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Thread: possible OBLIVION mod, loosely inspired by Thief

  1. #1

    possible OBLIVION mod, loosely inspired by Thief

    Hi, I started this thread just to get the chance to show some screenshots of the mod I've been working on for over 16 months now. Unfortunately the mod is dark, very dark. Darkness plays a key element in this setting, as without darkness to hide in you'll be pretty much dead within seconds. Unfortunately this means dark screenshots as well, so you'll have to strain your eyes quite a bit to make out the details of each picture. Terribly sorry for that, it's basicly the nature of the mod. Very, Very dark! is the theme.
    The mod is primarily about a master thief, breaking into a mountain prison, and then into a noble man's mansion. Stealing things, yes, I know it's not that original. That's all there is to it for now. Can't really promise the release to be iminent, but I do work on this as fast and as often as I can.

    somewhere outside the prison: http://img147.imageshack.us/img147/555/outsidegi6.jpg

    pic from one of the 4 cell blocks: http://img147.imageshack.us/img147/9695/watch2ay8.jpg

    stairs leading down from the top floor: http://img147.imageshack.us/img147/549/stairscz3.jpg

    singel guard keeping watch: http://img147.imageshack.us/img147/9437/watchfj8.jpg

    guards living quarters: http://img147.imageshack.us/img147/7...uartersmx8.jpg

    thanks for reading this! Cheers

  2. #2
    Member
    Registered: Mar 2005
    You would probably get alot more feedback by posting this over at TESnexus or some oblivion fansite, rather than a forum existing for a completely different genre of games that has a passing mention of a board for it.

  3. #3
    Member
    Registered: Jun 2006
    Location: Gira
    In Cyrodiil there was never enough darkness for me
    If a mod like this existed back when i played this game it would be the best thing to have

    Keep up the good work!

  4. #4
    Quote Originally Posted by Peanuckle View Post
    You would probably get alot more feedback by posting this over at TESnexus or some oblivion fansite, rather than a forum existing for a completely different genre of games that has a passing mention of a board for it.
    Yeah I know there would be more feed back over there, but I've been hanging around the TTLG forums for years, ever since I started playing T:tdp back in the days. So as TTLG has their own oblivion section it felt rather natural to me to post here about my mod, especially since I would never found inspiration for this mod had I not loved the thief series so much. Besides, the average oblivion player seem to be more hack and slash oriented in general and this mod is all about sneaking around in the dark, stealing things without killing anyone.

    Quote Originally Posted by ~s:a:n:i:t:y~ View Post
    In Cyrodiil there was never enough darkness for me
    If a mod like this existed back when i played this game it would be the best thing to have

    Keep up the good work!
    thanks for the encouragement! I agree that Oblivion should have been darker, Especially the dungeons were never quite dark enough, and the peoples homes at night...

  5. #5
    10 note
    Registered: Oct 2003
    Location: Tripping out in the exec lift.
    Certainly night in vanilla Oblivion was a joke but I tend to stay away from mods which make it realistically dark purely because the night eye effect is so hideous.

  6. #6
    The nighteye effect is hideous. Wont be needed for playing this mod.
    I understand your concerns regarding absolute darkness.

    The mansion that I built currently has 306 candles and torches, so it's pretty well lit. I'm going to see if I can't reduce the number somewhat, if I can I will.
    A few days ago the prison had about 230 lights, but after I did some tinkering the number is now below 100 and things still look good.

    A few months back I played around with a script I found in someone elses mod that enabled you to kill a candle by shooting an arrow at it. I tried it in the mansion but wow when lights go out rooms become too dark and you can't even locate the nearest door. Kinda sucked the fun out of it.

    Next I made some changes to the script so that when I shot the candle with another arrow then the light would come back on. But In the end I ditched it. Giving the player a bow would enable him to obtain arrows from guards and suddenly the player would be armed and dangerous, which is not what I want. No weapons for the player.

    This mod has nothing to do with Cyrodiil so nothing will change there in any way. You don't start out in the imperial city when you begin a new game with this mod installed. You start out in the mod world. After playing through the mod, the player can go to the imperial city prison cell and rendevous with the emperor and start playing oblivion.

    This is not regulare RPG kind of mod where you can chose between warrior wizard and thief, or focus on developing your skills...

    the rules are simple:
    1 different parts of the mod takes place in a world of eternal night, that means 24 hours of nighttime. This is not realistic but it lends great athmosphere to the mod.
    2 at the beginning of the mod you can choose race, face and name. That's it, no class, no birthsign. Your sneak skill will be at 100, as you are indeed a master thief.
    3 no weapons for you , your only way of surviving an encounter with guards is to run away and hide.
    4 you'll have two spells as usual, the useless flare spell and the healing spell. Nothing more.

    cheers!

  7. #7
    10 note
    Registered: Oct 2003
    Location: Tripping out in the exec lift.
    Quote Originally Posted by Opal-Eyed Fan View Post
    different parts of the mod takes place in a world of eternal night, that means 24 hours of nighttime. This is not realistic but it lends great athmosphere to the mod.
    Couldn't you just set the timescale to 1 so that night lasts for ~12 hours real time?

  8. #8

    Yes you have a point and I have indeed concidered it at some spoint but chose to go this route instead. Two reasons for this, and besides most missions in Thief took place during the nighttime anyway.

    1 Well if the timescale was set to 1=1 things would take too long and the mod would get boring.
    Most guards in the prison work in a two shift arrangement.
    A guard sleeps for 8 hours, have 4 hours to do whatever, then goes to replace the other guard who then in turn goes to sleep for 8 hours etc...
    The guards in the mansion however are awake longer during the day, they eat more often and only sleep in 4 hour shifts at night.
    This makes the mansion feel more alive.
    Learning npc's schedules can be an important strategy, if you know that a guard is going to move from his post and when, you got an edge,
    and suppose you want something that a certain person carries with them, then maybe you got to find out when/where they eat/drink,
    make sure you get them to drink a sedative and steal what you need after they pass out.

    2 Most importantly, I decided when I began making this mod that hey in Thief you start on the outside and work your way to the inside without any loadzones,
    so I'm gonna avoid the whole click on a door and get "teleported inside" immersionbreaking madness.
    Yapp, downside is that if you do what I did, and you're on the inside during the day, you'll have sunlight shining through all off your walls inside, no way to block out the daylight, and thus no darkness inside buildings during day.
    The only remedy to fix the problem is to make it nighttime all the time, which works like a charm.
    It's nice to walk in and out of buildings without the usual loading of cells that is so common in Oblivion.

    However I'm seriously debating with myself wether I should devide the prison level in to two seperate zones.

    Oblivion favors no more than 20 actors in a cell.
    I have 1 priest,
    8 guards guarding the cellblocks
    4 prisoners (one in each cell block)
    2 guards keeping watch down by the factory area
    1 guard guarding the outside of the prison.
    1 assasin outside the prison
    2 guards patroling inside the prison

    Which leaves me with Oblivions restrictions, only one zombie to roam the mines below..

    If I put the load zone between the prison and the mines
    I could possibly have 20 scary creatures strafing around down there and put another npc in the prison somewhere.
    It's rather tempting.

    Haven't decided on that yet.

  9. #9
    10 note
    Registered: Oct 2003
    Location: Tripping out in the exec lift.
    I think if the loading was well placed, it wouldn't be too immersion breaking and if it allows more freedom for creature placement and/or better fps then go for it. Just make sure there's no chance that you go through the loading to find an alerted guard in your face, as in TDS.

  10. #10
    Yes going through a loading sequence must never become a hazard to the player. If I put one in there, I would make an effort to avoid such situations as you described.

    I'm trying out new ways of structuring the mod. Up until now the mod has been level based, meaning level 1 is the prison... (about 70 % finished)
    once you exit the mines you click a gate which teleports you to level 2 which is a street,
    that level is still on my todo list, (however it has a home for the player in one of the houses which I'm finished building)
    then at the end of the street you click another gate and you are teleported to level 3 where you start outside the noble mans mansion (which is about 98/99 % finished). Not sure if such an old fashioned structure is the best way so I try to find alternatives. I'm an optimist in that respect, haven't given up yet .



    Btw here's what the mansions entrance looks like from the outside http://img230.imageshack.us/img230/3...outsidexi1.jpg


    and here is the opposite view from the inside http://img230.imageshack.us/img230/9...ninsidepk0.jpg

    It will be a bit darker in the mod though, as I used slightly more light now just for taking the pictures

  11. #11
    New Member
    Registered: May 2006
    Location: Houston, TX
    Quote Originally Posted by Opal-Eyed Fan View Post
    Yes going through a loading sequence must never become a hazard to the player. If I put one in there, I would make an effort to avoid such situations as you described.

    I'm trying out new ways of structuring the mod. Up until now the mod has been level based, meaning level 1 is the prison... (about 70 % finished)
    once you exit the mines you click a gate which teleports you to level 2 which is a street,
    that level is still on my todo list, (however it has a home for the player in one of the houses which I'm finished building)
    then at the end of the street you click another gate and you are teleported to level 3 where you start outside the noble mans mansion (which is about 98/99 % finished). Not sure if such an old fashioned structure is the best way so I try to find alternatives. I'm an optimist in that respect, haven't given up yet .



    Btw here's what the mansions entrance looks like from the outside http://img230.imageshack.us/img230/3...outsidexi1.jpg


    and here is the opposite view from the inside http://img230.imageshack.us/img230/9...ninsidepk0.jpg

    It will be a bit darker in the mod though, as I used slightly more light now just for taking the pictures
    Those pics look great!
    Any way of it working with the most excellent Thieves Arsenal?
    http://www.tesnexus.com/downloads/file.php?id=9655

  12. #12
    Quote Originally Posted by hoots7 View Post
    Those pics look great!
    Any way of it working with the most excellent Thieves Arsenal?
    http://www.tesnexus.com/downloads/file.php?id=9655
    thank you hoots7
    glad you like it so far.

    About thieves arsenal,

    the way I imagine the mod, and nothing is written in stony materials yet ofcourse, the player plays without weapons, hiding is the only way of staying alive.
    That's sort of the idea.

    Theives Arsenal however gives you ways of dealing with the npcs that makes the mod easier to beat, if you know what I mean.

    So have I tried playing through parts of it using Thieves Arsenal, yes I have. Did I have a great time doing so despite it making things way easier? Yes, I had a great time doing so Easy does not equal bad, Easy can be fun too, and it's less scary, all the fancy gear made it play more like real Thief, and I got a bit nostalgic for a moment . i thought it was pretty cool.

    So when the time comes and I release the mod I guess I'll concider making an extra esp that will be useful to you if you have Thieves Arsenal installed.

    But because I use a lot of renamed lights, the water arrows scripts probably won't work all that much. I'll try to think of a way around that, but that's a worry I'll save for later.

    Here is a few brand new screenies:


    stairs somewhere in the mines:
    http://img246.imageshack.us/img246/8322/mines3df4.jpg

    Here is where I imagine is the last place you'll encounter hammer guards before entering zombie territory. no guards yet 'cause I'm still building the mines.
    http://img246.imageshack.us/img246/3659/mines2ya0.jpg

    This is just some obscure place in the mines, easy to get lost down there.
    http://img246.imageshack.us/img246/9421/mines1jk3.jpg

    Time to jump around.
    http://img246.imageshack.us/img246/3579/jumpingdm4.jpg

    After I redid the lights for the mansion, I thought I'd show two pics of the upstairs gardens.
    http://img246.imageshack.us/img246/263/garden2xf2.jpg

    http://img246.imageshack.us/img246/5260/gardenqe7.jpg

    As usual, the pics are dark, very dark. This mod is about darkness and hiding in it afterall

  13. #13
    New Member
    Registered: May 2006
    Location: Houston, TX
    Quote Originally Posted by Opal-Eyed Fan View Post
    thank you hoots7
    glad you like it so far.

    About thieves arsenal,

    the way I imagine the mod, and nothing is written in stony materials yet ofcourse, the player plays without weapons, hiding is the only way of staying alive.
    That's sort of the idea.

    Theives Arsenal however gives you ways of dealing with the npcs that makes the mod easier to beat, if you know what I mean.

    So have I tried playing through parts of it using Thieves Arsenal, yes I have. Did I have a great time doing so despite it making things way easier? Yes, I had a great time doing so Easy does not equal bad, Easy can be fun too, and it's less scary, all the fancy gear made it play more like real Thief, and I got a bit nostalgic for a moment . i thought it was pretty cool.

    So when the time comes and I release the mod I guess I'll concider making an extra esp that will be useful to you if you have Thieves Arsenal installed.

    But because I use a lot of renamed lights, the water arrows scripts probably won't work all that much. I'll try to think of a way around that, but that's a worry I'll save for later.

    Here is a few brand new screenies:


    stairs somewhere in the mines:
    http://img246.imageshack.us/img246/8322/mines3df4.jpg

    Here is where I imagine is the last place you'll encounter hammer guards before entering zombie territory. no guards yet 'cause I'm still building the mines.
    http://img246.imageshack.us/img246/3659/mines2ya0.jpg

    This is just some obscure place in the mines, easy to get lost down there.
    http://img246.imageshack.us/img246/9421/mines1jk3.jpg

    Time to jump around.
    http://img246.imageshack.us/img246/3579/jumpingdm4.jpg

    After I redid the lights for the mansion, I thought I'd show two pics of the upstairs gardens.
    http://img246.imageshack.us/img246/263/garden2xf2.jpg

    http://img246.imageshack.us/img246/5260/gardenqe7.jpg

    As usual, the pics are dark, very dark. This mod is about darkness and hiding in it afterall
    Thanks for the consideration & the new pics look very good also.

  14. #14
    New Member
    Registered: Jun 2008
    Location: New Mexico, USA
    Amazing... I know these places - like deja vu. =)

    Definitely like your thinking - relatively few load zones, etc.
    You can bet people will add at least some weapons, though.
    Like hoots7, I'm already thinking Thieves Arsenal by scruggs.

    Anyway, for my first post on TTLG I wanted to say:
    ~ Excellent idea - you're way ahead of me.
    ~ Love the screen shots; they're good.
    ~ Nice job so far - looking forward to more news.

  15. #15
    Member
    Registered: Jan 2004
    Location: Seattle, WA
    I have to bump this because the 'Forum Home' section still shows that damn spam cell phone thread as the last one replied to and that my friends, is just not cool.

  16. #16
    Member
    Registered: Apr 2002
    Location: Behind you.
    So did you retexture all that stuff? or create from scratch? it looks like a lot of triangular faces that ! do not recognize from anywhere in Vanilla.

  17. #17
    bikerdude
    Guest
    Quote Originally Posted by Peanuckle View Post
    You would probably get alot more feedback by posting this over at TESnexus or some oblivion fansite, rather than a forum existing for a completely different genre of games that has a passing mention of a board for it.
    You can clearly see that the map thats been used is the old T1 Cragscleft prision and its a Thief mod for ES4:Oblivion - so this is the RIGHT forum for his post.

    very good first attempt Opal Eyed.

    biker

  18. #18

    Quote Originally Posted by BenNM View Post
    Amazing... I know these places - like deja vu. =)

    Definitely like your thinking - relatively few load zones, etc.
    You can bet people will add at least some weapons, though.
    Like hoots7, I'm already thinking Thieves Arsenal by scruggs.

    Anyway, for my first post on TTLG I wanted to say:
    ~ Excellent idea - you're way ahead of me.
    ~ Love the screen shots; they're good.
    ~ Nice job so far - looking forward to more news.
    Thank you BenNM
    I'll do my best to make the mod worth playing.

    Quote Originally Posted by Bikerdude View Post
    very good first attempt Opal Eyed.

    biker
    Thanks biker!

    Quote Originally Posted by Blith_Erring_Idio View Post
    So did you retexture all that stuff? or create from scratch? it looks like a lot of triangular faces that ! do not recognize from anywhere in Vanilla.

    The hard thing about trying to recreate anything reminding of Thief, in Oblivion, is that 99 % of the nifs that came with the game are useless.
    So one has to improvise as much as one can. I do use the remaining 1% that is remotely usefull and try to be as creative as I can. Of course I'm always on the lookout for any modders resource that have anything of use for a Thief theme.

    I can put details on how to make a mod like this in the readme, so anyone that wants to make something like this themselves can easily do so. And of course, if you download this mod and say hey, I want to use some of this stuff and make a mod too ... .. then get to work the Oblivion editor will let you change anything you like, to create the experience you prefer.


    More about the mod now: over the course of time virtually thousands of things have been deleted for fps reasons. I've deleted tons of stuff and hundreds of hours of work have gone down the drain already so I've learned a few expensive lessons about level building the hard way. For example I spent two months making the exterior to the Baffords mansion. The idea were to have a street that went around the Mansion so you could look for alternative entryways and I even had guards patrolling the roof and balconies. The thing looked so cool and gave many entering possibilities, but framerates hit rockbottom so the only thing that survived from that project is a big balcony to the left of the main gate.



    Ok so what am I doing at the moment? I'm right now constructing the lower level mines. A lot of work, progress is slow. Just this morning I spent quite a few hours making a very small lake at the lowest point in the mines.
    This past week I've mostly focused on finishing a sewer. Remember jumping into the well and swimming your way to the Bafford mansion? well I just reused the idea for Cragsleft Now you can enter Cragsleft by jumping into it's sewer system and swimming/wading your way down to the mines, and make your way back up to the surface again through the main complex. A very dark and narrow sewer that is very very long, and on occation very steep. Sewer is finished and very cool I might add.

    Light issue. OK, so far this mod has been featuring total darkness in the shadows. Now this is scary, because the total darkness is not your friend., You can't see in total darkness, so even though it's scary as hell, it's impracticle for a thief. In the Theif games, there were no totally dark shadows. So there was enough ambient lighting to make darkness your friend, darkness felt safe.
    Now I've introduced ambient lighting in the mod world, so even if there are no lightsources around, you can still navigate through the darkest areas.

    Here are the current ambient light values that I'm using :

    R 9
    G 10
    B 9
    (remember white light has the values R 255 + G 255 + B 255)

    So as you can see shadows are still very dark, unless you sit in a dark room playing the mod, there's the chance you might not be able to navigate the dark maps. In that case use those torches and pray the enemy won't spot you

    About loading levels by going through doors. Well that is one of the things Ive been working on.

    The way things are right now, Baffords mansion and Cragsleft mountain prison is situated in the same world space.
    You can, if you please, work your way though cragsleft mines,
    to the surface of the mountain,
    stroll along the path to baffords mansion (yes it's within walking distance) and sneak past all those guards and find your way into the thrownroom.

    All without encountering a single instance of the tired old "click on this f'toopid door to load the next cell" trick.

    Of course this opens up the question, why not make the entire city... one big level, no loading of interior cells... would be ubercool... onthe upside this is now possible, but on the downaide, the workload would kill me...

    Anyway that's the update so far, sorry no new screenies as all the new stuff is so dark, that I'm afraid shooting pics would be a waste of everyones time.

    Thank you guys for commenting on the mod so far

    Opal
    Last edited by Opal-Eyed Fan; 21st Mar 2009 at 15:31.

  19. #19
    New Member
    Registered: Jun 2008
    Location: New Mexico, USA
    Hey Glad to see you are still working on this.
    Still sounds good. Keep us posted, eh?

  20. #20
    Thanks BenNM

    Update


    I'm working on the "Noble man's Mansion" again now.
    I have to redo a lot of the guards and their routines, so this is first on my todolist.
    I also have to go over the lights again.
    And I have to place loot and clues at the right places for players to find.


    Right now there are only 18 more things I have to work through, on my little todolist.

    After I get the old Mansion up and running once more,
    there will only be 13 things left,
    for me to work my way through,
    on my todolist before the mod is ready to be released.



    Here are some good news on the progress so far:

    I'm finished with the lower levels of the "prison/factory/mines".
    I'm finished with the upper levels of "prison/factory/mines".
    In short, "prison/factory/mines" is 100% done:
    Lighting is done,
    npcs are done,
    notes/clues are done,
    ai-packages and adjusted alertlevels are also done.
    It's fully playable.

    Seriously, I could have released this part of the mod as a standalone level tomorrow

    but I guess I want to get all the other parts of the mod done first and then release everything as a full mod.

    take care.

    Opal

  21. #21
    Hi, it's been a long time since I posted about any progress here so here's the latest.

    After getting the mansion and the prison done,
    I set out to make some streets to fill in the gap between the mansion and the mountain prison.
    Making these streets seem slightly interesting to pass through is proving to be quite a challenge,
    and i'm in way over my head here creatively.

    An unfortunate sideeffect is also that doing these streets are timeconsuming.
    I'm only one person doing all of this so I'm dedicating most of my time off work to completing this mod.

    Anyways, here are the new pics showing some of the streets and buildings I've been working on.


    Once again I'd like to point out that everything ingame is very dark,
    so these pics are very dark by default. However a few of them was brightended a little using Paint.


    http://img15.imageshack.us/img15/2650/street3i.jpg
    A pic from outside an appartement with a balcony.

    http://img404.imageshack.us/img404/341/street4.jpg
    pic from inside the appartement, you might notice I'm beeing chased by a hammerguard.


    http://img261.imageshack.us/img261/3674/houseint4.jpg
    http://img339.imageshack.us/img339/7073/houseint5.jpg
    http://img142.imageshack.us/img142/943/houseint6.jpg
    Here are some pics from a small inn.


    http://img443.imageshack.us/img443/2082/school.jpg
    Ok I decided to make something that ressembled a school


    http://img25.imageshack.us/img25/2894/street2b.jpg
    Overlooking the school from a nearby balcony.


    http://img404.imageshack.us/img404/6210/houseint7.jpg
    a bedroom somewhere



    http://img7.imageshack.us/img7/9317/houseint3.jpg
    an upperclass bedroom with a view to a back alley.


    http://img188.imageshack.us/img188/8536/houseint2.jpg
    poorpeople's sleeping arrangements


    http://img25.imageshack.us/img25/2589/houseint1.jpg
    another look at how poor people of this town lives and sleeps


    http://img443.imageshack.us/img443/9044/sleeping.jpg
    some fairly wealthy but modest people sleeping in front of their fireplace.


    http://img339.imageshack.us/img339/4420/scaling3.jpg
    Can you mantle up this wall by walking into it?


    http://img443.imageshack.us/img443/2722/scaling4.jpg
    yes you can. (no animation though, sorry. And it only works in special places that have been chosen by me.)


    http://img404.imageshack.us/img404/35/scaling1.jpg
    another wall you can get on top of simply by walking towards it.


    http://img339.imageshack.us/img339/6963/scaling2.jpg
    tadaHHH!


    http://img263.imageshack.us/img263/2045/streetview2.jpg
    just an alley somewhere



    http://img263.imageshack.us/img263/7307/sneaking.jpg
    sneaking up on a hammer guard


    http://img263.imageshack.us/img263/9346/streetview.jpg
    a house opposite the "old Mansion"


    http://img443.imageshack.us/img443/2271/streetview3.jpg
    some windows can be opened


    http://img443.imageshack.us/img443/858/streetview4.jpg
    but you won't know which ones untill you try...


    http://img404.imageshack.us/img404/7424/view.jpg
    sometimes getting on top of things is a good strategy.


    http://img339.imageshack.us/img339/4302/gate1.jpg
    exploring the streets can lead you to this alley where there's a gate
    leading to a small local hammer shrine.


    http://img26.imageshack.us/img26/5476/street1f.jpg
    some places gives you an opportunity to hide and get an overlook
    of the situation.


    http://img26.imageshack.us/img26/5116/water1i.jpg
    here's the last pic for now, nice view of the water.


    Cheers!

  22. #22
    Member
    Registered: Feb 1999
    I'd like to play this mod. It looks good!

  23. #23

    Thank you Lytha, I hope you'll enjoy playing it. It's coming along nicely but I can't set a date yet for when it will be finished. But I'll pm you when I release it

  24. #24
    New Member
    Registered: Mar 2007
    This looks very interesting, I've been looking for something like this.

    Is this mod still being worked on?

  25. #25
    Hi Tiranasta,
    sorry.. had to take a break from mod'ing, had to focus all my attention towards getting myself married .
    I'm back now

    Working on various structures, things are moving along now at a steady pace.

    Haven't shot any new pics yet, but I have these old ones showing off some clothes I've previously prepared for the mod.


    A nice outfit for a lady


    --------------------------------------------------


    Outfit for the female thief


    ---------------------------------------------------


    Outfit for the male thief



    ---------------------------------------------------


    Some plain clothes


    I tried to make the thief outfits look cool, but ofcourse someone might rather be preferring the standard oblivion black robe of the dark brotherhood to the this stuff.

    Well I could make pictures of the stuff that I'm working on right now, but Patience is a virtue so I'll save that for another update.

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