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Offline [archive] Wesp5

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Re: Pen and Paper Mod
« Reply #345 on: May 16, 2007, 08:30:00 AM »
                In Reply To #345
 
Offkorn posted:

 There was some wierd animation clipping that happened to female characters using the fireaxe. I have no clue what was done to fix it, or it's exact nature, because this happened 2+ years ago and my memory is crap.

 
 The same happens to me with a lot of changes in my patch wink . May I check it out and include it in my next release if it fixes some issue? Was it done by yourself or whom should I mention in the readme in that case?                        

 

                                                  

Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #346 on: May 16, 2007, 09:19:00 AM »
                In Reply To #346
 
 It's likely still on Paine's site. I'm not sure who made it, as there's no readme in the archive, but the text embedded in said archive is signed by "Doe". Perhaps that name sounds more familiar to you then it does to me.
 
 I assume you found the 3 files it alters, but just incase:
 
 w_f_fire_axe.mdl
 w_f_fire_axe.dx7_2bone.vtx
 w_f_fire_axe.dx80.vtx
 
 All in the 'models\weapons\fire_axe\wield\' folder.                        

 

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Offline [archive] Wesp5

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Re: Pen and Paper Mod
« Reply #347 on: May 16, 2007, 04:01:00 PM »
                In Reply To #347
 
Offkorn posted:

 It's likely still on Paine's site. I'm not sure who made it, as there's no readme in the archive, but the text embedded in said archive is signed by "Doe".

 
 I can't find it on Paine's so I mention you both in my readme, just to be on the sure side wink . It actually replaces a very unfinished looking texture for female wielders.                        

 

                                                  

Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #348 on: July 19, 2007, 05:35:00 PM »
                I'm surprised no one mentioned this before, but I recently came across a rather large oversight involving Armor_Rating and the Aggravated Damage Soak Pool.
 
 To fix this oversight, and have Armor work correctly, simply open up the feat.txt file that the mod installs and find the following section:
 
 <code>      Feat
       {
          "Name"      "Bashing"
          "InternalName"   "Soak_vs_Bashing"
          "HelpText"      "How much bashing damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal"
          "InternalName"   "Soak_vs_Lethal"
          "HelpText"      "How much lethal damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal Falling"
          "InternalName"   "Soak_vs_Lethal_Falling"
          "HelpText"      "How much falling damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating / 2"
          "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Aggravated"
          "InternalName"   "Soak_vs_Aggravated"
          "HelpText"      "How much aggravated damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Soak_Pool"
 //         "Base1"      "Armor_Rating"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Bashing"   //"Soak vs. Bashing (Kindred)"
          "InternalName"   "Soak_vs_Bashing_Kindred"
          "HelpText"   "Your ability to shrug off damage from bullets and blunt melee weapons. Stamina, as well as clothing and body armor contribute to Bashing soak."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal"   //"Soak vs. Lethal (Kindred)"
          "InternalName"   "Soak_vs_Lethal_Kindred"
          "HelpText"   "Your ability to shrug off damage from bladed melee weapons. While vampires may defend against lethal damage with their Defense feat, they are nearly helpless once the blow is landed. Clothing and body armor add to your Lethal soak feat."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Soak_Pool"
          "Base2"      "Stamina"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal Falling"
          "InternalName"   "Soak_vs_Lethal_Falling_Kindred"
          "HelpText"      "How much falling damage a kindred character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating / 2"
          "Base1"      "Soak_Pool"
          "Base2"      "Stamina"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Aggravated"   //"Soak vs. Aggravated (Kindred)"
          "InternalName"   "Soak_vs_Aggravated_Kindred"
          "HelpText"   "Your ability to shrug off damage from claws, fangs, fire, and electricity. Aggravated damage is deathly serious. Vampires can defend against claws and fangs with their Defense feat, but are helpless against fire and electricity. Aggravated damage can only be Soaked through supernatural means."
          "MaxValue"      "20"
          "Base0"      "Soak_Pool"
 //         "Base1"      "Armor_Rating"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }</code>
 
 And replace it with this section:
 
 <code>      Feat
       {
          "Name"      "Bashing"
          "InternalName"   "Soak_vs_Bashing"
          "HelpText"      "How much bashing damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal"
          "InternalName"   "Soak_vs_Lethal"
          "HelpText"      "How much lethal damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal Falling"
          "InternalName"   "Soak_vs_Lethal_Falling"
          "HelpText"      "How much falling damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating / 2"
          "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Aggravated"
          "InternalName"   "Soak_vs_Aggravated"
          "HelpText"      "How much aggravated damage a mortal character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
 //         "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Bashing"   //"Soak vs. Bashing (Kindred)"
          "InternalName"   "Soak_vs_Bashing_Kindred"
          "HelpText"   "Your ability to shrug off damage from bullets and blunt melee weapons. Stamina, as well as clothing and body armor contribute to Bashing soak."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal"   //"Soak vs. Lethal (Kindred)"
          "InternalName"   "Soak_vs_Lethal_Kindred"
          "HelpText"   "Your ability to shrug off damage from bladed melee weapons. While vampires may defend against lethal damage with their Defense feat, they are nearly helpless once the blow is landed. Clothing and body armor add to your Lethal soak feat."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Lethal Falling"
          "InternalName"   "Soak_vs_Lethal_Falling_Kindred"
          "HelpText"      "How much falling damage a kindred character can absorb."
 
          "MaxValue"      "20"
          "Base0"      "Armor_Rating / 2"
          "Base1"      "Stamina"
          "Base2"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }
 
       Feat
       {
          "Name"      "Aggravated"   //"Soak vs. Aggravated (Kindred)"
          "InternalName"   "Soak_vs_Aggravated_Kindred"
          "HelpText"   "Your ability to shrug off damage from claws, fangs, fire, and electricity. Aggravated damage is deathly serious. Vampires can defend against claws and fangs with their Defense feat, but are helpless against fire and electricity. Aggravated damage can only be Soaked through supernatural means."
          "MaxValue"      "20"
          "Base0"      "Armor_Rating"
          "Base1"      "Soak_Pool"
          "Display2nd0"   "Automatic_Soak_Successes"
          "PCWeighting"   "Normal"
          "NPCWeighting"   "Normal"
       }</code>
 
 In addition to that issue, I also recently discovered the cause of various people reporting that they couldn't buy Armor from the vendors. It would seem that the clan value plays a part in determining if Armor will show up in a vendor's inventory.
 
 What this means is that Armor will only appear for sale if you're playing one of the original 7 clans, or a new clan that overlaps one of the original clan slots.
 
 The new clans that overlap in this manner (and that you can buy Armor for) are: Assamite Sorcerer, City Gangrel, Daughters of Cacophony, Nagaraja, Samedi, and True Brujah.                        

 

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Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #349 on: July 22, 2007, 11:29:00 AM »
                Well, even though I said I wouldn't release another version unless Discipline adding was possible, I decided to release another version anyway. Partially due to that annoying Aggravated Soak Pool oversight mentioned above, and partially due to Wesp's restoration of the Female Lasombra Model.
 
 What does model restoration have to do with this mod you ask? Simply put; I went and gave the Female versions of the new clans different models taken from various NPCs. Obviously, the same model is used for all armor levels. Why not the Males? I dislike Male characters, and really can't be bothered searching through numerous Male models to find ones that fit.
 
 If, for whatever reason, you dislike my choices, I included the default models I used in v2.10 in a backup folder. So you can just overwrite the new models with them.
 
 It can be found over at Megaupload: http://www.megaupload.com/?d=XAOIQV7V
 
 I'm not sure how long MU keeps files around, so you might want to grab it now rather then later. If you want to upload it elsewhere, feel free.
 
 Changed in version 2.15; Female Models, Armor now correctly adds to Aggravated Soak Pool, Protean 1 gives +1 Perception instead of +1 Wits, Protean 5 no longer uses the man-bat form.
 
 -- ------------------
 
 Fair Warning: As is my wont, I did the minimal amount of testing possible with these new models. That is to say; none at all.
 
 So if, for whatever reason, they fail to work or are missing animations, I suggest you restore the included backups.
 
 -------------------
 
 BONUS: I decided to go and steal Wesp's work on the Blood Heal Discipline after all. Unfortunatly, I found out rather quickly that it wasn't fixed, just restored. It's semi-fixed now, though it's slightly slower then I wanted.
 
 Since I was already in there, I also went and gave the couple of new clans that can have histories, histories. I used Wesp's History version as the base to minimize conflicts.
 
 All of Wesp's changes (that I kept) still have his tag attached to them, in case anyone decides to poke around.
 
 Patch (only 49kb) to upgrade v2.15 to v2.23: http://www.megaupload.com/?d=GU0NE0CW                        

 

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Offline [archive] Wesp5

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Re: Pen and Paper Mod
« Reply #350 on: July 23, 2007, 06:26:00 AM »
                In Reply To #350
 
Offkorn posted:

 BONUS: I decided to go and steal Wesp's work on the Blood Heal Discipline after all. Unfortunatly, I found out rather quickly that it wasn't fixed, just restored. It's semi-fixed now, though it's slightly slower then I wanted.

 
 Can you tell me what you changed about Blood Heal? I still get the occasional request to make it give more health...                        

 

                                                  

Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #351 on: July 23, 2007, 06:52:00 AM »
               
Wesp5 posted:
Can you tell me what you changed about Blood Heal? I still get the occasional request to make it give more health...

 
 I just sent you a PM regarding it. It's, like I said in the UP thread, a needlessly convoluted system.
 
 -----------------
 
 I hate oversights...
 
 I recently came to the realization that since Blood Heal now works, there is no longer a need for Feeding Heal. So, that's essentially gone now.
 
 Warning about the Blood Heal: Most of the time it will have about a 5 second delay, then kick in with 9 seconds of healing. Sometimes, usually just after you first start up the client, it will heal for the full 14 seconds. This, as far as I can tell, is completely random.                        

 

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Offline [archive] Wesp5

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Re: Pen and Paper Mod
« Reply #352 on: July 23, 2007, 08:45:00 AM »
                In Reply To #352
 
Offkorn posted:

 I recently came to the realization that since Blood Heal now works, there is no longer a need for Feeding Heal. So, that's essentially gone now.

 
 So there was no feeding heal in the PnP game?
 
 

This, as far as I can tell, is completely random.

 
 As I wrote in the PM it depends on when the last autoheal triggered, so slower autoheal makes Blood Heal more erratic.                        

 

                                                  

Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #353 on: July 23, 2007, 09:20:00 AM »
               
Wesp5 posted:
So there was no feeding heal in the PnP game?

 
 Yep.
 
 

As I wrote in the PM it depends on when the last autoheal triggered, so slower autoheal makes Blood Heal more erratic.

 
 I know, and I can't thank you enough. That was what made me realize that Max_Health had to be used as the Value rather then VampHealType.
 
 New version with 100% fixed Blood Heal will be out shortly.
 
 Full version 2.25: http://files.filefront.com/VtM+Bloodlines+PP+mod+v225/;8130723;;/fileinfo.html
 
 Patch to Upgrade v2.15 to v2.25: http://www.megaupload.com/?d=DGJ2SSOR
 
 -----------------
 
 Blood Heal now works as follows:
 
 After using it, within a few seconds you'll get a rather large Health Buffer and it will look as if you were nearly fully-healed. Once the discipline ends (within 9 seconds), the buffer will be removed and you will be left with your newly healed Heath Level, minus any damage you took while the buffer was in place.
 
 So, while it may at first glance look like a cheat, it isn't. It is quite possible to die when the buffer is removed if you've taken more damage then you've healed.                        

 

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Offline [archive] Steve.Torment

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Re: Pen and Paper Mod
« Reply #354 on: July 24, 2007, 11:51:00 PM »
                So what is the normal heal rate in the P&P mod? Because in the P&P rules there is no auto-heal, you can only heal by expending blood points.                        

 

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Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #355 on: July 24, 2007, 11:59:00 PM »
               
Steve.Torment posted:
So what is the normal heal rate in the P&P mod? Because in the P&P rules there is no auto-heal, you can only heal by expending blood points.

 
 I know. The rate is currently as small as I could make it without having the Blood Heal take forever to work.
 
 The lowest value for Auto-Heal is 1% (1 Damage), so the only way to reduce it further is by increasing the wait between Auto-Heals. Make the delay to long though, and Blood Heal will take ages to kick in.
 
 So, as it stands, Auto-Heal should kick in roughly every 9 seconds with 1 Damage healed. Aggravated Damage Auto-Heals slower, though I'm not sure as to the exact number.
 
 9 seconds may not be accurate though, as time seems to be a very vague value. The Delay is actually set to 2 seconds, and the Blood Heal duration is set to 9 seconds, but they both end up taking the same amount of time. *Shrug*
 
 -------------------------
 
 Speaking of vague values, let me explain a bit more about the mysteries of Blood Heal.
 
 Now, as I have things set, using Blood Heal gives a temporary boost of 1300 HP. So, from a purely mathematical standpoint, when the Auto-Heal kicks in with that buffer in place, you should heal 14 HP (1%). Which is not a lot.
 
 But, for some unknown reason, it appears as though you heal something like 25 HP. I have no idea why this is. Maybe my sense of proportion is just screwed up.
 
 I'd like some feedback on the current Blood Heal if possible, so I can determine if it is indeed my perception, or if the game's internal math is really that screwy.
 
 ------------------
 
 I'd also like that Feedback so that I can release another version. Why do I want to release another version you ask? Because I finally got around to extending the Blood Buff duration, and also fixed the Damage type of 3 Creatures; Grout's Ghouls, the Gargoyle, and the Claw-Wielding Chang Brother.
 
 -----------------
 
 Okay...I changed the value to +1400 and Blood Heal suddenly healed ~50 HP, ergo; the math is screwy.
 
 Blood Heal, therefore, is fine the way it is, so I'll be releasing the next version in ~30 mins. The only changes are the aformentioned ones in the little section above, plus a bit better documentation in the 'Clan Info' readme, and some minor extra available Discipline switching.
 
 Full Version 2.27: http://files.filefront.com/VtM+Bloodlines+PP+mod+v227/;8152091;;/fileinfo.html
 
 I just tacked on the 'New Clan Info' Readme to the end of Post #1. If anyone's interested in knowing the statistics of the new clans before Downloading.
 
 -----------------------
 
 I've been ignoring this 'issue' for awhile now, but I think I'm finally going to do something about it. The 'issue' in question is Auto-Renew. There are two paths to take; 1) Change Auto-Renew cost to 0 and disable Auto-Renew for Protean and Celerity, or 2) Keep the Auto-Renew cost as is, and disable it for Auspex, Obfuscate, and Presence.
 
 I think I'm going to go with option #2, as having continuously Auto-Renewed Presence/Auspex seems a bit...cheap.
 
 'Kay, it's up. I also tossed Wesp's fixed Numina Disciplines into it.
 
 Version 2.275: http://files.filefront.com/VtM+Bloodlines+PP+mod+v2275/;8204244;;/fileinfo.html
 
 ------------------
 
 Here's a list of the curent Known Issues:
 
 

1) Armor not showing up:
    This effects clans that don't suffer from the Template Issue mentioned in the
    Clan Info readme.
 
 2) All Histories available:
    This seems to only occur with the Assamite Warrior/Vizier, Salubri, and
    Setite/Baali clans. No clue what causes it.
 
 3) True Brujah may crash game on selection:
    They used to work, and all signs indicate they should still do so. *Shrug*
 
 4) Disciplines not showing up in the Discipline Wheel:
    This is a bug in the game engine. Just bind them to a hotkey.
 
 5) Hotkeys stop working:
    This is due to having more then 6 Disciplines (Blood Heal and Blood Buff
    count toward this limit)
 
 6) Occult Items that increase Discipline Duration are actually decreasing it:
    No clue what's causing this. Game Engine time-limit overflow perhaps?
                       

 

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Offline [archive] Nektulos

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Re: Pen and Paper Mod
« Reply #356 on: August 19, 2007, 01:50:00 AM »
                In Reply To #356
 
 Offkorn, did you ever get new disciplines working? I always wanted to play a Giovanni Necromancer, but at last version, couldn't figure out how to do it. I read the readme, and I'm still rather confused.                        

 

                                                  

Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #357 on: August 20, 2007, 07:06:00 AM »
               
Nekulor posted:
Offkorn, did you ever get new disciplines working?

 
 Since adding disciplines is rather impossible...no, I haven't.
 
 The best I could do is turn one of the existing Numina into a half-assed Vicissitude, but unfortunatly I can't get the transformation into the Andrei Model to work correctly (because it lacks the common animations most of the rest of the models referance). So I didn't bother to add it in.
 
 The Clan Info Readme lists what disciplines they do have.                        

 

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Offline [archive] Acidking78

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Re: Pen and Paper Mod
« Reply #358 on: August 23, 2007, 08:47:00 PM »
                In Reply To #356
 
Offkorn posted:

 Version 2.275: http://files.filefront.com/VtM+Bloodlines+PP+mod+v2275/;8204244;;/fileinfo.html
 

 
 That link and all the rest just lead me to http://www.filefront.com/  and a search of the site doesn't lead me to anything.                        

 

                                                  

Offline [archive] Offkorn

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Re: Pen and Paper Mod
« Reply #359 on: August 24, 2007, 06:10:00 AM »
                In Reply To #359
 
 I guess it has a 3 week limit or something, though the Combat Addon download is still up. Oh well.
 
 Maybe I'll upload it elsewhere...or not. I'm rather ambivalent about the entire thing (and everything really) at the moment.
 
 -----------------------
 
 http://www.megaupload.com/?d=JPY93ZK1
 
 I have no idea how long that link will last.                        

 

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