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Dungeon Siege Adepts 2 for Broken World

Some of us here at Siegetheday have been working on making an anime version of Dungeon Siege 2 like Dungeon Siege Adepts. This has been made possible by the recent release of the Cat Mansion Boys mod by AlphaDD which ports the models made by Hamcat, back around 2003 for the original dungeon siege, into DS2. This completes the set since the Girls were released in 2011 by DDlullu (AlphaDD former avatar).

An Beta version has just been completed which converts all of the npcs in DS2 and Broken World into Cat Mansion people (including the half-giants and dwarves).

Landing at Greilyn Beach

Assault of Greilyn

Amren deciding whether or not to skewer our hero

Amren talking with Celia

Recruiting Deru

Shopping

Not just a partial conversion replacing all the npcs in the game with Cat Mansion models, DS2BW Adepts is also the largest compilation of mods and new art available for Dungeon Siege 2 with over 1500 new character and npc skins, armor, weapons, spells and gameplay changes from some of the best modders from DS2/DS1 (a lot of DS1 content from 3rd party modders, publically available artpacks, Yesterhaven and Return to Arhok, etc) such as Hamcat, AlphaDD (DDlullu), Phoenix (Volkan), Darkelf, KillerGremal, Theresnothinglft, Lurker, Omniscient_Colossus, Ikkyo and of course GPG themselves. Over 30 mods are incorporated into DS2BW Adepts.

You also have more freedom in playing the campaigns. You have full access to Acts 2 and 3 once you have been cured of the plague in DS2 and in Broken World you can access Part Two straight away if you wish. Note that this really needs the Level Adjustment Mod installed to be viable.

There's also a new town and associated quest needed to unlock it in DS2.

There are two versions of the Mod. A custom folder version which is 166Mb download and requires 876Mb to create the custom folder installation of DS2BW Adepts and a basic version which is a 156Mb download and requires 247Mb to install in your Dungeon Siege 2 Broken World Folder.

Both versions at this stage require the Broken World expansion for Dungeon Siege 2. They are also not very compatible with other mods.

If you choose to install the basic version you will have to manage the conflicts with other mods yourself, saved games will be mixed up with regular saves and there'll be no custom presaves to play Broken World straight away.

*Custom folder version (166Mb download, 876Mb uncompressed).
http://www.techiem2.net/~iryan/files/DS2BW_Adepts_Beta_1i_Custom_Setup.exe

*Separate Modules.
http://www.techiem2.net/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Resources_Beta1x.ds2res (245MB)
http://www.techiem2.net/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Logic_Beta_1x.ds2res (11.2Mb)

*Aranna Legacy Compatible version
http://www.techiem2.net/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Aranna_Legacy_Logic_Beta1.ds2res (11.2MB)
Requires DS2BW_Adepts_Resources_Beta_1h.ds2res or DS2BW_Adepts_Resources_Beta1x.ds2res
Readme http://www.techiem2.net/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Legacy_Beta1.txt

Elys DS2 Broken World All*Saves is required to launch the mod.
http://web.archive.org/web/20120509150740/http://garage.gaspowered.com/?q=node/5394
or DS2 Succubus Manager (with Load Succubus Modlet turned off) http://www.siegetheday.org/?q=node/1290
Note that both installers include options for installing the Broken World All*Saves launcher

*Readme (full of useful information)
http://www.techiem2.net/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Beta_1x.txt

The mod is ideally designed to be played with the Monster Level Adjustment Mod
http://siegetheday.org/?q=node/1330 but will function quite happily without it (though certain features will be limited).

Thanks to Techiem2 for hosting the files to spare us having to go through Mediafire.

Remember that this is a Beta and as such is mostly feature complete and stable but expect some imbalances in weapons, armor and spells. Suggestions, bug reports, fixes, new skins, etc very much welcomed.

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bare_elf's picture
Amen'lu

Iryan thanks for the location of the ring, I walked past that trunk 1/2 a dozen times. Busy in Amen'lu working on secondary quests related to Act 1 and Act 2. Everything going just fine. It is almost time to go after Eva and the caravan. But first the quest about the servant that was wrongly charged with his master's murder. Like that quest.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

bare_elf's picture
MiuMelody -- this may help

This is a small Cat Mansion Weapon Mod. It has been untanked so that you can see the images, meshes, animations etc. You or anyone else is free to use any or all of the parts so long as HAM CAT is given credit for the original fans, That FIRE BAT and Bare_elf are given full credit for the additional weapons and the converted war fans. Now this is not a request but a warning. I will take you or anyone else down if credit is not given where it is due for any mod created by members of the site.

http://techiem2.net/~bare_elf/DS2%20Files/cm_weapons.zip

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

bare_elf's picture
Re: Custom Content

MiuMelody wrote:
How can I make amazing custom content like that? I mean fans? Fans are my dream for a mage C: And clothes Laughing out loud Is there a program to make them?
As for the custom items like the War Fans and Clothing, there is not a program to make them per say. The fan melee weapons where originally designed by HamCat back in the DS1 days when he created the Cat Mansion Girls. When DS2 originally came out Firebat and I redid the artwork, mesh, animation and size of the war fans so they could be reused in DS2 and Broken World. It took several months to get the size correct, the weapon grip for the off hand (shield hand) set up correctly so the character could duel wield two fans, and the animations working the way we wanted. We did not however create a shield fan. Some of the other custom weapons like the throwing plates, flower dagger, Led's Wrench where much easier since it was only the skin that needed making. Most of the custom armor for the Cat Mansion Characters where my creations. Since making armor is kind of my area of skill. This was later expanded upon by iryan and myself when we discovered that the cat mansion characters could wear both DS1 and DS2 armor. So there are now 14 armor styles for Adepts. 1 through 5 are the DS2 armor -- 6 through 14 are either ds1 armor ported over to ds2 or custom items I created. The other custom weapons where ported over from DS1 and Legends of Aranna by Iryan and others. So to create custom items you need the following tools. 1. Tank Viewer for DS1 and DS2 2. Tank Creator 2 (you can use other tools to extract the files and re tank them but the ones above are what I prefer) 3. Photo Editor/Drawing Program like Photoshop or one of its clones. 4. note pad or skirt pad to modify or create the templates. There are a lot more images necessary to create armor for ds2 than ds1 because of how the skin colors are handled.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

MiuMelody's picture
Custom Content

How can I make amazing custom content like that? I mean fans? Fans are my dream for a mage C: And clothes Laughing out loud
Is there a program to make them?


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This is my Melody...And I won't let you go....I won't let you fall....

bare_elf's picture
Aman'lu

@iryan,
Playing DS2BW Adepts with the following configuration:
Mod-DS1Content-Alpha10z,
Mod-BrokenWorld-ArannaLegacy-Alpha3r,
DS2BW_Adepts_Aranna_Legacy_Logic_Beta3,
DS2BW_Adepts_Logic_Beta_1y,
DS2BW_Adepts_Resources_Beta1y
MLA off
My party has made it through to Aman'lu (with a few detours to act 2 and act 3 when I found quests items but did not yet have the quest). Nasty place to hide Drevin's Amulet!! I kind of figured it might be there but I looked for it in every room and trunk just to make sure. Very sneaky way of getting me to look in detail at things Smiling Sartan is out of the pit at Winstone Fortress, but I sent him off to the inn until I require his services later. So far so good.

As to the issue of Sight_origin_height I am starting to think that it is not the monsters that are to short for the Cat Mansion Characters to see, but maybe its the height of the Cat Mansion Characters themselves. (Again this is not something to worry about I will mess with it and see what I see.)

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

bare_elf's picture
could be sight_origin_height

iryan wrote:
Shouldn't be anything in Adepts to alter any of the existing DS2 monsters with the MLA turned off. It doesn't directly changed any of the DS2 monsters templates either directly or indirectly.

With small monsters, especially those ported from DS1 like the rats, could be harder for the party to pick up due to either their bounding volume size (i.e. their physical size - smaller things are harder to see) or sight_origin_height. Sight_origin_height is especially important for smaller monsters splashing around in water, remember the shrack fish in earlier versions of the mod? They couldn't "see" the party to attack them and unless you clicked on them, the party wouldn't attack them either, even in rampage mode.

So I would play around with the sight_origin_height first and see what that does. I use a setting of 2.0 for the shrack and other water dwelling monsters in the mod. Incidentally, have you notice that there's no monsters to be found in the water in DS2?


Yes Iryan I did notice that there where no monsters in the water of DS2. That surprised me the first time I played DS2 an age ago. I was used to monsters hidden in water from the DS1 maps. I am wondering if they (the software people who did DS2) had trouble figuring out sight_origin_height for water monsters and just removed them to make the release date. Something I also noted about DS2 there are very few small monsters. Not many smaller than those pink crab things. We all know there was less effort in each sequel of Dungeon Siege. (3 proves the point I think).

I will look into the sight_origin_height of the monsters my rangers have difficulty seeing and look at some additional perimeters as well. I remember in ds1 the party member's sight range could be altered as could their attack range. Elves having the best site range but at least 5 meters over Humans. If those perimeters still exist in DS2 I may try bending them a bit also.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Re: I was reading the post

bare_elf wrote:
@Iryan, I was reading the post over in the DS1 Legendary Mod thread about the balance of the monsters with MLA off. Now I know that Dungeon Siege II and Broken World monsters are not changed by MLA. However I have noted that several monsters when playing the DS2 Map with Adepts Enabled are balanced differently than when playing with standard characters. I had not noticed this in the past because I was not running parallel games. Could it be that there is something else messing with the barrel hiding rats and other tiny monsters?

Elf


Shouldn't be anything in Adepts to alter any of the existing DS2 monsters with the MLA turned off. It doesn't directly changed any of the DS2 monsters templates either directly or indirectly.

With small monsters, especially those ported from DS1 like the rats, could be harder for the party to pick up due to either their bounding volume size (i.e. their physical size - smaller things are harder to see) or sight_origin_height. Sight_origin_height is especially important for smaller monsters splashing around in water, remember the shrack fish in earlier versions of the mod? They couldn't "see" the party to attack them and unless you clicked on them, the party wouldn't attack them either, even in rampage mode.

So I would play around with the sight_origin_height first and see what that does. I use a setting of 2.0 for the shrack and other water dwelling monsters in the mod. Incidentally, have you notice that there's no monsters to be found in the water in DS2?

DrakeIsGod's picture
Blue and Green :P

bare_elf wrote:
@Drake Have not had time to look at the blue and green dots in the radar, except when hunting hidden doors. So long as I can find the hidden switches and doors it matters little to me if the dots are blue, green, red or otherwise. I rarely pick up items on the ground once I have my crew equipped correctly, and I normally do that using Sharkull's test map, far quicker way then hunting for armor and weapons. Smiling
The items dropped will always be blue on the radar lol. Yeah, I'm only really looking for the hidden switches and secret levers Sticking out tongue


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bare_elf's picture
I was reading the post

@Iryan,
I was reading the post over in the DS1 Legendary Mod thread about the balance of the monsters with MLA off. Now I know that Dungeon Siege II and Broken World monsters are not changed by MLA.
However I have noted that several monsters when playing the DS2 Map with Adepts Enabled are balanced differently than when playing with standard characters. I had not noticed this in the past because I was not running parallel games. Could it be that there is something else messing with the barrel hiding rats and other tiny monsters?

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

bare_elf's picture
well that would depend on

DrakeIsGod wrote:
I look forward to seeing them. I haven't tried playing Adepts with MLA off yet lol. How is it?
Drake That would depend on several things, 1 The level of your party members 2 The number of people in your party.

My current party is Deru, Taar, Vix, two Direwolves full grown, my main character, plus a summoned cat matsion school girl, summoned beach girl, a summoned Valkyrie and a summoned monk. So a party that is already hard to kill with some major backup from the summoned characters. All of my characters are skilled in Ranged, Combat and Nature Magic. Levels in most classes range between 80 and 124

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

bare_elf's picture
We are off the island.

Hi Iryan and Drake
Playing DS2BW Adepts with the following configuration:
Mod-DS1Content-Alpha10z,
Mod-BrokenWorld-ArannaLegacy-Alpha3r, DS2BW_Adepts_Aranna_Legacy_Logic_Beta3, DS2BW_Adepts_Logic_Beta_1y,
DS2BW_Adepts_Resources_Beta1y
MLA off

We are off the island and in the desert looking for the stone tablets. Things going well, I wish Taar and Vix where not so annoying -- but their conversations do provide a laugh from time to time. Always at the point where we are being attacked by packs of nasty things.
@Drake
Have not had time to look at the blue and green dots in the radar, except when hunting hidden doors. So long as I can find the hidden switches and doors it matters little to me if the dots are blue, green, red or otherwise. I rarely pick up items on the ground once I have my crew equipped correctly, and I normally do that using Sharkull's test map, far quicker way then hunting for armor and weapons. Smiling

@iryan
The monsters seem to be working fine never below my party in level by more than 5 points and never above by much more than 20 points. Makes for a very interesting battle when large mobs attack.

Things in general look great.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Actually I found the

Actually I found the backdoor on the tutorial beach by having different AND incorrect world and logic files Insane Slapped with a trout Laughing out loud

Dwarf war cry

DrakeIsGod's picture
I look forward to seeing

I look forward to seeing them. I haven't tried playing Adepts with MLA off yet lol. How is it?


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bare_elf's picture
Working my way through act 1 DS2

Hi Iryan and Drake
Playing DS2BW Adepts with the following configuration:
Mod-DS1Content-Alpha10z,
Mod-BrokenWorld-ArannaLegacy-Alpha3r, DS2BW_Adepts_Aranna_Legacy_Logic_Beta3, DS2BW_Adepts_Logic_Beta_1y,
DS2BW_Adepts_Resources_Beta1y
MLA off
Working my way through the first act, we now have Deru, Taar, and a direwolf in our party, along with a summoned school girl, and two beach girls.
So far no issues to report about, when I have a few extra minutes I will post a few screen shots.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

It wouldn't be that easy to find a secret town

bare_elf wrote:
Well so far I have made it to the point where Taar screams BIT MARKS and so I am off to get a vile of elven water or was that eleven viles of water? Could not locate the back door to Yadehtegeis. Thought there was one on the beach. See PM iryan. That elven water clouds the mind and to much of it rots the memory. It was either a dream or a test version of Adepts. Where oh where has Yadehtegeis gone? Elf
It wouldn't be that easy to find a secret town don't you think?

However you are right in that the way to Yadehtegeis is found on a beach, except it's not the tutorial beach. That portal is simply a way for players to skip the tutorial level if they wish to (and forsake 3 or 4 levels of experience starting in prison at level 0).

Remember there's a quest tied into finding the town. You must complete the quest before the gates to Yadehtegeis opens to you. It takes about 15 minutes to complete and there's a beach at the end of the quest. You have to wait quite a while before you can reach this quest and its found in the land of giants.

bare_elf's picture
I thought there was a back door to Yadehtegeis

Well so far I have made it to the point where Taar screams BIT MARKS and so I am off to get a vile of elven water or was that eleven viles of water?
Could not locate the back door to Yadehtegeis. Thought there was one on the beach. See PM iryan. That elven water clouds the mind and to much of it rots the memory. It was either a dream or a test version of Adepts. Where oh where has Yadehtegeis gone?
Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

DrakeIsGod's picture
It Happens

It's alright, I made the same mistake with my new computer as well lol. Multitasking isn't for me either Sticking out tongue


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bare_elf's picture
Dumb Elf Error

I was running the tests on my new computer where I had just installed Adepts but forgot to add the newer logic and resources files. Now the dryads are better since I have updated both files to version beta X. I must remember that multi-tasking is just a myth or at least I can not do it successfully.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

DrakeIsGod's picture
Missing Models, or...?

I can't duplicate the problem bare_elf. I have a screenshot of my dryads working as fine as they are cute Smiling

You may have a conflict somewhere lol


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bare_elf's picture
New Adepts AL version.

Hi iryan and drakeisgod
The original tutorial worked super well. all of the conversations and explanations are nicely done. Now I did notice that all of the dryads that are not hireable heroes are just regular dryads an not Cat Mansion Dryads. Was this done because most of the NIS that contain dryads did not work correctly in the last version or an oversight? Celia is also all messed up, her head is just a bag of leaves.



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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

bare_elf's picture
Yes you had better

Hi Iryan,
Would not be cross but you better give me a link!!
Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Re: Cat Mansion Characters Mod

bare_elf wrote:
@ Iryan,

As noted in the Legendary Mod Thread - Cat Mansion Characters Mod is obsolete http://siegetheday.org/?q=node/1607#comment-44524. It was done if I remember correctly as a proof of concept for Adepts. Therefore I would recommend upgrading to Adepts, since all of the Cat Mansion Mods require broken world. Now it should be noted that because Adepts will be updated after the various mods/maps of the Legendary Mod are finished there will be things that are not working correctly since Adepts has a higher priority than the Legendary Mod. Therefore, any and all of the following might occur.
1. Newer NIS sequences might be over ridden by those of Adepts - Opening NIS from Kingdom of Ehb and Norick's NIS
2. New or renamed characters will be missing - Kingdom of Ehb - broken bridge guards on other side missing and placement of venders in old locations. In Stonebridge New or added characters are missing. Selective hiring icons do not exist.
3. Placement of Characters might be wrong. Edgaar standing in his bed.
4. Newer or changed quests may not be listed or not function correctly.

I did not go beyond Stonebridge with Adepts as I think I can imagine where things will not match the Current Ehb Map. So if you wish to play with Adepts expect things that do not match the Legendary Mod Maps until Adepts is Updated.

I will make adjustments to the Cat Mansion Character Mod Listing on the site here to point this out.

Elf


Thank you for that.

One bonus with the restructure of Adepts to be more compatible with other Mods, especially Aranna Legacy, is that there should be no reason while a vanilla (v2.2) DS2 version of Adepts shouldn't be possible. So DS2 players could play Adepts with the Hotfix mod, giving them a similar experience to Broken World users.

I can't promise any time table for such a project as it would sit at number 3 in order of priority so I may not even get started on it this year. The good news is that DrakeIsGod is helping out with development of the Broken World version and already the alternative tutorial has been restored as well as the secret town and extra quest (I hope as it hasn't been tested yet). Which reminds me to send a link to bare_elf right this minute otherwise she'll be very cross at me.

bare_elf's picture
Cat Mansion Characters Mod.

@ Iryan,

As noted in the Legendary Mod Thread - Cat Mansion Characters Mod is obsolete http://siegetheday.org/?q=node/1607#comment-44524. It was done if I remember correctly as a proof of concept for Adepts. Therefore I would recommend upgrading to Adepts, since all of the Cat Mansion Mods require broken world. Now it should be noted that because Adepts will be updated after the various mods/maps of the Legendary Mod are finished there will be things that are not working correctly since Adepts has a higher priority than the Legendary Mod. Therefore, any and all of the following might occur.
1. Newer NIS sequences might be over ridden by those of Adepts - Opening NIS from Kingdom of Ehb and Norick's NIS
2. New or renamed characters will be missing - Kingdom of Ehb - broken bridge guards on other side missing and placement of venders in old locations. In Stonebridge New or added characters are missing. Selective hiring icons do not exist.
3. Placement of Characters might be wrong. Edgaar standing in his bed.
4. Newer or changed quests may not be listed or not function correctly.

I did not go beyond Stonebridge with Adepts as I think I can imagine where things will not match the Current Ehb Map. So if you wish to play with Adepts expect things that do not match the Legendary Mod Maps until Adepts is Updated.

I will make adjustments to the Cat Mansion Character Mod Listing on the site here to point this out.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

bare_elf's picture
Adepts and Aranna Legacy in custom folder

iryan wrote:
rancesama wrote:
Hello I'm using both Adepts with Aranna Legacy and compatibility patches, everything works perfectly but 2 things. When the game starts it searches for patches to be 100%, but some bracers of light cannot be found and there is another issue, I can't talk with traders, AT ALL. Enchanter, Necromancer and NPCS I can talk, but Armorer, Potion sellers, and all those, I cannot
I tested this and posted my reply in the ArannaLegacy/Hotfix Thread where you asked the same exact question. http://siegetheday.org/?q=node/1308#comment-44418
I have the game installed in the custom folder and I will put in the aranna legacy mod and see if I run into the same problems.

Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Answered this in another thread

rancesama wrote:
Hello I'm using both Adepts with Aranna Legacy and compatibility patches, everything works perfectly but 2 things. When the game starts it searches for patches to be 100%, but some bracers of light cannot be found and there is another issue, I can't talk with traders, AT ALL. Enchanter, Necromancer and NPCS I can talk, but Armorer, Potion sellers, and all those, I cannot
I tested this and posted my reply in the ArannaLegacy/Hotfix Thread where you asked the same exact question. http://siegetheday.org/?q=node/1308#comment-44418

Cant talk to traders

Hello I'm using both Adepts with Aranna Legacy and compatibility patches, everything works perfectly but 2 things. When the game starts it searches for patches to be 100%, but some bracers of light cannot be found and there is another issue, I can't talk with traders, AT ALL. Enchanter, Necromancer and NPCS I can talk, but Armorer, Potion sellers, and all those, I cannot

DrakeIsGod's picture
Forgetfulness

KillerGremal wrote:
I would be really surprised if the LevelAdjustment mod is causing this matter. It rather looks like as if the DS1 models are used with textures of DS2 or vice-versa (identical file names, but different shape/look)...

So please retest this once without having the LevelAdjustment mod installed.

Well.. If it's not the Monster Level Adjustment mod, it must have something to do with the DS1 conversion. I'll try and look in the files for a possible fix. Again, I'm sorry for bringing this up again. I completely forgot that this was a topic that we discussed.


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Black and Yellow and

Black and Yellow and stuff

A Black and Yellow weapon

Just love it when the computer sticks a monster were it's stuck Laughing out loud

Dwarf war cry

as Annoying in Adepts as in

as Annoying in Adepts as in DS2

Love shooting arrow that are stopped by mist layers Censored

I tried starting a game and found myself on a beach with a Undead Pirate Captain Nervous Killed him and found myself in s fun but strange town and finishing a level 37 quest (fortunately, the level generator made it survivable)

Any guesses on how I did it?
(Yes, Bare_Elf I fixed the brain=malfunction Blush that was the cause Laughing out loud

Dwarf war cry

DrakeIsGod's picture
RE: Adepts

Oh. Well I can't wait to see that become a reality, I kind of like the anime outlook of the character's and NPC's, plus the compilation of mods within is pretty awesome. I wasn't aware of 3 guards and a goblin being present over the broken bridge in Ehb, I've gotta go check that out Sticking out tongue

NOTE: I've had a busy weekend, I can't seem to completely avoid real life yet, so I haven't had much time to reply or get on the internet much. Holy cow I've given myself too many tasks lol.


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