Contents. Overview One of the features added to New Vegas is the ability to custom modify certain base weapons. While in this was limited to the creation of custom weapons, New Vegas takes this a step further by allowing the creation of weapon variants based on basic weapons by adding weapon mods. Unique weapons cannot be equipped with weapon mods, with the exceptions of the, and. While unique guns usually have better base stats, introduced this inherent drawback of unique weapons to balance out unique and normal weapons and make the choice less of an obvious decision and more of a preference.
However, some unique variants have both mods and better base stats, such is the case of the 's unique variant, the, which has all of the mods the varmint rifle can be equipped with. By themselves, the weapon mods serve no function but, once attached to their specified weapon, will change the characteristics, look and/or function to create a distinct variant. The weapon mods range from scopes and silencers to extended mags and several in-between. In the case of the and other such weapons there exists more than one different type of modification. While you are not limited in the amount of total mods you can apply to a single weapon, you are limited to one of each type of mod per single weapon and therefore are not able to stack attributes like increased rate of fire. Once a weapon mod is attached to a weapon it cannot be removed and remains a permanent feature of that weapon, along with its added attribute.
However, this could not always be a good thing. For example, extended magazines is almost always beneficial unless the magazine must be reloaded on a shell by shell basis (ex: ), forcing a longer reload, or a scope on the other hand has pros and cons, as it may increase maximum range, but makes it harder to use in close combat situations. The addition of a mod to a weapon will permanently increase the overall monetary value of that weapon by the value of the mod, even if the weapon is completely broken at the time it is applied.
Usage Weapon mods are attached via the Pip-Boy. To attach a weapon mod you must have both the weapon it is intended for and the mod in your inventory. Highlight the weapon you want to mod within the items section of your Pip-Boy, then select the modding menu via the button as indicated in the top right of the info panel.
After you have selected a mod, the weapon name will have a + after it to show it has been improved. Once a weapon mod has been installed it cannot be removed! Guns Pistols.
Weapon Mod Attribute Increases damage by 3 000eeeda Increases condition by 50% 000eeed9 Adds a short range scope (1.86x magnification) 0010c85b Increases condition by 50% 0010c85c Honest Hearts Increases condition by 50% 008e17 Silences 008e18 Increases mag capacity by 7 000eed3d Adds a short range scope (1.6x magnification) 000eed3c Silences 00129878 Increases mag capacity by 4 0010c858 Decreases spread by 0,4 0010c859 Silences 00147620 Gun Runners' Arsenal Increases cylinder capacity by 1 round 000836 Decreases spread by 15% 000834 Rifles. Weapon Mod Attribute Gun Runners' Arsenal Adds iron sights 00083a Increases damage by 3 00083b Every 4th shot is free 00083c Gun Runners' Arsenal Increases ammunition capacity by 32 00083d Adds a short range scope (1.65x magnification) 00083e Decreases spread by 0.2 00083f Gun Runners' Arsenal Increases damage by 7 000840 Increases projectile speed by 100% 000841 Every 4th shot is free 000842 ¹ Every 4th shot is free 0010c854 ¹ PC PlayStation 3 Xbox 360 The mod can also be attached to either the or with full effects. Weapon Mod Attribute Dead Money Increases weapon damage (+25 DAM) 013b1a Decreases spread by 0.25 013b20 Improves weapon condition by 1.5% ¹ 012805 Old World Blues Old World Blues Replenishes ammunition (1/4 shots) 0155c4 Creates two beams that together do increased damage.
(+30%) 0155c3 ² Every 4th shot is free 0010c854 Increases damage by 3 0010c869 Splits beam and increases combined damage by 30% 0010c86a Adds long-range scope (3.5x magnification) 0010c868 Increases speed of projectile by 200% 0010c86b Gun Runners' Arsenal Increases damage by 3 per beam (9 total) 000849 Increases weapon condition by 200% 00084a Increases ammunition capacity by 24 00084b ¹ PC PlayStation 3 Xbox 360 The description incorrectly states that condition is increased by 50%. ² PC PlayStation 3 Xbox 360 The mod can also be attached to either the or with full effects. Achievements Attaching 20 mods to weapons grants the achievement/trophy. Notes. Oddly, weapon mods have a weight of '0.00' listed in their stats where most weightless items have no number displayed at all. Behind the scenes According to, Fallout: New Vegas' project director and lead designer, during brainstorming and development, an appropriate skill level and a would be required to attach a weapon mod. This was later scrapped during development because it came down to the player having already spent a sum of caps for the mod that they wanted to use as soon as they bought it, making the price and usefulness of the mod the main driving force toward the purchase, rather than skills and accessibility to workbenches.
. WEAPONS OF THE NEW MILLENIA. by Team Millenia 1. WotnM's Details 2.
Requirements 3. Installation 4. Troubleshooting and Compatibility 5.
The Future 7. Credits and Permissions.
The Details. This mod is simply a collection of Millenia's individually released weapons into one big pack. It was designed from the ground up to enable the community to make their own support patches, compatibility patches, or to complement it with their own mods as a resource. An emphasis was put on compatibility and modularity, so hopefully we succeeded in this area. Also included with the mod is a collection of several optional ESP files which you can use to enhance your gaming experience and to suit your preference.
The base ESM itself will do absolutely nothing in your game - seriously, it does nothing. You need one of the support esps to add the weapons to your game in some fashion of your choice. The cheat cabinets will offer you the weapons for free, without leveled lists integration. The leveled lists will only give you the weapons from enemies and store vendors.
The Honest Hearts patch will add appropriate weapons to the Grunt perk and change those weapons that are.45 caliber to use it. Finally, the store esp gives a small exploration based, unmarked quest style element to the Gun Runners HQ that ends with. Nah, no spoilers. All in all, it's been a long time coming and we certainly apologize for the delay. Real World(tm) interfered and there you have it. At least now, if we disappear, we've given you the tools to continue on in our stead. List of Weapons 1.
Beretta 92FS 9. Bushmaster M4A1 10. Colt M1911 11. Colt M4A1 12. Colt Pocket 1849 13.
Combat Shotgun (with unique) 14. Duplet (with unique) 15. Fairbairn-Sykes Fighting Knife (with throwing variant) 16.
HK G3SG/1 21. Homemade SMG 'Borz' 23.
KA-BAR (with throwing variant) 25. KS-23 (with 12 gauge variant) 26. M37 Ithaca 29.
Mare's Leg 31. Mateba Model 6 Unica 32. Mauser C96 33.
MBA Gyrojet (with unique) 34. MP-412 REX 35. Pancor Jackhammer 36.
Remington 870 Sawn Off 39. S&W Model 10 40. Steyr AUG A1 42. Taurus Raging Bull (with unique) 43.
TT Tokarev 45. VSS Vintorez NOT INCLUDED YET 46. Winchester M1897 47.
Steyr Scout 50. IMI Desert Eagle 51.
Serbu Super-Shorty 52. Suomi KP/-31 58. Browning HP 61. Beretta Target 87 62. GALIL END OF FNV RELEASES.v1.1. Aug A1, KS-23, TOZ-34, FN FNC, GSh-18, PB-6P9, G36K added. Aug A1 now has iron sights as the default, the scope is a mod.
Heffy compatible animation files/support have been included as an optional install. (Manual install only.) - New lite alternate store module esp for those having crashing problems. No idea if this will fix your problems, but it's an attempt to troubleshoot at least by cutting out the entire Gun Runners HQ and the mini-quest. New FOMOD script. CaliberX support has been dropped. (The CaliberX guys did a better job than us, they have their support file available on their page) - All support esps have been updated to add the new weapons where appropriate.
1911 for the Honest Hearts esp should drop.45 instead of 10mm now. AN94 incorrectly using PBS1 instead of PBS4 is fixed. C96 and Duplet leveled lists have been fixed. Super mutants not being able to use assault rifles have had their toys removed.
C96 used another gun in the pack's ID in the leveled lists. (Yep, the C96 was a mess, I guess.) - Beretta M92FS has correct textures for both the regular and Inox.
TTW support esps made by T3T have been included as optional files. (Manual install only.) - Lower resolution textures offered as an optional install for the TOZ-34. (Manual install only.). Requirements. 1.5GB of HD space - 500MB compressed, 1.5GB uncompressed. While not mandatory, we feel that The Weapon Mod Menu -should be used by all who use this pack.
Plus it's known to fix crashes while applying weapon mods to our guns for whatever reason. Weapon mod crash reports will be ignored if you're not using this mod. We also heavily, heavily, heavily recommend using Weapon Animation Replacers -We recommend it in general for all the little animation bug fixes as well as new/modified animations it provides.
Critical animation resources have been packaged in with the mod, but this mod is still recommended. Animation related bug reports will be ignored if you're not using this mod. Installation. If you are using the FOMOD, use FOMM/NMM to activate and deactivate the mod as you wish and install whatever optional ESPs you would like to use.
If you are installing manually, copy and paste the contents of the rar file into your Data folder. You shouldn't overwrite anything but if you do. Also, if you are installing manually and want to install the optional store, go into that folder and copy and paste the contents into your Data folder. As of the 1.1 update, there are some new other optional files only available by installing manually - some lower res textures for the TOZ-34, Heffy animation support files, and some TTW support esps made by T3T. If you wish to use these, well, you probably know how to install them by now. Uninstalling all of the old individual mods is recommended, but this pack will NOT affect any of those weapons in game even though they will overwrite physical assets.
Everything has new IDs assigned to it. Should you want to uninstall, deactivate the FOMOD or simply navigate to the meshes/weapons and textures/weapons folder and delete the MMP folders in both along with the esm/p files to remove most of the mod. Troubleshooting and Compability. This mod was not heavily tested with other mods; heck, it was hardly tested at all.
Give us a shout if we done broke stuff. Maybe we'll fix it. However, if you use the gun vendor module, be aware that it will conflict with any game that modifies the Gun Runners HQ. All iron sights have been calibrated for use with Weapons Animation Replacer and these are the only iron sights we will support at this time. If your iron sights are not right and you're not using WAR, we will not be releasing non-WAR supported iron sights at this time.
Q & A. Q: Why are all the esps separate? I only wanted one! A: Well, you're not the only one who wants things a certain way. Over all of our releases, we've heard a lot of different requests for different things by many different people. Some people didn't like how we added the weapons to the leveled lists because they wanted to be the only ones using the weapons. Some people didn't like how we gave you a free (and easily ignored) weapon in Doc's because they lack the willpower to resist taking the free gun.
Some people only wanted to buy them from a store. Some people only wanted to find them in the world or as a quest reward.
Well, we can't please everyone. So we designed the pack so that it would be easy for everyone to make their own support mods using Millenia's art assets. We've included some base esps that can be used as is or as examples for you to make your own.
Don't like the weapon balance? It's easy as pie to make your own rebalance esp now. Don't like free copies? If you don't use the cabinet esp, you won't get them.
Don't like leveled lists integration? Don't use that optional esp. Q: The game crashes when I add mods to the guns! A: We answered this already, but we hear it so often. Use The Weapon Mod Menu -this seems to fix it. We don't know the cause, but we heavily suspect our nif exporter.
Either way, WMM seems to cure the problem. Seriously, we will ignore all reports of weapon mods crashing your game. We know it does it, we don't know why, and we know that WMM seems to fix it 99% of the time. Good enough for us.
Q: Will you update this pack after every new weapon release? A: No, probably every 5 guns or so. Q: Would/Could you do gun request/suggestion? It would be awesome! A: Thanks, but we don't do requests. Q: Where are all the easter egg guns? A: Still in the ESM.
They're just more or less unused. You can still check them out in the cheat cabinets. Q: The speedloader stays on my revolver and won't go away! A: This happens in the vanilla game too. We're not exactly sure what or how to fix it aside from what we've already done. Q: Sometimes the bullets go nowhere near where the sights are?
A: This is very likely an engine bug that can be fixed by using Ironsights Camera Recoil Removal -Give it a try. Q: I want to release a support plugin. Do I have permission and how can I release it? A: Just create a new plugin using our.esm as the master. Please don't include assets from the pack in your release, but plugins are fine. If you're unsure, always ask first.
Q: Where are the cheat cabinets located? A: Between the saloon and Chet's in Goodsprings next to the workbenches. If you can't find it there, the plugin is likely not activated.
Q: Where/how do I start the gun vendor mod? A: Enter Gun Runners HQ and investigate. Q: Where is the old CaliberX plugin? A: It's now unsupported and dropped by us. The folks over at CaliberX's page on Nexus have created a better support patch than we did so you should head on over there and grab it. Q: Will you include MTindle's/Naky's weapons into the pack; you all work together, right?
A: Naky's weapons have been integrated but Millenia has no plans to include MTindle's separate releases at this time. Q: The Gun Runners store module crashes for me, what should I do? A: We have released a LITE version of the module.
See All 17 Rows On Www.gamepressure.com
ONLY USE IT and give it a shot. Our Vendortron can now be found next to the other Gun Runners vendortron. This likely conflicts like hell with other mods but what the heck - let's see if this solves people's problems first. Also, using the FNV4GB exe appears to resolve the issue for many users as well. Q: Millenia did a Mossberg and a rusty MAC-10, why aren't they in this pack? A: They are not up to his current standards of quality and they are considered discontinued mods. Perhaps one day they will be remade but until then, they are dead mods.
The Future. There's always more to do, fix, add and implement.
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Whether or not we do it is a whole other thing. Credits and Permissions. LEGAL STUFF - Absolutely under no circumstances can this mod be re-uploaded anywhere other than the Nexus nor can any of the content within it be used for commercial or monetary gain of any kind. This includes the artwork (all models and textures) being ported for use in other games, upcoming or existing. Do not bother asking for permission to use the artwork with the intent for commercial purposes - now or in the future - it will not be granted. TEAM MILLENIA - Millenia - The Talent Naky - The Screw Up MediocrityGoggles - The Sperg THE CONTRIBUTORS - Thanks to everyone for letting me texture their guns. A more detailed breakdown of the credits can be found in each individual weapon release.
In order of appearance: Darko 'cR45h' Miladinovikj, Soldier11, JoeFoxx082, Michael 'RedRogueXIII' Cecconet, Chris 'FreeFall' Ijzerman, Ghogiel, Vunsunta, Harry Ridgeway, Ben 'Kimono' Garnell, Ben 'Kaskad/Amsterdam Hilton Hotel' Bolton, Sephiris/Rehasher, Joe 'EarthQuake' Wilson, Defuse, Renato 'Corvalho' Corvalho, Trent1541, arby26, Mr. Rifleman, Maximiliano 'maxivz' Vazquez, Matthew 'MTindle' Tindle (how original, Matthew), Daniel 'Thanez' Mjelde, Leo 'ImBrokeRU' Li, Pac, kouoaeha, SAM61, Paul68Rageous and tigg. Thanks, guys. The 3rd Type for all those great custom icons.
Anime Schoolgirl/tiw for the gun balance. Like it or hate it, his balance numbers come from nearly 1000 hours of playtime invested and actual math. Opinions are subjective though. HiggsBP for creating the FOMOD script. Thanks man, it took a while for someone to pull through but you did.
OPTIONAL STORE RESOURCES AND CREDITS - A.HUGE. shoutout to FadedReality for working on the Optional Store mod. He put a lot of time and effort into it and hopes you all enjoy it. Naky for the voice over. Yes, he sounds exactly like that in real life too; he's a freak.
Display Case v0.2 by grffnhwk Retextured by Millenia Permissions: Anyone is allowed to use these meshes and textures for their own use as long as credit is given in the documentation for your mod.:) Using the Millenia re-texture also requires permission from Millenia. Clean Utility Tileset Resource by DonKnotts Permissions: These files on this page are uploaded as modders resources.
You are free to use these files for your own Fallout New Vegas mod without any other permissions as long as you credit me for what you use. I would also appreciate a link back to this page in your readme. Do not upload these files to any other site unless you do so as part of your own completed mod.
In other words do not re-post these files to some other modding site. If you want to share these files with others, then link to this page instead. Clean Vault Tileset by Ruadhan2300 Permissions: You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator. You are allowed to use the assets in this file without permission as long as you credit me. OTHER THANKS - To Captain Morgan, we salute you.
To Jack Daniels, we salute you. To Jose Cuervo, we salute you. To all happy geckos, we salute you.
Weapon Retexture Project is a mod for Fallout: New Vegas created. The name describes it all. The project replaces the textures on almost all the weapons, making each one look a lot nicer and more detailed. How to install: To install, just unpack the 'textures' and 'meshes' folders in your New Vegas/Data folder. You might need some form of archive invalidation to make them appear; I recommend launching your game with Fallout Mod Manager (which you should be using anyways!) Remember to disable and re-enable archive invalidation after installing this - you might experience problems otherwise! Do not use this separate version if you are using FOOK (Fallout Overhaul Kit) - it includes these by default so it will cause problems!
If you are using WME or WMX, ALWAYS get the up-to-date compatibility patch under their files! NOTE: When WRP (this project) is updated, WME/WMX are not updated instantly most of the time! Popular files for Fallout: New Vegas Name Type Size Date Total 7 days mod 10.5 MB 7/30/2017 665 49 mod 2.5 MB 1/14/2016 4.6K 47 mod 3272.4 MB 3/30/2014 18.6K 43 mod 257.8 MB 3/31/2014 9.6K 43 mod 2236 MB 3/31/2014 4.7K 43 mod 353.3 MB 3/20/2017 8.9K 41 mod 158.3 MB 5/28/2017 12.6K 31 mod 1.5 MB 1/14/2016 2.4K 31 mod 129.2 MB 4/9/2014 5.1K 27 mod 1.5 MB 3/30/2014 14.9K 25 mod 145.2 MB 2/21/2016 5.2K 24 mod 1.6 MB 5/13/2016 1.5K 24 mod 14.5 MB 3/31/2014 6.3K 23 mod 309 MB 1/14/2016 3K 23 mod 25.5 MB 1/14/2016 2.8K 22 mod 1.1 MB 1/14/2016 2K 22.
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Credits and distribution permission. Other user's assets Some assets in this file belong to other authors. size='4' WME - Weapon Modification Expansion/size Version: 1.101 Date: 12/10/11 Author: Jonnyeah Description Installation Uninstallation Incompatibilities Compatibilities Weapon Mods Bugs & Notes Credits Permissions Change Log size='3' Description /size A massive expansion to the New Vegas weapon modification system, adding over 150 new modification options to the game. Every standard gun has received the maximum number of possible mods, as have all but four Uniques. As a bonus, instead of removing mods from uniques, most have got minor stat boosts to reflect the mods they come with, and most use that extra room for some extra modding options. Being graphically inclined, every modification (that I've added) is visible on your weapon, be it tapered barrels, a recycler, or a Double Load Missile Launcher. size='3' Installation /size 1.
Move the contents of the rar file to your /data folder. Arrange your load order (using a mod manager), Weapon Mod Expansion.ESM near the top, Weapon Mod Expansion.ESP after other mods that change weapons. May not be necessary, but using FNVedit to check for conflicts or create a merged patch is suggested.
In Game: You may want to check Chet's for a couple of in game notes as well as a free mod kit to get you started with WME. If you're using an existing save, you may also want to wait three days for merchants to refresh. Migrating from WMX: No additional steps should be required, and you shouldn't need to 'demod' your weapons, simply load WME instead of WMX.
size='3' Uninstallation /size 1. Ditch Weapons with any non vanilla mods in a place they will never be found again.
Save your game. Remove: the 'WME' Folders in /textures/weapons/ and /meshes/weapons/ as well as Weapon Mod Expansion.ESM and Weapon Mod Expansion.ESP. Optional: I've created a simple uninstaller that shows non vanilla mods as REMOVE, it can be found in the optional downloads. size='3' Incompatibilities /size Due to having to edit nearly every weapon's entry, WME will conflict with quite a few mods that alter the vanilla weapons. Loading WME after these mods will ensure none of the conflicts are fatal, however using FNVedit to check for conflicts or create a merged patch is a great idea.
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Contents. Overview One of the features added to New Vegas is the ability to custom modify certain base weapons. While in this was limited to the creation of custom weapons, New Vegas takes this a step further by allowing the creation of weapon variants based on basic weapons by adding weapon mods. Unique weapons cannot be equipped with weapon mods, with the exceptions of the, and. While unique guns usually have better base stats, introduced this inherent drawback of unique weapons to balance out unique and normal weapons and make the choice less of an obvious decision and more of a preference. However, some unique variants have both mods and better base stats, such is the case of the 's unique variant, the, which has all of the mods the varmint rifle can be equipped with.
By themselves, the weapon mods serve no function but, once attached to their specified weapon, will change the characteristics, look and/or function to create a distinct variant. The weapon mods range from scopes and silencers to extended mags and several in-between.
In the case of the and other such weapons there exists more than one different type of modification. While you are not limited in the amount of total mods you can apply to a single weapon, you are limited to one of each type of mod per single weapon and therefore are not able to stack attributes like increased rate of fire. Once a weapon mod is attached to a weapon it cannot be removed and remains a permanent feature of that weapon, along with its added attribute. However, this could not always be a good thing.
For example, extended magazines is almost always beneficial unless the magazine must be reloaded on a shell by shell basis (ex: ), forcing a longer reload, or a scope on the other hand has pros and cons, as it may increase maximum range, but makes it harder to use in close combat situations. The addition of a mod to a weapon will permanently increase the overall monetary value of that weapon by the value of the mod, even if the weapon is completely broken at the time it is applied. Usage Weapon mods are attached via the Pip-Boy. To attach a weapon mod you must have both the weapon it is intended for and the mod in your inventory. Highlight the weapon you want to mod within the items section of your Pip-Boy, then select the modding menu via the button as indicated in the top right of the info panel. After you have selected a mod, the weapon name will have a + after it to show it has been improved. Once a weapon mod has been installed it cannot be removed!
Guns Pistols. Weapon Mod Attribute Increases damage by 3 000eeeda Increases condition by 50% 000eeed9 Adds a short range scope (1.86x magnification) 0010c85b Increases condition by 50% 0010c85c Honest Hearts Increases condition by 50% 008e17 Silences 008e18 Increases mag capacity by 7 000eed3d Adds a short range scope (1.6x magnification) 000eed3c Silences 00129878 Increases mag capacity by 4 0010c858 Decreases spread by 0,4 0010c859 Silences 00147620 Gun Runners' Arsenal Increases cylinder capacity by 1 round 000836 Decreases spread by 15% 000834 Rifles. Weapon Mod Attribute Gun Runners' Arsenal Adds iron sights 00083a Increases damage by 3 00083b Every 4th shot is free 00083c Gun Runners' Arsenal Increases ammunition capacity by 32 00083d Adds a short range scope (1.65x magnification) 00083e Decreases spread by 0.2 00083f Gun Runners' Arsenal Increases damage by 7 000840 Increases projectile speed by 100% 000841 Every 4th shot is free 000842 ¹ Every 4th shot is free 0010c854 ¹ PC PlayStation 3 Xbox 360 The mod can also be attached to either the or with full effects. Weapon Mod Attribute Dead Money Increases weapon damage (+25 DAM) 013b1a Decreases spread by 0.25 013b20 Improves weapon condition by 1.5% ¹ 012805 Old World Blues Old World Blues Replenishes ammunition (1/4 shots) 0155c4 Creates two beams that together do increased damage.
(+30%) 0155c3 ² Every 4th shot is free 0010c854 Increases damage by 3 0010c869 Splits beam and increases combined damage by 30% 0010c86a Adds long-range scope (3.5x magnification) 0010c868 Increases speed of projectile by 200% 0010c86b Gun Runners' Arsenal Increases damage by 3 per beam (9 total) 000849 Increases weapon condition by 200% 00084a Increases ammunition capacity by 24 00084b ¹ PC PlayStation 3 Xbox 360 The description incorrectly states that condition is increased by 50%. ² PC PlayStation 3 Xbox 360 The mod can also be attached to either the or with full effects. Achievements Attaching 20 mods to weapons grants the achievement/trophy. Notes. Oddly, weapon mods have a weight of '0.00' listed in their stats where most weightless items have no number displayed at all. Behind the scenes According to, Fallout: New Vegas' project director and lead designer, during brainstorming and development, an appropriate skill level and a would be required to attach a weapon mod.
This was later scrapped during development because it came down to the player having already spent a sum of caps for the mod that they wanted to use as soon as they bought it, making the price and usefulness of the mod the main driving force toward the purchase, rather than skills and accessibility to workbenches.
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