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ME2 - Modding is Possible III (PC Only)


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#326
phoenixofthunder

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ADM-Ntek wrote...

i have a question is it possible to get heahgear for the casual outfit like that beret or jokers cap? i would realy like that SR2 cap.


:huh:Hmmmm.
Maybe..... If mesh codes were merged......
Otherwise probably not.

#327
JKA_Nozyspy

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I dont suppose there has been any more progress on a possible helmet removal mod for the DLC armours has there? Since now it has been shown that meshes to exist for helmetless dlc's (on the Kasumi mission).

#328
Guest_Inge Shepard_*

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Check this..www.youtube.com/watch

I do guess you already knew this.:pinched:

Modifié par Inge Shepard, 13 décembre 2010 - 06:43 .


#329
phoenixofthunder

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JKA_Nozyspy wrote...

I dont suppose there has been any more progress on a possible helmet removal mod for the DLC armours has there? Since now it has been shown that meshes to exist for helmetless dlc's (on the Kasumi mission).


Where?

#330
phoenixofthunder

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Inge Shepard wrote...

Check this..www.youtube.com/watch

I do guess you already knew this.:pinched:


Saw this on Spike saturday and fell out of my chair! (LITERALLY!)

:o:O:OCan't wait!!!!!!!!!!!!!!!!!!!!!!!:o:O:O

#331
Darman

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Felt the same way. XD Wow do you really think it'll come "Holiday 2011"

(remember crysis 2 trailer? first - holiday 2010 - now march 2011)



Well I really hope they're right - I WANNA play it now !

#332
JKA_Nozyspy

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phoenixofthunder wrote...

JKA_Nozyspy wrote...

I dont suppose there has been any more progress on a possible helmet removal mod for the DLC armours has there? Since now it has been shown that meshes to exist for helmetless dlc's (on the Kasumi mission).


Where?



When using DLC armour in the Kasumi mission, the armour you pull out of the statue is missing its helmet, which means a model exists without the helmet for the DLC armours. Ive heard some people say this couldnt be used because it isnt 'rigged', however, it is possible to swap the players torso et all with armour models that are not otherwise used by any NPC's in the game, does this mean that all of these unused armour models are also rigged or that any model applied to the player character is automatically deformed according to some kind of default player skeleton?

Sorry i dont know much about how ME2 or the Unreal engine works. :S Though one idea that i did have was that if someone extracted the DLC armour models (which is possible) and then edited the model to remove the helmet. Would it not then be possible to edit whatever files reference the DLC armour and use the same code which is used for other torso appearences which leave Sheps head intact, thus forcing the game to load the DLC armour body, whilst leaving the players head intact (since it has already been shown that you can replace the players body with Grunts or another squad member, whilst still having Sheps head, though grossly deformed.)

I am presuming though that this would require editing the .pcc files, and i am under the impression that we cannot as yet recompile them?

One other idea is that if we could find the helmetless DLC armour models from the Kasumi mission, couldnt we then, using similar methods as those used for the casual appearence mods, force the game to load the DLC armour torso model in place of the players torso? Since this would not need any editing of the .pcc or model files.

If however there is some kind of issue with the models actually having to be individually rigged, then the above suggestion may be better since the DLC armour would already be 'rigged' for movement (ie not a static model), and removing the helmet from the rigged model would not affect this.

Anything worth looking into there, or am i completely misguided and stupid? Image IPB

Modifié par JKA_Nozyspy, 13 décembre 2010 - 09:58 .


#333
phoenixofthunder

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phoenixofthunder wrote...

JKA_Nozyspy wrote...

I dont suppose there has been any more progress on a possible helmet removal mod for the DLC armours has there? Since now it has been shown that meshes to exist for helmetless dlc's (on the Kasumi mission).


Where?


JKA_Nozyspy wrote...
When using DLC armour in the Kasumi mission, the armour you pull out of the statue is missing its helmet, which means a model exists without the helmet for the DLC armours. Ive heard some people say this couldnt be used because it isnt 'rigged', however, it is possible to swap the players torso et all with armour models that are not otherwise used by any NPC's in the game, does this mean that all of these unused armour models are also rigged or that any model applied to the player character is automatically deformed according to some kind of default player skeleton?


No armors are rigged its just that armor has no attached helmet ; all other DLC armors are one-piece (Helmet + Torso).

.

JKA_Nozyspy wrote...
Sorry i dont know much about how ME2 or the Unreal engine works. :S Though one idea that i did have was that if someone extracted the DLC armour models (which is possible) and then edited the model to remove the helmet. Would it not then be possible to edit whatever files reference the DLC armour and use the same code which is used for other torso appearences which leave Sheps head intact, thus forcing the game to load the DLC armour body, whilst leaving the players head intact (since it has already been shown that you can replace the players body with Grunts or another squad member, whilst still having Sheps head, though grossly deformed.)

I am presuming though that this would require editing the .pcc files, and i am under the impression that we cannot as yet recompile them?

Yes, We need to be able to repack PCC's to do this.

JKA_Nozyspy wrote...
One other idea is that if we could find the helmetless DLC armour models from the Kasumi mission, couldnt we then, using similar methods as those used for the casual appearence mods, force the game to load the DLC armour torso model in place of the players torso? Since this would not need any editing of the .pcc or model files.


The 'beheaded' Kasumi armor could be used as a custom armor that is a probable scenario but no other DLC armors could be for they'd all be one-piece & thus Shepards' face would be hidden like Polar Bear in the Arctic.

JKA_Nozyspy wrote...
If however there is some kind of issue with the models actually having to be individually rigged, then the above suggestion may be better since the DLC armour would already be 'rigged' for movement (ie not a static model), and removing the helmet from the rigged model would not affect this.



Rigging game models would require the repacking of PCC's.

JKA_Nozyspy wrote...
Anything worth looking into there, or am i completely misguided and stupid? Image IPB


No your ideas are sound we just don't know how to achieve it with the tools we have.

Modifié par phoenixofthunder, 13 décembre 2010 - 10:33 .


#334
phoenixofthunder

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Darman wrote...

Felt the same way. XD Wow do you really think it'll come "Holiday 2011"
(remember crysis 2 trailer? first - holiday 2010 - now march 2011)

Well I really hope they're right - I WANNA play it now !


We'll be waiting for it to come holiday 2011 and its released in June or July. LOL:lol:.

Personally I believe that it will be released holiday 2011 (Maybe a month or two earlier or dare I say it: later. I believe that Bioware will take extra time to refine the game to a golden polished standard that will not be able to be  duplicated or at least very hard to do so.


Here is a good thread discussing "that" awesome debut trailer

Modifié par phoenixofthunder, 13 décembre 2010 - 10:35 .


#335
ravenimage

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 Is it sad I can't wait for ME3 just so I can figure out how to hack / mod it?

:unsure:

#336
Guest_Inge Shepard_*

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You are not alone, we should probably just wait. :crying:

- Inge

#337
lastpatriot

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Just wondering, have you all been able to find a way to use the Blood Dragon armor yet make it so you can't see the helmet? I looked back through the forums and didn't see something talking about it.



Course... I'm pretty tired right now too so.....

#338
phoenixofthunder

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lastpatriot wrote...

Just wondering, have you all been able to find a way to use the Blood Dragon armor yet make it so you can't see the helmet? I looked back through the forums and didn't see something talking about it.

Course... I'm pretty tired right now too so.....


I know how tired feels {Insomniac- not going to get run down again!!!!!}

Here is a method of searching since the forums' search function is not very reliable at times:

Go to google and input this in the search box:
For M.I.P.1:
***Search criteria*** http://social.biowar...28/index/889432

For M.I.P.2: 
***Search criteria*** http://social.biowar...8/index/2338026

For M.I.P.3: 
***Search criteria*** http://social.biowar...8/index/5055832
After which results appear.

Click on this:
"repeat the search with the omitted results included"
There will be many results from here that seem undistingishable except forthe end of the web site address which displays the page:

Like:
Search criteria  For M.I.P.2: 
==================================================================
Blood Dragon armor http://social.biowar...28/index/889432  
==================================================================

Some results after "repeat the search" is done:

- ME2 - Modding is Possible II (PC Only) (Mass Effect - Mass ...
25 posts - 8 authors
BioWare Community Social Network - forums, blogs, albums, profiles, apps dedicated to BioWare games including Dragon Age, Mass Effect, Jade Empire, ...
social.bioware.com/forum/1/topic/128/index/2338026/70 - Cached

- ME2 - Modding is Possible II (PC Only) (Mass Effect - Mass ...
25 posts - 10 authors
... blogs, albums, profiles, apps dedicated to BioWare games including Dragon Age, ... I figure this thread and Modding is Possible 1 needs a FAQ like guide to .... ****Wanted search item**** http://social.biowar...um/1/topic/128/ index/2338026/ .... Her head code and the blank armor codes work even without ...
social.bioware.com/forum/1/topic/128/index/2338026/105 - Cached
 
For armors:
DLC armors are one-piece (even kasumi statue armor-except it lacks the helmet)-{{B.D. armor as well}} and in order to break them apart we need to be able to extract them from their PCC source files (possible), then edit them(possible), and lastly repack them back into their home PCC's (NOT-possible)

Modifié par phoenixofthunder, 14 décembre 2010 - 11:57 .


#339
phoenixofthunder

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ravenimage wrote...
Is it sad I can't wait for ME3 just so I can figure out how to hack / mod it?
:unsure:

Inge Shepard wrote...
You are not alone, we should probably just wait. :crying:
- Inge


Seconded.B)
I am looking forward to doing so too; but I know it'll be awhile so I'll focus my energies at what can be done as of now.:whistle:  

My theory: There will probably be a big DLC release in the next few months (Between January 2011 and March 2011 I'd say) that will start the DLC's leading upto or into ME3's storyline.......:);):D

Modifié par phoenixofthunder, 14 décembre 2010 - 11:51 .


#340
Darman

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Well that would be... great. But I don't believe they put the important storyline into DLCs. It wouldn't be fair against the ones who can't play with them or just don't have them. But I hope Bioware will giv eus some space for more speculations with some allusions.



Hell I can't wait to see this earth-marine armor in my armor locker XD

#341
lastpatriot

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phoenixofthunder wrote...

lastpatriot wrote...

Just wondering, have you all been able to find a way to use the Blood Dragon armor yet make it so you can't see the helmet? I looked back through the forums and didn't see something talking about it.

Course... I'm pretty tired right now too so.....


I know how tired feels {Insomniac- not going to get run down again!!!!!}

Here is a method of searching since the forums' search function is not very reliable at times:

Go to google and input this in the search box:
For M.I.P.1:
***Search criteria*** http://social.biowar...28/index/889432

For M.I.P.2: 
***Search criteria*** http://social.biowar...8/index/2338026

For M.I.P.3: 
***Search criteria*** http://social.biowar...8/index/5055832
After which results appear.

Click on this:
"repeat the search with the omitted results included"
There will be many results from here that seem undistingishable except forthe end of the web site address which displays the page:

Like:
Search criteria  For M.I.P.2: 
==================================================================
Blood Dragon armor http://social.biowar...28/index/889432  
==================================================================

Some results after "repeat the search" is done:

- ME2 - Modding is Possible II (PC Only) (Mass Effect - Mass ...
25 posts - 8 authors
BioWare Community Social Network - forums, blogs, albums, profiles, apps dedicated to BioWare games including Dragon Age, Mass Effect, Jade Empire, ...
social.bioware.com/forum/1/topic/128/index/2338026/70 - Cached

- ME2 - Modding is Possible II (PC Only) (Mass Effect - Mass ...
25 posts - 10 authors
... blogs, albums, profiles, apps dedicated to BioWare games including Dragon Age, ... I figure this thread and Modding is Possible 1 needs a FAQ like guide to .... ****Wanted search item**** http://social.biowar...um/1/topic/128/ index/2338026/ .... Her head code and the blank armor codes work even without ...
social.bioware.com/forum/1/topic/128/index/2338026/105 - Cached
 
For armors:
DLC armors are one-piece (even kasumi statue armor-except it lacks the helmet)-{{B.D. armor as well}} and in order to break them apart we need to be able to extract them from their PCC source files (possible), then edit them(possible), and lastly repack them back into their home PCC's (NOT-possible)



Thanks Phoenix!

You're most correct about the search option within the forums as it was little to know help.  Also, I pretty much figured that was the issue with the DLC armor but I was hoping that I was wrong on this one.  That armor just looks so amazing that I had hoped to get more use out of it.  Oh well....

#342
JKA_Nozyspy

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phoenixofthunder wrote...

Yes, We need to be able to repack PCC's to do this.


So the Unreal engine modding tools dont work for this, Bioware has used something which makes it incompatible with those tools for repacking? :(


phoenixofthunder wrote...
The 'beheaded' Kasumi armor could be used as a custom armor that is a probable scenario but no other DLC armors could be for they'd all be one-piece & thus Shepards' face would be hidden like Polar Bear in the Arctic.


But all the DLC armours appear without a helmet if used in the Kasumi mission. Surely that means then that somewhere in the games assets (perhaps in the Kasumi assets) there exist models for all the DLC armours which do not have a helmet?

I watched a couple of vids on youtube the other day which showed that grunts body could be used for Sheps body. Now we know the Krogan model has a walk animation which is sort of like a waddle, but in these vids you can clearly see that the Grunt model is running using Sheps walking animations, which must mean that whatever model you tell the game to use for Sheps body, it forces the model to use the default movement animations for Shepard, which must mean that the model itself doesnt have to be skeletally rigged (or however its done) but must just use a default set of anims that have been coded for Shep.

In that case then, doesnt that mean that if we could find the helmetless DLC  armour models used in the  Kasumi mission, that all we would need to do is tell the game to use that model (in the same whay that we might tell it to use Grunt's or Tali's model) for Sheps body? Presumably then Sheps animations would just be applied to that model, and voila, you have DLC armour without the helmet?


JKA_Nozyspy wrote...
Anything worth looking into there, or am i completely misguided and stupid? Image IPB


phoenixofthunder wrote...
No your ideas are sound we just don't know how to achieve it with the tools we have.


Thanks for addressing my points man, i was worried i would just be told to 'get lost' since ive seen that some people on these boards can be a little brusque. Image IPB



[Addendum]

Oh and one more thing i thought of that i have been trying, is making the helmets transparent by editing the textures using texmod. Since it appears that the whole head is rendered under the helmet, if we could somehow make the helmet textures themselves transparent...
 
However i have been trying to do just that, but for some reason the textures just do not want to be transparent, i am presuming that somewhere in the games shaders there is some code saying that these particular textures cannot use alpha channels. Every time i try to make a texture transparent and then load it ingame, its always just solid white or solid black... Hmmm.

Modifié par JKA_Nozyspy, 15 décembre 2010 - 09:39 .


#343
phoenixofthunder

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[quote]JKA_Nozyspy wrote...
So the Unreal engine modding tools dont work for this, Bioware has used something which makes it incompatible with those tools for repacking? :(
[/quote]
Bioware moddified the Unreal Engine in such a way to make Mass Effect 2 so surpurb that the conventional UDK tool set will not work but make the game crash everytime.

[quote]JKA_Nozyspy wrote...
But all the DLC armours appear without a helmet if used in the Kasumi mission. Surely that means then that somewhere in the games assets (perhaps in the Kasumi assets) there exist models for all the DLC armours which do not have a helmet?
[/quote]

After looking  in Kasumi's PCC's I think this is because there is a mesh override function that literally strips the head ('beheaded') off the armor and replaces it with Shepard's actual head.

[quote]JKA_Nozyspy wrote...
I watched a couple of vids on youtube the other day which showed that grunts body could be used for Sheps body. Now we know the Krogan model has a walk animation which is sort of like a waddle, but in these vids you can clearly see that the Grunt model is running using Sheps walking animations, which must mean that whatever model you tell the game to use for Sheps body, it forces the model to use the default movement animations for Shepard, which must mean that the model itself doesnt have to be skeletally rigged (or however its done) but must just use a default set of anims that have been coded for Shep.
[/quote]
Kinda like he is wearing a Krogan skin suit.:sick::pinched:

[quote]JKA_Nozyspy wrote...
In that case then, doesnt that mean that if we could find the helmetless DLC  armour models used in the  Kasumi mission, that all we would need to do is tell the game to use that model (in the same whay that we might tell it to use Grunt's or Tali's model) for Sheps body? Presumably then Sheps animations would just be applied to that model, and voila, you have DLC armour without the helmet?
[/quote]

Would be nice; if we could place the override file in other PCC's without needing to reconstruct the PCC's afterword.

[quote]JKA_Nozyspy wrote...
Anything worth looking into there, or am i completely misguided and stupid? Image IPB[/quote]

[quote]phoenixofthunder wrote...
No your ideas are sound we just don't know how to achieve it with the tools we have.
[/quote]

[quote]JKA_Nozyspy wrote...
Thanks for addressing my points man, i was worried i would just be told to 'get lost' since ive seen that some people on these boards can be a little brusque. Image IPB[/quote]
Maybe some will but not I. Questions or answers they are both needed.

[quote]JKA_Nozyspy wrote...
[Addendum]

Oh and one more thing i thought of that i have been trying, is making the helmets transparent by editing the textures using texmod. Since it appears that the whole head is rendered under the helmet, if we could somehow make the helmet textures themselves transparent...
 
However i have been trying to do just that, but for some reason the textures just do not want to be transparent, i am presuming that somewhere in the games shaders there is some code saying that these particular textures cannot use alpha channels. Every time i try to make a texture transparent and then load it ingame, its always just solid white or solid black... Hmmm.
[/quote]

That can happen when editing the normal maps (purple ones) are you modifying these? 
[/quote]

Modifié par phoenixofthunder, 16 décembre 2010 - 03:18 .


#344
snfonseka

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Can please someone direct me to the page where it describes playing as another character. Such as playing as Miranda. Also is there any way I can swap character models between NPCs? Thanks in advance.

#345
Darkmage187

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Has anyone determined how to improve the charging time on the Cerberus Arc Projector? I tried adding the following strings ( individually and together ) , but no effect:



MinChargeTime = 0.5f

MaxChargeTime = 1.0f




#346
JKA_Nozyspy

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phoenixofthunder wrote...
After looking  in Kasumi's PCC's I think this is because there is a mesh override function that literally strips the head ('beheaded') off the armor and replaces it with Shepard's actual head.


Do you mean that in the sense that there is some code in one of the .ini files, ir is that function in the .pcc file as well?

JKA_Nozyspy wrote...
Thanks for addressing my points man, i was worried i would just be told to 'get lost' since ive seen that some people on these boards can be a little brusque. Image IPB

phoenixofthunder wrote...
Maybe some will but not I. Questions or answers they are both needed.


Thanks man, i appreciate that! Image IPB

JKA_Nozyspy wrote...
[Addendum]

Oh and one more thing i thought of that i have been trying, is making the helmets transparent by editing the textures using texmod. Since it appears that the whole head is rendered under the helmet, if we could somehow make the helmet textures themselves transparent...
 
However i have been trying to do just that, but for some reason the textures just do not want to be transparent, i am presuming that somewhere in the games shaders there is some code saying that these particular textures cannot use alpha channels. Every time i try to make a texture transparent and then load it ingame, its always just solid white or solid black... Hmmm.


phoenixofthunder wrote...
That can happen when editing the normal maps (purple ones) are you modifying these? 


I was originally, however i just tried making only the helmet texture transparent, went ingame to test it and somehow the helmet is still textured despite the fact that i just basically erased the texture. Image IPB

snfonseka wrote...

Can please someone direct me to the page where it describes playing as another character. Such as playing as Miranda. Also is there any way I can swap character models between NPCs? Thanks in advance.


Here is one of the Youtube Vids i mentioned, it doesnt give any instructions on how to do this however. :S

And yes, i believe it is possible to replace your squads models, from what i have seen, i dunno about ordinary NPCs though.


[EDIT]
I just tried deleting the alpha layer on the helmet texture and adding a new one, with a few squiggles on a transparent background, and yet again the texture shows up as just solid white, with the few squiggles... Could it be that there has to bhe a line of code in the shader that says that a texture can or cannot be transparent and that the game is just converting the transparent parts of the texture to a solid colour? :S

Modifié par JKA_Nozyspy, 16 décembre 2010 - 07:50 .


#347
phoenixofthunder

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phoenixofthunder wrote...
After looking  in Kasumi's PCC's I think this is because there is a mesh override function that literally strips the head ('beheaded') off the armor and replaces it with Shepard's actual head.


JKA_Nozyspy wrote...
Do you mean that in the sense that there is some code in one of the .ini files, ir is that function in the .pcc file as well?



It is in one of the PCC's maybe more didn't get a chance to look at all the PCC's. But no where in any of the DLC's INI's. I could be mistaken but from its name it seems to override the head portion of the armor texture completely.......

JKA_Nozyspy wrote...
Thanks for addressing my points man, i was worried i would just be told to 'get lost' since ive seen that some people on these boards can be a little brusque. Image IPB

phoenixofthunder wrote...
Maybe some will but not I. Questions or answers they are both needed.


JKA_Nozyspy wrote...
Thanks man, i appreciate that! Image IPB

NPB)

JKA_Nozyspy wrote...
I was originally, however i just tried making only the helmet texture transparent, went ingame to test it and somehow the helmet is still textured despite the fact that i just basically erased the texture. Image IPB

[EDIT]
I just tried deleting the alpha layer on the helmet texture and adding a new one, with a few squiggles on a transparent background, and yet again the texture shows up as just solid white, with the few squiggles... Could it be that there has to bhe a line of code in the shader that says that a texture can or cannot be transparent and that the game is just converting the transparent parts of the texture to a solid colour? :S


Hmmmm.........:unsure:
That's a possibility or maybe its because the texture is tied to the Normal map and both need to be edited.....

Modifié par phoenixofthunder, 16 décembre 2010 - 05:26 .


#348
phoenixofthunder

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snfonseka wrote...

Can please someone direct me to the page where it describes playing as another character. Such as playing as Miranda. Also is there any way I can swap character models between NPCs? Thanks in advance.



Here you go: MIP#1 Page 105

#349
phoenixofthunder

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Darkmage187 wrote...

Has anyone determined how to improve the charging time on the Cerberus Arc Projector? I tried adding the following strings ( individually and together ) , but no effect:

MinChargeTime = 0.5f
MaxChargeTime = 1.0f


This requires modifying DLC's (see here) but don't move the DLC ini's; just rename them to something like: BIOWeapon.orig.ini ect.

And begin testing these variables:

RateOfFire=(X=1200,Y=1200)
[[I'd try X=0,Y=0 and if nothing worked then try: X=5000,Y=5000]]
and if nothing worked then try:

NumberOfCharges=5 
[[I'd try 0 and if nothing worked then try: 10]]
and if nothing worked then try:

DamageDuration=1
[[I'd try 0 and if nothing worked then try: 10]]
and if nothing worked then try:

BeamInterpSpeed=(X=20.0,Y=20.0)
[[I'd try X=0.0,Y=0.0 and if nothing worked then try: X=100.0,Y=100.0]]
and if nothing worked then try:

BeamInterpTime=0.5f
[[I'd try 0.0f and if nothing worked then try: 2.0f]]

Modifié par phoenixofthunder, 16 décembre 2010 - 05:25 .


#350
Guest_Inge Shepard_*

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How to get Ashley to fall in love with you.

Just a small side-track.

I tried to google this question and it seems like many wonder how you get this to work.
Well, here is one way!
How to get Ashley to fall in love with you. If you do these two spots right it will work:
1. the first dialog with Ashley on Normandy.
2. enjoy the view outside doctors office on Citadel.
If you get these right, Ashley's love is your's.
The rest is child's play.

Jumping back on track again.

Modifié par Inge Shepard, 16 décembre 2010 - 10:06 .