tk102 Posted November 16, 2006 Author Share Posted November 16, 2006 Thank goodness they dropped the worthless KEY/BIF format. I'm sure they probably improved the .sav/.res savegame scheme also -- that was a pain to navigate. Sounds like a good change also for dialog scripts. In K-GFF, have you attempted the "Use TLK file for stringrefs (Ctrl-T)" function with any success? (I'd expect a failure here.) Behold, a toolset screenshotIs that the OnEnter script for the first module or is that the SimFortress heartbeat? edit: also -- does the arbitrary number of parameters mean that scripts can be overloaded? Link to comment Share on other sites More sharing options...
Darth333 Posted November 16, 2006 Share Posted November 16, 2006 Behold, a toolset screenshot. View at your own risk. From what I've been reading in that thread, it looks like this script loop forever I don't have the game yet due to lack of time to play it. Maybe I'll wait for the next patch. Link to comment Share on other sites More sharing options...
stoffe Posted November 16, 2006 Share Posted November 16, 2006 Thank goodness they dropped the worthless KEY/BIF format. I'm sure they probably improved the .sav/.res savegame scheme also -- that was a pain to navigate. Sounds like a good change also for dialog scripts. Indeed, I don't mourn the loss of the KEY/BIF format. Much easier to extract things directly with a normal file compression utility when you need them. Seems the savegame formats keep the SAV data for the separate areas in zlib-compressed files, where the SAV files within use a newer version of the ERF format (I assume, it has a MOD V1.1 header at least). Aside from that it has a playerinfo.ifo file, a "currentmodule" text file, an XML file containing all set global variables and a number of Roster files for all potential party member NPCs. In K-GFF, have you attempted the "Use TLK file for stringrefs (Ctrl-T)" function with any success? (I'd expect a failure here.) Seems to work at a quick glance, provided you select the NWN2 dialog.tlk file when asked. At least it pulls item descriptions from the TLK file and shows them properly. edit: also -- does the arbitrary number of parameters mean that scripts can be overloaded? Doubt it since you can only have one main or StartingConditional function in a script file as far as I know, and each script file needs a unique ResRef as usual. You can probably have default values set to parameters as usual with main() and StartingConditional() as well though (haven't tested). * * * Have nobody figured out how to switch the armor/clothes designer preview window over to a female model? It's very time consuming to get things right when you can't see what you are doing in the editor directly. Link to comment Share on other sites More sharing options...
Tupac Amaru Posted November 16, 2006 Share Posted November 16, 2006 Have nobody figured out how to switch the armor/clothes designer preview window over to a female model? It's very time consuming to get things right when you can't see what you are doing in the editor directly.Yes, apparantly, it's not possible. There's a plugin, though, that's supposed to allow this: http://nwvault.ign.com/View.php?view=Nwn2plugins.Detail&id=12 Unfortunately, the part you were looking for doesn't seem to work yet. (including changing focus for input fields while you type, move the cursor to where it thinks it should be rather than where you clickOh, yes, the filter of the script assistant is just lovely in that regard. Link to comment Share on other sites More sharing options...
stoffe Posted November 16, 2006 Share Posted November 16, 2006 Yes, apparantly, it's not possible. There's a plugin, though, that's supposed to allow this: http://nwvault.ign.com/View.php?view=Nwn2plugins.Detail&id=12 Unfortunately, the part you were looking for doesn't seem to work yet. Oh, yes, the filter of the script assistant is just lovely in that regard. Not possible? I should have guessed. I wonder how Obsidian did when they designed the game which contains a fair deal of female and non-human NPCs? Since the PoS Toolset doesn't seem to update the armor appearance to reflect your changes on creatures wearing the armor placed in an area either unless you quit the whole toolset and restart it this is extremely annoying. I'm losing faith in Obsidian "quality" at an accelerating pace the more I'm using their products. Thanks for the tip about the plugin, I'll have a look at it. I'm attempting to recolor a piece of armor but it's fairly difficult to get right when doing it blind since I have no idea what pieces I'm changing the color for on the female variant of it. I'll either have to restart the toolset or check ingame between each change to see what I've done. Perhaps that plugin is useful for preserving what little is left of my sanity. I get the feeling that Obsidian has used plugin support as an excuse to deliver a non-finished toolset though. I hope my feeling is wrong and they will fix the sad state it is in in upcoming patches. Link to comment Share on other sites More sharing options...
Jae Onasi Posted November 16, 2006 Share Posted November 16, 2006 Behold, a toolset screenshot. View at your own risk. I need to see an eye doctor after that. Link to comment Share on other sites More sharing options...
SpaceAlex Posted November 17, 2006 Share Posted November 17, 2006 I need to see an eye doctor after that. It's no wonder the game's so buggy, when the developers are probably spending most of the development time learning how to use their own toolset. Link to comment Share on other sites More sharing options...
Emperor Devon Posted November 17, 2006 Share Posted November 17, 2006 I need to see an eye doctor after that. Why not take an eye exam first? Ugh! What's Obsidian done to my beloved toolset? I'd been looking forward to many happy hours with it. It looks like this game has more than a few flaws. Other than graphics, have there been any significant improvements? Link to comment Share on other sites More sharing options...
Astrotoy7 Posted November 17, 2006 Share Posted November 17, 2006 lolz...I never had much time to tinker with toolsets and the like...its an achievement enough to get through the standard campaign... anyway, I FINALLY got it yesterday(release date here). The cutscene style dialogue was a bit different, there was something very classical RPG about the way it was presented in NWN1. I also think that the GUI arent as aesthetically beautiful as NWN1, and not entirely congruent with the Forgotten Realms artistic style...but these arent huge concerns. I love the game so far......The TRUE RPG is back..... Start>>Control Panel>>Add/Remove Programs>>Oblivion>>Remove mtfbwya Link to comment Share on other sites More sharing options...
stoffe Posted November 17, 2006 Share Posted November 17, 2006 It looks like this game has more than a few flaws. Other than graphics, have there been any significant improvements? Significant improvements to the scripting language (which concerns many aspects of the game), improvements to how dialogs and cutscenes are handled, D&D 3.5 rules update, more customizable GUI (from a modder's perspective), more detailed and less boxy area design, support for fully player controlled party member NPCs, less "compartmentalized" game structure with global variables and a quest journal that are campaign-wide and not just module-wide, allowing for less linear campaigns to still be split up in multiple modules. Just to mention a few things off the top of my head that aren't tied to graphics. I'm sure there is more. I just hope they can get the Toolset into a usable shape in a future patch so those new improvements can be put to use. Link to comment Share on other sites More sharing options...
stoffe Posted November 17, 2006 Share Posted November 17, 2006 Do anyone know how you finish the last of Khelgar's trial quests, "Trial of the Maimed"? I've completed the other two without problems but I don't know what you are supposed to do to finish that one. It says you need to talk to Khelgar about it, but I can't see any new dialog options when doing so aside from those I've already used earlier. I'd guess I'm roughly halfway through act 2 by now and about to go explore some old ruins that the new cleric suggested, but I'd rather tie up any loose ends before doing so since I assume that's part of the main quest. (Anyone special you should bring to the ruins besides the cleric and Shandra? Do anyone have any sub-quests or interactions tied to that place? Hard to pick who to bring along now that the number of party members have increased. ) Link to comment Share on other sites More sharing options...
tk102 Posted November 17, 2006 Author Share Posted November 17, 2006 I just hope they can get the Toolset into a usable shape in a future patch so those new improvements can be put to use. The fact that it is extensible is reassuring given the modding fan base for NWN. Plus there's always (gasp!) other tools that could be used beyond what's in the toolset. Though this it is .NET toolset, I know of ways to encode Perl into that framework for writing plugins... I'm sure Borland has similar solutions. @Space Alex: Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted November 17, 2006 Share Posted November 17, 2006 Do anyone know how you finish the last of Khelgar's trial quests, "Trial of the Maimed"? I've completed the other two without problems but I don't know what you are supposed to do to finish that one. It says you need to talk to Khelgar about it, but I can't see any new dialog options when doing so aside from those I've already used earlier. Can't remember which one that is, but I think there might be a new 'scout' location on your map. Double-check.. it should be to the SE of your map. IF you're already past that point (completed) then make a trip to the Temple in the Market of Neverwinter and tell the priest of Khelgar's accomplishments. I think the journal just doesn't 'complete' itself. (must have completed the map area noted above first ) (Anyone special you should bring to the ruins besides the cleric and Shandra? Do anyone have any sub-quests or interactions tied to that place? Hard to pick who to bring along now that the number of party members have increased. ) Not sure about NPC sidequests, I took Neeshka who didn't say much except 'ouch'.. hehehe. Take a spare "tank" if you can, or a spellcaster that can dispel/cause lots of spite-thine-enemy spells... it's not a walk in the park as I thought it might be (I thought it would be some sort of half-cutscene half-"ceremony fluff" area). Since you already have 2 clerics and a fighter, might want a spellcaster or a bard. Buffs/Dispels will come in handy and the range attacks will be helpful (in some parts), but things can get cramped real quick either by architecture or the onrush of enemies. There's plenty of opportunities for resting, so don't worry about micro-managing spells for "long-haul" approaches. It's quite long compared to other areas of the game so stock up on "perishables" (healing stuff, ammo, buff potions) if you don't like transitioning areas alot soley for restocking purposes Link to comment Share on other sites More sharing options...
Pavlos Posted November 17, 2006 Share Posted November 17, 2006 lolz...I never had much time to tinker with toolsets and the like...its an achievement enough to get through the standard campaign... anyway, I FINALLY got it yesterday(release date here). The cutscene style dialogue was a bit different, there was something very classical RPG about the way it was presented in NWN1. I also think that the GUI arent as aesthetically beautiful as NWN1, and not entirely congruent with the Forgotten Realms artistic style...but these arent huge concerns. I love the game so far......The TRUE RPG is back..... Start>>Control Panel>>Add/Remove Programs>>Oblivion>>Remove mtfbwya Quoted for truth. On the whole, I am very pleased with NWN2 - marred as it is by some peculiar bugs and gameplay design. I just (last night, after some heavy essay writing) got CR Keep under my control and I'm inclined to agree with stoffe on the point of "Sim Fortress". Similarly to the influence system in KotOR II, it is an interesting (certainly original) idea to have this keep under my control but it seems to be lacking in implementation. I don't want to have to cross huge distances, or go through area transitions to speak to my party members; I don't want to have to worry about how much to tax merchants and whether, or not I should hire more Greycloaks. I want to be the hero, I want to save the world with my companions... not sit back on a throne and observe. But I'm sure it will all be ok in the end. The story, up to this point, seems to be solid (as fun to play as any good book is to read) and well written. Although there are some cases where you think, What?! I have to go into *yet* another cave... looking for more people?, there are also many parts where you are jumping for joy at the excitement of it all. (I found the trial scene highly enjoyable). In short: There is something strangely “Baldur’s Gate-ish” about this game and I’m not entirely sure why… Link to comment Share on other sites More sharing options...
stoffe Posted November 17, 2006 Share Posted November 17, 2006 Can't remember which one that is, but I think there might be a new 'scout' location on your map. Double-check.. it should be to the SE of your map. I've been to the "Dwarven scouts" area where I've found the first level of the Ironfist clanhold, containing the Gauntlets/Bracers of Ironfist or whatever they were called. Khelgar hinted that there was more to the place, but it was caved in so we couldn't do anything. I assumed that was just a hook for a later quest or something, due to what his clan-kin said when we returned to them and showed the gauntlets/bracers. The quest journal says something about talking to Khelgar to make him realize how he's wronged his clan brothers or something like that, but I can't find any dialog options to talk to him about that. I have estimately around 15 influence with Khelgar so far, is more needed to unlock such dialog options? I assume this quest leads to Khelgar being multiclassed to a Monk when it's completed, but since the party is at level 15 already we seem to be running out of levels to multiclass if the quest doesn't move on soon. So far none of the party member NPCs have gained any classes other than what they started with. Not sure about NPC sidequests, I took Neeshka who didn't say much except 'ouch'.. hehehe. Take a spare "tank" if you can, or a spellcaster that can dispel/cause lots of spite-thine-enemy spells... it's not a walk in the park as I thought it might be (I thought it would be some sort of half-cutscene half-"ceremony fluff" area). Since you already have 2 clerics and a fighter, might want a spellcaster or a bard. Buffs/Dispels will come in handy and the range attacks will be helpful (in some parts), but things can get cramped real quick either by architecture or the onrush of enemies. I ended up bringing Neeshka (since she's the only one who can deal with traps and locks), the Githzerai cleric (since she gave me the "quest"), Shandra (since I have no choice ) and Elanee(sp?) since it was an old elven ruin and she's the only elf in the gang aside from Sand and I figured she might have something interesting to say. Sand and Qara haven't seen much use in the group so far since I have a hard time to squeeze them into the party. One more party member slot would have been very useful for an arcane caster, in particular since I only have two slots to allocate since Neeshka always has to come along to deal with traps and locks. Luckily clerics and druids have a bunch of powerful offensive and buffing spells as well, even though they are not as diverse as those of arcane casters. I give Neeshka all arcane scrolls and wands I find so at least she can help out with some arcane magic even if it's nowhere as powerful as spells cast by a wizard or sorceress. Aren't bards mostly useless? Jack of all trades, master of none? Besides, the gnome is annoying so he hasn't seen much use yet either. In the keep at the ruins... Will the Ogre mage (whose name escapes me) give you a quest if you tell him the purpose of the statues? I figured it was a bad idea to divulge that information to an evil-aligned ogre mage, and he got angry and attacked when I wouldn't tell him their purpose. Is the "Master's Sceptre" and "Master's Shield" you find in the keep used for anything in particular? I guessed their purpose was to bypass the ward on the door protecting the statue, but they don't seem to do anything. I get hit by the trap even if I have them equipped when using the door. The sarcophagus on the first floor mentioned something about them, but didn't give any clues as to their use. Is there any other way to open the door except make the ward expire by brute force? Though this it is .NET toolset, I know of ways to encode Perl into that framework for writing plugins... I'm sure Borland has similar solutions. I know C# .NET and have Visual Studio 2005 so that part shouldn't be a problem in my case. The problem is rather that I have no idea how to write plugins for the toolset, and no motivation to learn until I get into modding the game rather than playing it. Maybe I'll have a look at it in the future, unless the toolset has discouraged me from modding NWN2 entirely by then. Link to comment Share on other sites More sharing options...
Lantzen Posted November 17, 2006 Share Posted November 17, 2006 Think you maybe run in a bug if Khelgar quest dont work, when you have helped the Dwarfs, you need to find the gauntels, convince him to like Neeskha and hava him to offer to fight for you after the trial, but that he probaly do no mather what. But if you get him to monk, dont worry about you dont have many levels left, you retrain him from level 1 as a monk, so he will become a level 15 monk when you done the quest And for the other questions Yes the ogre mage will give you a quest, he will tell you to kill the orc leader, then he help you in to the statue and give you some magic items. The "Master" thing i also wonderde what to do with, they count as quest items, so you can't sell them i think. I thogh it was something to do with the grave, but i couldent seem a way to open it To bad you dont have Qara with you so much, she one of my favourite characthers, and she is very powerful at later levels IMO Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted November 17, 2006 Share Posted November 17, 2006 The quest journal says something about talking to Khelgar to make him realize how he's wronged his clan brothers or something like that, but I can't find any dialog options to talk to him about that. I have estimately around 15 influence with Khelgar so far, is more needed to unlock such dialog options? Ahh.. ok then, yeah go ahead and go to the temple.. talk to the priest and the dialogue will happen through it's You-Priest-Khelgar dialogue. As for multi-classing.. If you choose to have Khelgar go Monk.. he'll start at level "0" and you'll re-level him however you see fit. As far as monks go, if you decide to go that route (I did and happy for it).. stay soley a monk. You'll lose out on too much monk abilities if you nerf it by multi-classing. Sand and Qara haven't seen much use in the group so far since I have a hard time to squeeze them into the party Drat, I was about to edit my post to suggest Sand or Qara as their one-liners are kinda funny when you start taking the door hits.. For the most however, yeah.. you gotta take the hits or align with the Ogre as far as I know. I thought having the Master's Shield, Sword & Sceptre would help.. but it didn't seem to do anything Aren't bards mostly useless? Jack of all trades, master of none? Besides, the gnome is annoying so he hasn't seen much use yet either. Blasphemy! hehehe... true enough about his annoyance (as your other party members will agree ) but his Bard songs are a really sweet benefit when it comes down to the wire, plus he's an identifying machine. Save your spell/skill slots for other useful stuff... Link to comment Share on other sites More sharing options...
Astrotoy7 Posted November 18, 2006 Share Posted November 18, 2006 heheh... where has my day gone !! I <3 NWN2. I knew I was truly back in RPG mode when I got a "you must gather your party" message, after I tried to leave an area Lovely !! So much fun to be a drow. Any 'Realms and Drow fan should be quite pleased *casts globe of darkness before wasting foes with dual scimiatars* now I just need a summoned panther ! *gets back to it* One little thing I would could be modded....the size of the GUIs, overlay map etc. I operate at that weird 1360 x 768 so im stuck between low and hi rez schemes methinks. No biggie though mtfbwya Link to comment Share on other sites More sharing options...
stoffe Posted November 18, 2006 Share Posted November 18, 2006 Ahh.. ok then, yeah go ahead and go to the temple.. talk to the priest and the dialogue will happen through it's You-Priest-Khelgar dialogue. That seems to have done the trick, I got him converted to a Monk with no problem when talking to the priest. Odd that the journal says that I should talk to Khelgar, not the priest, like the other two trials of that quest did. As for multi-classing.. If you choose to have Khelgar go Monk.. he'll start at level "0" and you'll re-level him however you see fit. As far as monks go, if you decide to go that route (I did and happy for it).. stay soley a monk. Those priests of Tyr seems to be pretty good at brainwashing, Khelgar forgot all the feats and skills he once knew when he turned a monk, converted to another deity and another alignment. Still an odd choice of class to convert to for him, since the primary ability of a monk (Wisdom) seems to be his dump-stat. Even though I put all the ability points into wisdom when he re-leveled as a monk it didn't get any higher than 14. Seems to cripple him a fair bit as a monk since most variable monk abilities use wisdom to determine their potency. Drat, I was about to edit my post to suggest Sand or Qara as their one-liners are kinda funny when you start taking the door hits.. Speaking of Qara... will you encounter that shadow animus curse (or whatever technobabble they called it) of her, that Sydney Natale created on request from the scheming noble, more than once in act 2? I've encountered it as a travel encounter once so far, but from what the Gith priestess said it sounded like it would be back.. I guess act 2 will end when you are done at Ammon Jerro's Haven, which is where I'm headed next, so I'd rather not botch up her quest by missing out any parts of it before advancing with the main plot. I thought having the Master's Shield, Sword & Sceptre would help.. but it didn't seem to do anything I figured it out eventually. Seems like you must kill both the Ogre Mage and the Bugbear chief if you want to go that route (I had peaceful dealing with the bugbears at first so I missed the sword). With all those three in your possession the door opens. At least it did in my case when I tested. Still, seems like you don't gain anything from solving the puzzle in that way, while you have an opportunity to gain influence with the Gith priestess if you do things the hard way and wear out the ward by brute force. Turned out it was a waste to bring Elanee to the ruins (not counting the fights of course which she's pretty good at), since she didn't have any special dialog there. Perhaps I should have brought Sand instead. Speaking of which... ...is there anyone in particular I should bring along in the party to Ammon Jerro's Haven that have special dialog, interjections or sub-quests there? I'm headed there as soon as we've pawned off some loot and restocked supplies. Blasphemy! hehehe... true enough about his annoyance (as your other party members will agree ) but his Bard songs are a really sweet benefit when it comes down to the wire, plus he's an identifying machine. Save your spell/skill slots for other useful stuff... Oh. Didn't feel all that necessary when my main char is a Cleric though. Plenty of buffing spells (bless, prayer, battletide etc for the group, divine favor, divine power and holy might for self) already, plus she has Lore as a class skill so it's as high as it can get for her anyway. When party slots are as scarce as they are you have to pick carefully who to bring. The fact that he's so tiny and have an annoying voice doesn't help his case in that selection, feels like you might accidentally step on him and crush him if you use Divine Might (which makes your character giant-sized for the duration). Besides, he seems to trust Bishop, who's as untrustworthy as they come, so maybe those two will backstab me eventually because I don't bring them along anywhere. * * * Speaking of the mandatory gender confusion in RPGs, this is probably a good candidate to claim the prize so far: Gender Confusion Deluxe Link to comment Share on other sites More sharing options...
Jae Onasi Posted November 18, 2006 Share Posted November 18, 2006 Speaking of the mandatory gender confusion in RPGs, this is probably a good candidate to claim the prize so far: Gender Confusion Deluxe My favorite part so far is when all the wizard students come to attack Qara Whew, all those spells flying everywhere, flashing all over the screen--talk about a visual treat. Link to comment Share on other sites More sharing options...
Lantzen Posted November 18, 2006 Share Posted November 18, 2006 About the Qara thing I encountered the shadow 2 times at random events, but in chapter 3 you will have a mission that you most bring Qara on, and there you will defeat the shadow About the party members I think it's good if you bring Shandra with you Hmm, dont think my party had any special, just some dialougs but nothing that gave influence or special missions. I had Qara,Bishop and the Gith with me Link to comment Share on other sites More sharing options...
stoffe Posted November 18, 2006 Share Posted November 18, 2006 My favorite part so far is when all the wizard students come to attack Qara Whew, all those spells flying everywhere, flashing all over the screen--talk about a visual treat. Some spell effects are rather flashy, in particular higher level spells. Fortunately those students never cast anything more dangerous than Melf's Acid Arrow by the time I did those encounters. They were even kind enough to group up in a tight cluster so Qara could fireball them all at once quite effectively. About the Qara thing I encountered the shadow 2 times at random events, but in chapter 3 you will have a mission that you most bring Qara on, and there you will defeat the shadow You don't need to encounter it more than once for the quest to proceed once you get to act 3 then I hope? Feels a little silly to go touring across the world map just hoping to get ambushed before moving on to AJs Haven. Are there any other party member quests that have to be finished (or started) in Act 2? I've finished Neeshka's Leldon-quests and Khelgar's Monk quest and started on Grobnar's Blade Golem quest and Qara's shade animus curse quest. Have I missed anything? About the party members I think it's good if you bring Shandra with you Hmm, dont think my party had any special, just some dialougs but nothing that gave influence or special missions. I had Qara,Bishop and the Gith with me Not like you have much choice with Shandra; she's stuck to you like a magnet since she joined up. Wouldn't be surprised if she even sleeps in the same room as the PC. (Do Aasimar need sleep?) A bit peculiar since she still blames you for the fact that the lizardmen set fire to her barn and the githyanki torched the rest of her farm. It's not like the gith wouldn't have come for her even if the party hadn't been there. AJ would still be her sword-stealing grandfather even if the player had never left Harbor Watch. I take it you play as an evil player if you have Bishop around? He's a complete asshole so I suppose the PC would need to be an equally complete asshole to stand being in his company with without getting the urge to cast Destruction on him every time he opens his mouth. Even though the RPG-notion that evil-aligned characters automatically get along with other evil-aligned characters is rather unrealistic. Too bad you can't kill your own party members in NWN2 in some imaginative way that doesn't result in Evil alignment shifts. Does the Githzerai have anything interesting to say while in the Haven? I get the impression she's rather integrally tied to the main plot, but she's much weaker as a cleric than my main character and tends to get hurt most of all party members for some odd unexplainable reason. (Perhaps she's related to Minsc?) If she doesn't have any dialog there I'd rather put someone else in that party slot instead. Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted November 18, 2006 Share Posted November 18, 2006 Woo. Link to comment Share on other sites More sharing options...
Astrotoy7 Posted November 19, 2006 Share Posted November 19, 2006 Woo. Nice functional bug fixes for the 1.03 update Kudos to Obsidian for such prompt responses to community feedback. Ya gotta' love em mtfbwya Link to comment Share on other sites More sharing options...
Tysyacha Posted November 19, 2006 Share Posted November 19, 2006 I am perhaps the worst player to EVER play this game. Why? The two characters I've actually stuck with have ended up getting wholesale-slaughtered at that thug warehouse. It's great that NWN2 has so many character creation choices, but it's driving me absolutely crazy! *wails* Please help! Here are my 2 failures: Tysy 1: Level 7 Aasimar Monk, put way too many points into Hide and Move Silently (which don't work too well in this game. Deleted.) Tysy 2: Level 5 Aasimar Bard, Level 2 Dragon Disciple (cool, but she still got friggin' shredded at that warehouse. Deleted--she was very hard to play. I'm thinking of making my third character a Human Barbarian or Sorcerer/ Dragon Disciple. Which one will get me past that friggin' warehouse alive? Link to comment Share on other sites More sharing options...
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