is kinda a requisite for PO patches the problem may also stem from here or be related. To begin with I dont get any quest dialog to play with a companion like the description suggests. But the biggest and related problem with PO is I also don't seem to have anyway to save a custom selection in the library, it has categories but theres no interactive buttons or input boxes.

 

You need to update your SkyUI.

 

​Nevermind, I should read all posts before replying. ^_^ 

Posted

 

 

 

So, you're sure it's not complicated to find said Password?

 

Pssst don't tell @Punga! :ph34r:

 

 

Why, is it a complicated Password?  :(

 

 

Funny!  :s 

 

 

@Punga you have 666 posts! :P

You are not allowed to post anymore.

Posted

 

 

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If the answer to that is yes, it's maybe -me- who should pull their mods and leave.

Noooo @Kimy, please don't pull your mods and leave. It was a mistake on my part to do that in the first place, let's not start a Nexus trend here, we are better than that.  

 

We can hammer this out.

 

Ok, so you don't want POP to automagically remove DD quest items. Done! POP will not remove any DD quest items henceforth regardless of the MCM options. ^_^

I have to filter out some of @xaz's animations especially during the pillory scenario while DD quest items are present. This will take some doing but it can be done. The DDi SL bound animations filter should take care of the rest when players will use the POP animation function instead of the original PO (there is a POP MCM option for that).

 

Now, in exchange I would like to keep the DDe MCM option to remove the quest items MANUALLY only. In other words no mods (including POP) will be able to automagically remove any DD quest items though DDe. This way there is no way a save could get corrupted because of a forgotten MCM option. Instead the player would have to use the DDe MCM menu and intentionally remove the items, more of an emergency type of thing really.

I will keep the password and the warning message boxes in place when this option is activated.

 

 

Let's do it right, then. If this function is exclusively used as a debug function that can activated only manually, then let's put it into the framework itself, where it belongs. I will also introduce a framework ModEvent that's getting sent when the user is activating the feature, so content mods can set up a listener and properly terminate their quests on their end. So we'd have a CLEAN solution to that.

 

Yes, I hereby offer to implement that feature in DDI. In return, you remove that feature from DDe.

 

Deal?

 

 

 

Wouldn't it be easier for POP to temporarily remove other mods quest items then replace them when it is done? It isn't hard to do as I already have functions built that store and replace Protector Plus items when I need to remove them temporarily and only replaces what was removed and can easily be set to use with any device, quest item or not.

 

Some of my quests can still work without the quest devices and some are based entirely around them. Since a number of my quests are single use quests or long term quests I won't be terminating any quests as those are not made to be reset and reused, if it causes incompatibilities then I leave it up to the player to decide what they want to do, all of my quests can be disabled before they start.

 

As to the suggestion someone made about placing invisible devices on the player and taking up all of the spots I would set CD so it would remove those items and stop all the quests from that mod, repeatedly during play as well if I had to.

Posted

 

 

 

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... snip ...  

...

 

If the answer to that is yes, it's maybe -me- who should pull their mods and leave.

Noooo @Kimy, please don't pull your mods and leave. It was a mistake on my part to do that in the first place, let's not start a Nexus trend here, we are better than that.  

 

We can hammer this out.

 

Ok, so you don't want POP to automagically remove DD quest items. Done! POP will not remove any DD quest items henceforth regardless of the MCM options. ^_^

I have to filter out some of @xaz's animations especially during the pillory scenario while DD quest items are present. This will take some doing but it can be done. The DDi SL bound animations filter should take care of the rest when players will use the POP animation function instead of the original PO (there is a POP MCM option for that).

 

Now, in exchange I would like to keep the DDe MCM option to remove the quest items MANUALLY only. In other words no mods (including POP) will be able to automagically remove any DD quest items though DDe. This way there is no way a save could get corrupted because of a forgotten MCM option. Instead the player would have to use the DDe MCM menu and intentionally remove the items, more of an emergency type of thing really.

I will keep the password and the warning message boxes in place when this option is activated.

 

 

Let's do it right, then. If this function is exclusively used as a debug function that can activated only manually, then let's put it into the framework itself, where it belongs. I will also introduce a framework ModEvent that's getting sent when the user is activating the feature, so content mods can set up a listener and properly terminate their quests on their end. So we'd have a CLEAN solution to that.

 

Yes, I hereby offer to implement that feature in DDI. In return, you remove that feature from DDe.

 

Deal?

 

 

 

Wouldn't it be easier for POP to temporarily remove other mods quest items then replace them when it is done? It isn't hard to do as I already have functions built that store and replace Protector Plus items when I need to remove them temporarily and only replaces what was removed and can easily be set to use with any device, quest item or not.

 

Some of my quests can still work without the quest devices and some are based entirely around them. Since a number of my quests are single use quests or long term quests I won't be terminating any quests as those are not made to be reset and reused, if it causes incompatibilities then I leave it up to the player to decide what they want to do, all of my quests can be disabled before they start.

 

As to the suggestion someone made about placing invisible devices on the player and taking up all of the spots I would set CD so it would remove those items and stop all the quests from that mod, repeatedly during play as well if I had to.

 

 

^_^  ^_^  ^_^  :P

Of course it would easier @Veladarius, way easier. I've been beating that drum from the beginning of this argument to no avail.

 

By the way, that is how POP works now, and I must say I am yet to see a broken quest and or save, and I have tested it extensively with CD.

POP will removed and replace (when done), any quest CD devices.

You are correct as long as the quest items get put back when POP is done (and before Master sees that they are missing :P ) there are no ill effects that I can see.

 

So let me ask you then, will temporary removal of any CD quest items (Protector Plus, and so on) cause their corresponding quests to break or make the save unstable? 

 

EDIT: @Kimy says DCL is affected a lot if POP removes its quest devices. I have not tested DCL all that much.  I did tested it with Leon's Obsidian devices, Bound Queen, Sasha's devices, Little Bondage Adventure,  High Security Restraints, Sheogorath's Quest and everything went swimmingly there, so IDK.

 

POP 8r + DDe 3.11 will remove quest devices if setup to do so in their MCMs.

Perhaps some players could test that with DCL and see what happens ... on a TEST save only. :P

 

EDIT2: Right now I am trying to make POP play nice with DD quest items and I have to say that the DDs are killing POP. :-/

If arrested with DD quest items locked on, the player can look forward to whipping 90% of the time, while for the rest is spent watching the guard rub one out. :sleepy:

Oh well.

Posted

Can't you think of any scene that do not involve sexual intercourse?..

 

Yeah, I've been thinking for 10 minutes and I can't come up with any simple enough to implement. All my ideas would require a lot of work or they are not related to the jail kink.

 

To the extreme you could have something called "blowjob hell". If the PC has a free mouth, propose to the player to suck dicks to reduce jail time. Same for any other holes really. Or a variant of the "parade" where the PC goes around town on all fours while the jailer yell: "Look at that bitch! Not so tough now, heh". Well yeah, I guess we'd need variants to the existing scenarios.

Posted
...

 

Wouldn't it be easier for POP to temporarily remove other mods quest items then replace them when it is done? It isn't hard to do as I already have functions built that store and replace Protector Plus items when I need to remove them temporarily and only replaces what was removed and can easily be set to use with any device, quest item or not.

 

...

 

^_^  ^_^  ^_^  :P

Of course it would easier @Veladarius, way easier. I've been beating that drum from the beginning of this argument to no avail.

 

By the way, that is how POP works now, and I must say I am yet to see a broken quest and or save, and I have tested it extensively with CD.

POP will removed and replace (when done), any quest CD devices.

You are correct as long as the quest items get put back when POP is done (and before Master sees that they are missing :P ) there are no ill effects that I can see.

 

So let me ask you then, will temporary removal of any CD quest items (Protector Plus, and so on) cause their corresponding quests to break or make the save unstable? 

 

EDIT: @Kimy says DCL is affected a lot if POP removes its quest devices. I have not tested DCL all that much.  I did tested it with Leon's Obsidian devices, Bound Queen, Sasha's devices, Little Bondage Adventure,  High Security Restraints, Sheogorath's Quest and everything went swimmingly there, so IDK.

 

POP 8r + DDe 3.11 will remove quest devices if setup to do so in their MCMs.

Perhaps some players could test that with DCL and see what happens ... on a TEST save only. :P

 

EDIT2: Right now I am trying to make POP play nice with DD quest items and I have to say that the DDs are killing POP. :-/

If arrested with DD quest items locked on, the player can look forward to whipping 90% of the time, while for the rest is spent watching the guard rub one out. :sleepy:

Oh well.

 

So let me ask this, when you say "is killing POP"... did I understand you correctly that the mod doesn't actually break (as in malfunctioning to the point of no return, or badly affecting the savegame's or game's health)? Instead, some its functions don't play as intended, like not being able to pick the punishments according to MCM options, or play animations accordingly?

 

If I understood that correctly, is that really such a bad thing, requiring so much work to combat or couldn't it just be left up to the player to take care of their DDs (if wanted), or not? I've been using POP with the device removal option switched off for many months now, also playing it without DDe lately, but never saw any obvious errors or long term consequences so I kept playing on always wondering when my savegame would break. (Which it never did.)

 

I recently had a character which was locked in a pretty much complete set of DD restraints, from head to toes, including arminder, collar, gag, cuffs, and all. Getting imprisoned via POP seemingly worked even with all that! The worst issue that I got was the conflicting application of the POP Zaz collar and cuffs overriding the DD items in those slots, but that didn't affect the imprisonment as far as I could tell from a gameplay perspective and the resulting broken equip state of the DD items could be fixed in the inventory after the release without lasting bad consequences.

 

Other issues that I have witnessed so far when using that approach were that the pillory animations not working depending on what devices the player was locked into, instead SL pulled the player out of it, played another bound anim, when all was done the "locked in pillory" resumed as before. Besides some occasional visual oddness, is that any issue, at all?

 

So at this point I'd think that POP and DD play together nicely enough even in the current state of things. To me it also makes sense from a roleplay perspective, why would the guards remove those punishing restraints before the prisoner gets sent to her, well, punishment?

 

Or maybe I got it all wrong what you mean by DDs breaking POP, but I thought I ought to share my gameplay experience with both together because I've been using them a LOT.

 

PS: screenshot during parade scene with my fully restrained char:

post-641640-0-29033900-1495534366_thumb.jpg

Posted

It seems to me that the devices only break the imersivnes of POP not the mod itself. 

That is to say, I do not like to see my PC fucked through a belt. 

Posted

iknow, iknow, i realy should not type the following lines, pls all forgive me (hatemails via PM pls), i will try to explain how i see the pop/dde issue (and why my brain hurts):

 

my guess is "killing pop" means: if inte cant remove all devices and has to give up control over what is happening in prison, it will reduce his options how to evolve pop (so its killing creativity and at the same time pop) or it will look strange and unfinished (like hisdudeness indirectly explained)

 

atm i guess inte feels like watched and controlled all the time while evolving DDe and POP, even typing something in LL might bring up the next desaster, like answering to hisdudeness post

i even dare to guess: thats why he removed his mods in the first place (no overreaction just gradual annoyance over time till explosion)

 

i totaly support the idea to leave it to the user, to choose if he wants a perfect pop, or if he chooses to keep devices he knows will break quests, of other mods, if removed and have maybe a less perfect pop experiance.

I have to make this decision all the time, because many devious LL mods have compatibility issues thru devices, quest items and quest trigger timing

(and its my fault, i put them all into one setup, because I LIKE THEM ALL =D, still i dont get why INTE catches so much.... attention... it all worked for me o.O)

Its like we users get trained how to resolve mod issues here on LL, and every tool that helps us is VERY welcome (like DDE (best), console, DCL free me (doesnt removes broken devices)).

before someone gets mad: no i dont complain, it great to have so many mod choices and modders have a hard time already (time,RL,papyrus,pungas), so why not give those lazy users a bit more tools to circumvent bugs and issues of mod combinations.

 

my view on the mods in question:

 

* DDE:

> saved my ass a lot from bugged devious devices

> never broke a quest (how could it, the devices where already broken)

> i even use it to choose slave equipment for SD+

> i am so happy to have a mod that allows me to try all those amazing DDx devices

> could be a part of DDi (Kimy asked for it already)

 

* POP was/is one of the mods that seems to have a solution to all this compatibility-mod-madness-o-doom and it worked. Before POP going to prison was rather boring and definitively not immersive.

> it makes sense to be naked in a cage while all ppl watch the show (unless is a rubber fetish party i guess)

> it makes sense to have no gag during nighttime to eat/drink something (with ineed for example)

> it makes sense that those horny jailers will remove a chastity belt/bra

> it makes sense that pop uses his owen collar system

> its way more fun and suprising if the jailer puts you in extra devices during punishment, instead running around with the same stuff for 10 prison days

> reequip of devices worked flawless so far after prison time, never lost a quest

> pop is very flexible the way it was made: works with pee+fart, has no trubble with the DCL LAL start, survives even the DDx bondage mittens

(after some attempts that nearly killed me)

> in my experience other mods break pop all the time and not the other way around

> if DCL has so much trouble with pop, how come i get send into jail with random gagtalk (all the time in questbreaking situations) and with over 3 MCM choices?

> i like the idea i could get rid of heavy bondage with the price to suffer thro prison, but thats not even the case anymore, it get all reequipped o.O

> i want to see how far inte is able to evolve POP. Just make one option: the sky is the limit; and one option: ddi (DCL?) is the limit

> POP is one of the few devious Mods that works even without DDi and is able to follow me thru all my loadorders

 

Conlusion:

let the user choose how they kill their game (as always ;D):

 

=> Devices get removed: if the player wants to use the full potential of pop and leave inte the freedom to evolve pop/dde, inclusive the reequipping of devices after pop

or

=> Devices stay: if the user goes the secure way and keeps all DDi devices, in case they might break a quest if removed. Pop will react like hisdudeness explained and after pop missing stuff gets reequipped by the user. (hope inte isnt a perfectionist o___o)

 

[another case of how to: put one's head above the parapet]

Posted

While I am not trying to infringe on anybody's free speech rights, I am not sure how useful it is to continue this discussion at this point, tbh. Inte and I agreed on a solution that will preserve the framework conventions, make sure that DD content mods don't break each other's quests AND give the user the choice to abort quests/remove items at any time they wish, in the cleanest possible fashion. I will implement this feature in DDI as soon as I get to it. I guess that should conclude this matter, no?

Posted

While I am not trying to infringe on anybody's free speech rights, I am not sure how useful it is to continue this discussion at this point, tbh. Inte and I agreed on a solution that will preserve the framework conventions, make sure that DD content mods don't break each other's quests AND give the user the choice to abort quests/remove items at any time they wish, in the cleanest possible fashion. I will implement this feature in DDI as soon as I get to it. I guess that should conclude this matter, no?

 

Im with you, That seems like a good compromise. 

Posted

While I am not trying to infringe on anybody's free speech rights, I am not sure how useful it is to continue this discussion at this point, tbh. Inte and I agreed on a solution that will preserve the framework conventions, make sure that DD content mods don't break each other's quests AND give the user the choice to abort quests/remove items at any time they wish, in the cleanest possible fashion. I will implement this feature in DDI as soon as I get to it. I guess that should conclude this matter, no?

 

sounds perfect \o/

Posted

My apologies if anybody read my previous post as trying to stir up more trouble or trying to put somebody under pressure, that was not my intention. I was really only trying to get clarification about the "breaks POP" statements, which I think I now have. Thank you! It's great to hear that the mod does not in fact break in a bad or serious technical way, now I can keep playing with my current favorite setup which of course includes POP because it is rather awesome.

Posted

 

 

 

 

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...

 

If the answer to that is yes, it's maybe -me- who should pull their mods and leave.

Noooo @Kimy, please don't pull your mods and leave. It was a mistake on my part to do that in the first place, let's not start a Nexus trend here, we are better than that.  

 

We can hammer this out.

 

Ok, so you don't want POP to automagically remove DD quest items. Done! POP will not remove any DD quest items henceforth regardless of the MCM options. ^_^

I have to filter out some of @xaz's animations especially during the pillory scenario while DD quest items are present. This will take some doing but it can be done. The DDi SL bound animations filter should take care of the rest when players will use the POP animation function instead of the original PO (there is a POP MCM option for that).

 

Now, in exchange I would like to keep the DDe MCM option to remove the quest items MANUALLY only. In other words no mods (including POP) will be able to automagically remove any DD quest items though DDe. This way there is no way a save could get corrupted because of a forgotten MCM option. Instead the player would have to use the DDe MCM menu and intentionally remove the items, more of an emergency type of thing really.

I will keep the password and the warning message boxes in place when this option is activated.

 

 

Let's do it right, then. If this function is exclusively used as a debug function that can activated only manually, then let's put it into the framework itself, where it belongs. I will also introduce a framework ModEvent that's getting sent when the user is activating the feature, so content mods can set up a listener and properly terminate their quests on their end. So we'd have a CLEAN solution to that.

 

Yes, I hereby offer to implement that feature in DDI. In return, you remove that feature from DDe.

 

Deal?

 

 

 

Wouldn't it be easier for POP to temporarily remove other mods quest items then replace them when it is done? It isn't hard to do as I already have functions built that store and replace Protector Plus items when I need to remove them temporarily and only replaces what was removed and can easily be set to use with any device, quest item or not.

 

Some of my quests can still work without the quest devices and some are based entirely around them. Since a number of my quests are single use quests or long term quests I won't be terminating any quests as those are not made to be reset and reused, if it causes incompatibilities then I leave it up to the player to decide what they want to do, all of my quests can be disabled before they start.

 

As to the suggestion someone made about placing invisible devices on the player and taking up all of the spots I would set CD so it would remove those items and stop all the quests from that mod, repeatedly during play as well if I had to.

 

 

^_^  ^_^  ^_^  :P

Of course it would easier @Veladarius, way easier. I've been beating that drum from the beginning of this argument to no avail.

 

By the way, that is how POP works now, and I must say I am yet to see a broken quest and or save, and I have tested it extensively with CD.

POP will removed and replace (when done), any quest CD devices.

You are correct as long as the quest items get put back when POP is done (and before Master sees that they are missing :P ) there are no ill effects that I can see.

 

So let me ask you then, will temporary removal of any CD quest items (Protector Plus, and so on) cause their corresponding quests to break or make the save unstable? 

 

EDIT: @Kimy says DCL is affected a lot if POP removes its quest devices. I have not tested DCL all that much.  I did tested it with Leon's Obsidian devices, Bound Queen, Sasha's devices, Little Bondage Adventure,  High Security Restraints, Sheogorath's Quest and everything went swimmingly there, so IDK.

 

POP 8r + DDe 3.11 will remove quest devices if setup to do so in their MCMs.

Perhaps some players could test that with DCL and see what happens ... on a TEST save only. :P

 

EDIT2: Right now I am trying to make POP play nice with DD quest items and I have to say that the DDs are killing POP. :-/

If arrested with DD quest items locked on, the player can look forward to whipping 90% of the time, while for the rest is spent watching the guard rub one out. :sleepy:

Oh well.

 

 

Removal and replacement of CD quest devices during POP will not cause any issues and I have no problem with them being removed so long as they are replaced with the same items. Some of my own quests remove items from other CD quests then replaces them when done. Generally the devices are used as markers for dialogue and not having them or having the correct type can break a quest.

 

The exception to this is the Cursed Jade devices which are made that when removed they will attempt to put them back on by themselves whether removed via console or script. Since those devices are not available in game anyone who has them on will get no sympathy from me for whatever happens to their game as they were warned that they would break things.

 

As for other DD mods the only ones that would have an issue with being removed and replaced on ending are items that are monitored closely by a quest to see if they are removed or tampered with but I don't expect that many would do that other than some of the DCUR quests that use a timer to determine when things happen, it may not break the DCUR quest but could have a negative impact on POP when it decides to change things.

 

As far as having a ModEvent added to DD to signal the removal of items I won't be using it. I don't remove other people's quest devices whether they have the new Quest Device keyword or the older Block Generic one. I still have some situations where I need to detect these items at the start of a quest and either keep it from running or have alternate dialogue and still allow it to run. The only functions I have made to remove quest devices require the presence of one of several CD specific quest item keywords to work.

Posted

Ok, let me clarify my earlier statement about DD killing/breaking POP.
 
Actually, @donttouchmethere explanation was quite on point.
 
The DD do not and cannot break POP in a technical way, as POP is not pretentious about its own restraints nor does it enforce their wear above everything else. It will try equipping them, if successful great if not it will work around that, and move on. 
The only issue arises when bondage mittens are worn while jailed as that could accidentally kill the PC, but that has to be fixed at the framework level by adding the keyword 'zbfWornDevice' to the drop exception list for the bondage mittens. This will make them work with all ZAP devices as well. 
 
When I said that the DD will kill/break POP, I simply meant the immersion aspect of it.     
I've already made POP so not remove any quest DD. All my tests were disappointing to say the least. Again not from a technical standpoint but from the pure entertainment of it.
We all do things we like, and spending 10 days in jail vibrating away, while watching guards jerk off is not where I wanted POP to go. So yes devious devices I have no control over, are killing POP.

Now don't get me wrong, POP is still worth playing it's just ... half the POP it used to be.  ^_^ (when jailed with quest DD)

, the parade scenario was designed to use DDe so yeah it is fully compatible with all devious devices. BTW, nice screenie. ;)

 

@Veladarius, I make a StorageUtil form list of all of the equipped devious devices, (it basically stores each device's form ID) then I use this list to remove and then re-equip the items. There can be no mistake as it is dealing with the items directly, not keywords or tags.  

Posted

Immersion is important enough for me to keep mods segregated. I will not install a mod if another is present, because together they would break my suspension of disbelieve.

 

You know, when you notice there are lumber mills everywhere but there is no means to transport all that wood around skyrim.

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