-
Announcements
-
SITE MOVED - IN READ ONLY MODE 12/08/2015
Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
-
-
Content count
1,114 -
Joined
-
Last visited
Files posted by Inte
-
Sanguine’s Debauchery Patches
Description
This mod will be a series of patches and hopefully improvements to Sanguine’s Debauchery mod (For SD+ 2044 only).
Version 0.10
This will bring back the Slave kneeling before her master feature, with a few improvements hopefully.
Version 0.20
Added to the patch so your Master can use almost any lockable cage nearby. These include almost all vanilla jails and/or cages in Skyrim.
Version 0.30
Patched Slave sliding around during punishments.
Version 0.40
No lockpicking/pickpocketing while in armbinder/cufs.
Version 0.50
Major update, see spoiler tab bellow. New requirement - Devious Devices - Expansion.
Version 0.61
Added more MCM menu toggle options
Version 0.67
Future Fixes
Perhaps our GuildMaster can help with some of these in the October update? Please Skyrimll?
When the Slave is kneeling and the Master is whipping her, she can just slide around on the ground. Done in 0.3
Disable electrical cloak underwater. Disabled it completely in 0.74
Make lockpicking impossible while wearing armbinder/cufs. Done in 0.4
IDK more to come.
Requirements
Yeap, you guessed it ... SD+ by Skyrimll ... and all its dependencies get it bellow.
With our Guild Master's permission I have added SD+ 2044 to the download section, for those of us still using that version, thank you Skyrimll.
Again, these patches are made for SD+ 2044.It's best to run this with "Undress animation" OFF in SexLab config.
Install/Uninstall
Use your favorite manager, or get on your knees.
The reason to use a mod manager is that this patch does contain loose scripts, and a manager will handle them with ease.
Update From A Previous Version
Uninstall old version using NMM and install new version using NMM overwriting all.
This was posted on the main SD+ page, but it seems I have to say it again.
Do Not Update While Enslaved.
Update Log
0.77
Fixed: Loop when removing plugs.
Fixed: MCM menu regarding gags.0.76
Added: MCM menu option to select between 3 different gags, or no gags. Among the gags is the panel gag that will allow the Slave to eat, for those running realistic needs mods. (Don't forget to remove the panel plug, for that to work)
Patched: Moved "Please" into Master's dialog tree, so now there is no need to exit a dialog and get back in to get to the "Please" option.
Patched: Removed most of the conditions from the "What must I do to please you" option in Master's dialog tree, so now it will show every time inside that dialog.0.75
Added: A delay countdown when Slave is too far from Master, before the escape state begins.
Patched: Punishing items being added while posing.
Added: Falmer (posture blue) slave collar disables fast travel/menu as well.
Added: Check when Master is sleeping.
Patched: Lowered script refresh rate.0.74
Patched: Comments about Slave's attire.
Patched: Disabled escape electrical cloak completely, IDK it started to get annoying.
Added: More restrictive iron collar; no menu access on top of no travel.
Added: Organized code logic into states, and started using StoreUtil variables.
Patched: Misc. stuff unlikely to be noticed.0.73
Patched: Forgot to take 0.72 off "test mode" so with 0.72 you'll only get the iron cuffs/base items when enslaved, no DD devices. Although, if you like that use 0.72, if not its back to normal with this patch 0.73.0.72
Patched: Some code logic overhaul for Master and Slave to improve game responsiveness.
Older Patches and Descriptions
Misc. improvements you are unlikely to notice. 0.54
Master will remove restraints during sex punishments, so more positions are available.
Found and patched too many demerits points given for a single dance.0.55
Fixed cuffs not being removed after dream world.
Demerits system will allow the Salve to finish her training.0.56
Patched it so the Slave wont pop out of an animation to kneel.0.57
Fixed Master's script (it did not compile properly in 0.56)
Made it harder to escape using a weapon, by 6x
Everything should un-equip properly when they are supposed to.
Added random punishment when Slave misbehaves before the 3 hours are up.
When the current Master is killed by a NPC, the Slave is punished by the victor while re-enslaved.
Added most of the roots from the old demerits system back. Now the Slave will get a lot of EP fast if she is misbehaving.0.58
Patched it so the Slave can animate i.e. struggle, and even have a "thunderous climax" while kneeling.
No EP given for being caged overnight.
Slave will get 1 EP every time the Master can't see her, or she is "up to no good".
Getting the Master's key will only remove the arm/legs bindings, blindfold, gag, and sometimes the collar, that is all -- the rest stay on, I'm sure you can figure out how to remove them, and no it's not through console, why bother playing if you do that?
The plugs will bring the Salve to her knees now, by making her climax over and over.0.59
I was going to wait to release this retexture in 0.6 but oh well here it is.
Retextured a set of black Ebonite punishing outfit, hope you like it. Check out pictures.
To get the new outfit you have to keep trying because it is randomized.0.60
Patched 0.59 where the Slave could not move if equipped with iron shackles
Also patched woodbit gag not removing and being stuck in a loop, thanks Azn, ukiaiko for letting me know about it.0.61
See above for changes in more detail.
Added MCM menu toggle options.
Patched 0.60 for items not equipping correctly.0.62
Patched 0.61 for armbinder showing equipped in inventory when it wasn't.
Patched for other DDx removable devices showing equipped in inventory when they weren't.
Patched for DDx 1.14 to work with the new sounds.0.63
Patched: Already equipped blocked devices i.e. from CD Shop will be ignored and left in place.
Patched: Plugs that are equipped before enslavement will not get removed during punishment scenes anymore.
Note: If Slave is wearing a blindfold you have to switch to 1st person view for Master to remove punishments. (has to do with player controls being disabled while wearing a blindfold), I did this so punishments won't get removed while Slave is in an animation.0.64
Optimized device removal function.
Patched: not adding an arm binder if wearing CD Shop cuffs.0.65
Patched: Plugs will equip individually now, so if the Slave already has one she'll get the other too.
Gag is no longer a start item, I moved it to the first punishing item.0.66
Minor improvements.0.67
See above for more details, but basically.
Added: locked in restraining furniture when no cage available.
Patched: too many EP given with each punishment.
Added: remote control for plugs.
Added: longer posing animations.0.68
Patched: 0.67 where plugs were added without a belt/harness to hold them in.
Minor messages improvements.
No demerits points given when locked in furniture overnight.0.69
Because of a bug in DDi 2.8.2 I have to remove the plugs during furniture punishments, at least until Min releases a fix/update for it.
Added: no fast travel while wearing a SD collar.
Patched: plugs not removed/added properly during punishments.
Patched: removed invalid furniture poses.
Added: checks in case Master dies, or gets lost; the Slave will be released from the restraining furniture.0.70
- Patched: Looping in the morning coming out of furniture restraints if not already in them. Also made harder to get out of them before the morning. This patch will also allow the Slave to wear the plugs overnight.
- Patched: Equipping a weapon or a spell will get you punished.
- Changed: The insane plugs do not get equipped until the Master is running out of restraints. Renamed them to Punisher plugs, yes just like in CD.
- Added: New set of plugs, more tolerable that get equipped first, called them "training" plugs.
- Added: Punishment by leaving the plugs on continuously for a long time.
- Added: More NPC's responses to what the Slave is wearing, doing.
- WIP: Cut out some of the unnecessary code.0.71
Patched: A bug in 0.70
30,444 downloads
Updated
-
Sanguine’s Debauchery Cages
Description
This is an add-on for Sanguine's Debauchery mod.
Ever got enslaved and thought to yourself, well this is not that bad, I can just wait until the nightfall and pickpocket my Master’s key while he/she is asleep and I’am free again. Well no more, this mod adds cages to a some of the bandit locations so now when you get enslaved the Master will put you in a locked cage from 0:00 to 8:00 so good luck escaping from that.
The masters everywhere will thank you, for now they can get a good night sleep to build up their strength they’ll need to whip and do unspeakable things to you all the following day.
I NavMesh out most cages so NPC wont act like retards and try to walk right through them.
Requirements
None, but what are you going to do with all them cages without SD...hm?
Install/Uninstall
Use a mod manager, or go to your cage right now!
Cage Locations
Broken Tower Redoubt
Swindler's Den
Serpent's Bluff Ruins
Cragslane Cavern
Morvunskar
Cronvangr Cave
Lost Knife Cave
Movarth's Lair
Karthspire Redoubt
Robbers Gorge
Blackreach
Fort Neugrad
Gallows Rock
Chillwind Depths
Deepwood Redoubt
Lost Valley Redoubt
Brinewater Grotto
Faldar’s Tooth
Redoran’s Retreat
Cracked Tusk Keep - New jail.
Cragwallow Slope - New jail.
Bilegulch Mine - New jail.
Nilheim Tower - New jail.
Valtheim Towers - New Jail and Cage.
Uttering Hills Cave - Cage.
More to come!
Credits
jbezorg – for the original SD (this one is hard core, i.e. every morning the Master would whip the shit out of you when letting you out of the cage). Master!
http://www.loverslab.com/files/file/84-sanguines-debauchery/skyrimll -- for bringing back the cage scene in SD+ and continuing the work. Thank you skyrimll!
http://www.loverslab.com/files/file/503-sd-sanguine-debauchery-enhanced-2014-08-31/nameless701 -- for the idea.
http://www.loverslab.com/files/file/748-more-cages-for-sd/
Update Log
1.0
Release1.1
Um....?1.2
Added a cage to Fort Neugrad
Cleaned some of the NavMesh.1.3
Gallows Rock
Chillwind Depths
Deepwood Redoubt
Lost Valley Redoubt1.4
Fixed two cage doors swinging the wrong way. 1.5
Brinewater Grotto
Cleaned more of the navmesh.
Added a heat source in the bridge cage, for all those Slaves left out in the cold. 1.6
You guessed it, more cages.
Faldar’s Tooth
Redoran’s Retreat1.6a
Added the SD patch described above.
This patch will be maintained at the location bellow.
http://www.loverslab.com/files/file/1386-sanguine’s-debauchery-patches/1.7
Got some jails.
Cracked Tusk Keep - Jail
Cragwallow Slope - Jail
Bilegulch Mine - Jail1.7a
Minor adjustments to 1.71.7b
Reversed swing on two jail doors.1.8
New jail in Nilheim tower.1.9
New jail in Valtheim Towers also, new cage.
New cage in Uttering Hills Cave.24,566 downloads
Updated
-
Custom Vampire Lord Animated Wings
By Inte in Models & Textures
What is this?
This is a small mod that takes a pair of wings from Anton’s “Animated Dragon Wings” and bashes them into the “Custom Vampire Lord” mod by Silvist.
Requirements
You need the following and their respective requirements or this mod will do nothing.
1. “Animated Dragon Wings” mod by Anton http://www.nexusmods.com/skyrim/mods/53271/?
2. “Custom Vampire Lord” mod by Silvist http://www.loverslab.com/files/file/1245-custom-vampire-lord/
3. Vampire Wings by yours truly, (meh, the name could probably use some work).
Installation
1. This does contain one loose script, which will overwrite the original, so using NMM is recommended. Overwrite when prompted.
2. You need to go in your Data folder and delete/move/rename the following 3 files,
...Data\Meshes\Armor\Succubus\Wings_0.nif
...Data\Meshes\Armor\Succubus\Wings_1.nif
...Data\Meshes\Armor\Succubus\Wings_gnd.nif
from “Custom Vampire Lord” mod. Not sure how I could make that an automated process.
3. Done
Uninstallation
1. If you used NMM for the install, it will restore your original script, if not then I don’t think you need instructions in how to restore it.
2. If you wish to continue using “Custom Vampire Mod” restore the 3 files.
3. Done
Credits
1. Anton for the Animated Dragon Wings mod.
2. Silvist for the Custom Vampire Lord mod.
Known Bugs
Sometimes you do not get the wings, well it just means you didn’t hear a bell ring ... uh, that’s an old movie reference ..., anyway you just have to try again, not sure how to fix that just yet. Turns out it was a rogue script in my system, damn rogue scripts. Although it does not happen on my PC (well about 1/15 transformations will misfire) I got reports of it still happening... crap.
1,303 downloads
Updated
-
Wabbajack Bow
By Inte in Weapons & Spells
Description
In this mod you get a wabbajack bow. An arrow from this bow will result in an unpredictable effect. Basically, on a successful hit your target will be teleported out and something else will be teleported in its place for one minute, at the end of which the original target will be teleported back.
What gets teleported back to your is randomised and sometimes it is more powerful than what you teleported out. So, yeah...
I added a bunch more NPC to the list of replacements than Sheogorath had.
You can find this bow in the courtyard of the Blue Palace in a boss chest.
Now go out there and make Sheogorath proud and don’t get stepped on.
Future Plans
Make it shoot DD and armbinders on NPC’s
Get different textures for the bow.
Requirements
None
Installation
1. I recommend using NMM for an easy install/uninstall. It does not replace anything vanilla.
2. If manual installation is your thing add the following files in their corresponding locations.
\Data\Scripts\Source\InteWabbajackEffectSCRIPT.psc
\Data\Scripts\Source\InteTransmogrifyAnimal.psc
\Data\Scripts\Source\InteAshPile.psc
\Data\Scripts\InteWabbajackEffectSCRIPT.pex
\Data\Scripts\InteTransmogrifyAnimal.pex
\Data\Scripts\InteAshPile.psx
\Data\Wabbajack Bow.esp
Uninstallation
1. Use NMM ... yes.
2. If manual uninstall, remove the following,
\Data\Scripts\Source\InteWabbajackEffectSCRIPT.psc
\Data\Scripts\Source\InteTransmogrifyAnimal.psc
\Data\Scripts\Source\InteAshPile.psc
\Data\Scripts\InteWabbajackEffectSCRIPT.pex
\Data\Scripts\InteTransmogrifyAnimal.pex
\Data\Scripts\InteAshPile.psx
\Data\Wabbajack Bow.esp
Update Log
215 downloads
Updated
-
Devious Devices - Equip
By Inte in Framework & Resources
Description
Are you into bondage? How about self-bondage?
Have you ever thought to play a game with one of your housecarls say, Lydia?
The game would go like this.
In the morning she will put you into some extreme bondage, then she would leave the home to do her chores - like purchasing more cows and chickens for the bandits to kill.
Your job would be to escape the mentioned bondage, after all no bondage should be able to hold you, the mighty Dragonborn.
If you do escape your bondage, you get to reverse roles and do the same to Lydia.
Let’s just say that Lydia agreed to play this game, and is now coming back home after a long day at “work”, just to find you laying exhausted on the bathroom floor in a pool of your own piss, just as helpless and tightly bound, as when she left you ... and smirking at you says, “... so close, and yet so far ... huh my thane?”
Then this mod is for you.
Actually, with this mod you can equip and un-equip ALL the devious devices available from Devious Devices Assets and Devious Devices Expansion by using the MCM menu.
Requirements
SkyUI
PapyrusUtil 3.1 -or later.
Devious Devices - Assets
Devious Devices - Integration
Devious Devices - Expansion
Install
Install it using your favorite mod manager.
Features
See ChangeLog below for features.
API For Modders
Spoiler ModEvents - In
1. To equip a DDe pre-made devious devices outfit.
And,
2. To manipulate devious devices already worn.
3. To list the devious devices worn only.
4. To lock the devices on the player.
After you used some devices on the player, it won't be much of a challenge if the player can just use the MCM menu to remove them. So, to make sure the player goes through the "proper channels" to remove the DDs just send this mod event.
ModEvents - Out
1. Done Event.
This mod will send out an mod event every time it finishes work on a received event, returning the event name. For example when the mod event "iDDeListAllWornDDs", finishes its work it will send out an event like so,
Don't forget to register the event, to the game will listen for it like so,
Mod Status
So far the mod equips and un-equips DDs quite reliably on the PC. ... not so much on the NPCs, I cannot seem to find an API to reliably detect worn DD by NPCs. Fixed as of 1.30 Be careful when equipping devious devices on NPCs - most of them will probably break or prevent you from finishing quests by acting all retarded.
Credits
xaz - for some awesome scripting in PO and AP.
PO was my scripting learning ground. I used xaz’s MCM base code form PO and AP here - no reason re-write excellence. Zadil - for Devious Devices - Assets.
Min - for Devious Devices - Integration, and continuing the work to keep Devious Devices ... well, devious.
Coopervane - for Devious Devices - Expansion ~~ hang in there Coops - it will get better.
ChangeLog
Spoiler Version No. 1.50
Added .::. MCM option for listing all currently worn devious devices. Added .::. MCM option for the removal of individual devious devices. Added .::. Other misc. MCM options. Fixed .::. Problem with NPCs being left naked after adding and removing devious devices. Version No. 1.37
Added .::. More API changes, see above. Added .::. An MCM option that will show which restrictive device keeps the mod locked. Changed .::. The MCM menu. More organized. Version No. 1.30
Added .::. A timed self-bondage session. Removed .::. 'Remove Locked Devices' option, ... you can thank Kimy Added .::. An MCM option to keep the added DDs. Added .::. Changed the API some, see above. Version No. 1.21
Added .::. More API functions, see above. Added .::. No fast travel with Falmer armbinder. Added .::. Random MCM main page paintings of Skyrim. Version No. 1.20
Fixed some devices descriptions. More API support see the spoiler above for details. DDa, DDi, DDx, are now required. Added the Falmer DDs as they were in my SD+ Patch. Version No. 1.10
Fixed some devices descriptions. More API support. Version No. 1.00
MCM menu with, An option to remove or not, locked DDs i.e CD shop devices. An hardcore option - when enabled after equipping any device or already having one equipped, the removal option in this mod will be disabled and only keys or other already implemented removal options will be available i.e. from DDi or DCL. No safewords, no going back, just pure helplessness. An option to strip the actor before applying the DDs. An option for queuing actors to be bound. This comes with a keyboard key selection that works much like the one in SL. An option where you can choose the devices to be equipped. You can make any combination of devices you want, from just a gag to a full bondage set. Basically, all colors and options currently available in DDa 2.92 and DDx 1.21 An option to make some quick ebonite outfits of various colors ready to be equipped.
6,172 downloads
Updated
-
Prison Overhaul V033 Patches
By Inte in Sexual Content
Description
This will be a series of patches to xaz's Prison Overhaul V033 mod, until PO V034 comes out.
Requirements
Required Mods (this mod will not work without these) Prison Overhaul V033 - and its dependencies.
Recommended Mods (more features available with these) Devious Devices - Equip - and its dependencies.
Install
Uninstall previous patch version, then install the latest version overwriting everything.
Stuff For Modders
Spoiler ModEvent - Out (your mod needs to register these in order for the game to listen for them)
When player is free,
Event xpoOnPCisFree() Your stuff goes here when PC is free. EndEvent When player is imprisoned,
Event xpoOnPCinPrison() Your stuff goes here when PC is in jail. EndEvent When player is starting a scene,
Event xpoOnSceneStart() Your stuff goes here when PC is starting a scene. EndEvent When player is done in a scene,
Event xpoOnSceneDone() Your stuff goes here when PC is done with a scene. EndEvent
ModEvent - In (this mod will listen for these)
To arrest the player,
akSpeaker.SendModEvent("xpoArrestPC", "FalkreathCrimeFaction", 2000) Here akSpeaker will arrest the player and add an extra 2000 gold to the bounty and take the player to Falkreath jail
If the above event does not have a reference passed (aka. akSpeaker) the player will be arrested by the nearest guard, if none then the nearest NPC. As of 5e it will look for nearest guard first, if none then it will use the nearest NPC. If the arresting NPC is custom then you have to specify the crime faction that NPC belongs to, as a string, valid ones are "PaleCrimeFaction" "FalkreathCrimeFaction" "HjaalmarchCrimeFaction" "RiftCrimeFaction" "HaafingarCrimeFaction" "WhiterunCrimeFaction" "EastmarchCrimeFaction" If left blank "" then it will try to automatically determine that NPC's crime faction. StorageUtil Variables (your mod can check these anytime using Papyrus Util)
To find out if PC is in jail,
StorageUtil.GetIntValue(Game.GetPlayer(), "xpoPCinJail") Here an INT value of,
1 -- PC is in jail 0 -- PC is not in jail
Patches
The latest patch includes everything in all the older patches.
A manual PO force restart is mandatory before and after installing the patch.
Patch 7d
Patched .::. Patch 7c. Patched .::. Being able to drop the HC collar from the inventory, as reported by savvas1.
Patch 7c
Added .::. More integration with Devious Devices - Equip. Added .::. More MCM options. Added .::. MCM option to have your follower DD bound when arrested with you - if you have DDe installed. Added .::. MCM option to choose the % chance that your captor will have some "fun" with you, before taking you to jail. Patched .::. Captor teleporting the PC even if within range. Patched .::. More bugs.
Patch 7b (The elusive one)
Started to move all DD support to use Devious Devices - Equip.
Added .::. MCM option to choose the type of restraints the captor will use. This depends on Devious Devices - Equip being installed. If it is not installed, then the PO restraints will be used. Otherwise choices are, 1. Classic restraints. - PO restraints. 2. Devious restraints. Here are two choices. 1. MCM Restraints - will use the restraints you set up in Devious Devices - Equip MCM. Make sure you select some restraints in the DDe MCM - otherwise no restraints will be equipped. 2. Any Restraints - will use random restraints. Added .::. MCM menu. If you have no devices selected in there - no devices will be equipped. Added .::. Cage whip scene. WIP Added .::. MCM option to control your captor speed i.e. the PO Bounty Hunter, Jailer, as suggested by Slorm. Four speeds are available, 1. Walk - the normal speed for all NPCs in Skyrim. 2. Fast Walk - probably the best speed for a bound PC. 3. Jog - Try and keep up with your captor. 4. Run - Your captor is out of here. Careful with this indoors, your captor might miss his/her mark in scenes resulting in them running back and forth. Changed .::. Jailer to Master Jailer. Patched .::. Arrest scene compatibility with DA. Optimized .::. Guard arrest scene.
Patch 7a
Patched .::. Prisoner in caged scenario being on the outside of the cage. New AI for gathering the crowd - to hopefully eliminate the crowd gathering inside of the cage. Patched .::. Eliminated the boulder by the pillory in Morthal as suggested by panthercom Patched .::. PO BH armor equip/un-equip. Patched .::. The jailer remembers if the escaped prisoner was wearing DD's in the previous jail stint, and re-equips them on release. [*]Added .::. New dialog for BH to jailer handoff. Patch 7
Patched .::. Pillory struggles. Added .::. A bunch of new functional cells for future developments, all navmeshed and NPC friendly. The entrance is a secret ... for now. Arena - for the slaves/prisoners to fight and gain their freedom. Labyrinth - unruly prisoners will be thrown in here and forgotten. (I'll add a lion later) Although I finished the cell completely and it is functional, I did not include a key needed for it to be solvable. You can try the "brute force" approach, but with over 6000 combinations you might be in there a while. Do not enter the Labyrinth unless you want to console out, or try all possible combos. Maze - for the slightly unruly prisoners. There is a story behind this (my meager attempt at fiction) and although difficult, it is solvable as is, key included in the story. Look for clues inside. You could try the "brute force" approach, just bring a lot of healing potions. There are only about 80 possible combinations to solve it. I've also included a poem I like, by the BDSM Art Master "Bishop". Punishment Sublevel 1 Punishment Sublevel 2 Jailer's Place - a central conduit connecting all these cells. Its like a bondage tavern. Main Hall - a huge empty hall, umm ... because I could. A save cell - a very small cell -- the best place to save your game. Patched .::. The arrest scene. Optimized .::. The DD removal function by using StorUtil functions. Added .::. Pillories to Morthal and Windhelm. A bunch other stuff no one cares about.
Older Patches
Spoiler Patch 6f
Patched .::. Patch 6e. Added .::. MCM option to choose the type of gag worn in jail, as requested by CuriousGent. Patch 6e
Patched .::. PO BH guards not following after the arrest. Patched .::. Hours left in the arrest not displaying properly, as pointed out by trippleT. Added .::. Retextured hard core restraints. Added .::. New xaz animated gags. Added .::. The follower will be able to partake in some of the "fun". Follower will use the available pillory.
Follower will be punished alongside you, for your misdeeds.
Follower will now do stuff while in the cell.
Follower will partake in a threesome with the jailer and the PO BH. (66% chance)
Added .::. An MCM option to not drop the PC level with the experience points, as requested by Slorm. Patch 6d
Added .::. More BHs. Patch 6c
Patched .::. Teleporting jailer to location from 6b, bug reported by twoaxemasher. Added .::. MCM option to turn on auto leveling, as suggested by Slorm. WIP When loosing skills XP you have the option to drop the level XP and PC level accordingly.
Added .::. The bounty hunter will show up in random armor, including Daedric and even Ebony Mail. There are 8 different types of armor, for now. Patch 6b
Patch 6a
Patch 6
Patch 5g
Patch 5f
Patch 5e
Patch 5d
Patch 5c
Patch No. 5
Patch No. 4e
Patch No. 4d
All inclusive again, no need for any of the previous patches. Old Patches
Patch No. 4c
Patched .::. Gold amount not displaying correctly with the bounty hunter. Install Uninstall previous version, then install this here version overwriting everything. Patch No. 4b
Patch No. 4
Patch No. 3b
Install
Patch No. 3
Until V.034 comes out, here is another patch.
Changes.
34,264 downloads
Updated
