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Tamriel Travelers (1.01)
Filename: tamrieltravellers_v101.zip


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3.96 MB
1.01
Corepc
2830
12-21-2006
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Modifications > Miscellaneous


Average User Rating: 7.9
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Tamriel Travelers (1.01) - File Description  


Description:
Overview of Mod - ( See forums on Elder Scrolls.com - or else read on)

This mod adds Traveling Traders, Traveling Merchants, with pets/gaurs/merchant guards covering areas of Cryodiil. The traveling merchants walk around the wilderness close to each town, inn, farm, roads, back roads, shrine,or priory. They will sell you items - weapons, armor, food, staffs, alchemy ingredients & equip, clothing, lockpicks(rogues&archers), spells(Wizard) & Potions and if all in stock(%). Some can repair, recharge, sell spells and Rogues will buy stolen goods. They are a Neutral Faction, and do report crimes committed against them. Guards will fine you now,

All Merchant Guards and Pets - Guars have been imported from across the border, will attack back!!!

This Also Bring Alive the quest talked about in Mage Guild - Anvil Recommendation, but, does not affect this quest in anyway. With Traders traveling within Each Region. It gives the appearance of a Merchants delivering goods to those NPCS good/evil that do not leave areas, Shrines, Farms, Inns, and Such. Just in appearance?(they could be trading & and some can be found dead once in a while).

Factions and Storyline

Roaming Trader Faction Notes & Storyline to date- The Roaming Traders Faction is a true neutral faction, that do not fight with creatures, bandits, marauders, conjurers, and necromancers(see versions below). There is a 100% relationship with each of these factions to preserve friendship. Because, Otherwise, when they are attacked they would either kill whatever or get knocked out first. Also allows them to talk with those NPCS. With these settings in play. The player has to battle to get to traders and sell the loot that they just picked up at some locations. This leads to Better game play. ( Changes are made to Default Factions to do this see versions below)

Due to recent conflicts with the Thieves guild and the Law. The following contracts have been resigned - The Roaming Traders Members are not allowed to buy stolen only the Roaming Rogues will only buy stolen goods. The Thieves guild was not very happy about this, and certain members passed slipped documents to the The Imperial Government!!!!. Someone from the outside, maybe the Gray Fox. The Imperial Goverment was forced to take actions against the Roaming Traders Faction. The Roaming Traders faction have to obey the law now/theives guild law. Or else the guild will get kicked out of Cryodill

24/7 Buy/Sell Items - There is now a new 100% working script that control this thanks to Scruggsy and XCom. They will now buy/sell items when traveling from location to location. You must stop them and activate them normally.

They are now killable, they will respawn in 3 days and travel to next location. Please be aware all Merchants now explode into fire once killed (to simulate magicial items being broken/destroyed) - Thanks Xcom once again for this.

They will also display a message in the left hand corner of screen " Hey, Watch Out" When hit. This is to help tell them apart from Bandits, Marauders, Etc. When attacking from long distances, or in close range combat.



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Tamriel Travelers (1.01) - Readme  
Readme File:
Tamriel Travellers 1.0 - Traveling Merchants with Guars - Version for Martigen Monster Mod, Living Economy Compatible, New Pets!!!

Overview of Mod - ( See forums on Elder Scrolls.com - or else read on)

This mod adds Traveling Traders, Traveling Merchants, with pets/gaurs/merchant guards covering areas of Cryodiil. The traveling merchants walk around the wilderness close to each town, inn, farm, roads, back roads, shrine,or priory. They will sell you items - weapons, armor, food, staffs, alchemy ingredients & equip, clothing, lockpicks(rogues&archers), spells(Wizard) & Potions and if all in stock(%). Some can repair, recharge, sell spells and Rogues will buy stolen goods. They are a Neutral Faction, and do report crimes committed against them. Guards will fine you now,

All Merchant Guards and Pets - Guars have been imported from across the border, will attack back!!!

This Also Bring Alive the quest talked about in Mage Guild - Anvil Recommendation, but, does not affect this quest in anyway. With Traders traveling within Each Region. It gives the appearance of a Merchants delivering goods to those NPCS good/evil that do not leave areas, Shrines, Farms, Inns, and Such. Just in appearance?(they could be trading & and some can be found dead once in a while).

Faction and Storyline

Roaming Trader Faction Notes & Storyline to date- The Roaming Traders Faction is a true neutral faction, that do not fight with creatures, bandits, marauders, conjurers, and necromancers(see versions below). There is a 100% relationship with each of these factions to preserve friendship. Because, Otherwise, when they are attacked they would either kill whatever or get knocked out first. Also allows them to talk with those NPCS. With these settings in play. The player has to battle to get to traders and sell the loot that they just picked up at some locations. This leads to Better game play. ( Changes are made to Default Factions to do this see versions below)

Due to recent conflicts with the Thieves guild and the Law. The following contracts have been resigned - The Roaming Traders Members are not allowed to buy stolen only the Roaming Rogues will only buy stolen goods. The Thieves guild was not very happy about this, and certain members passed slipped documents to the The Imperial Government!!!!. Someone from the outside, maybe the Gray Fox. The Imperial Goverment was forced to take actions against the Roaming Traders Faction. The Roaming Traders faction have to obey the law now/theives guild law. Or else the guild will get kicked out of Cryodill

24/7 Buy/Sell Items - There is now a new 100% working script that control this thanks to Scruggsy and XCom. They will now buy/sell items when traveling from location to location. You must stop them and activate them normally.

They are now killable, they will respawn in 3 days and travel to next location. Please be aware all Merchants now explode into fire once killed (to simulate magicial items being broken/destroyed) - Thanks Xcom once again for this.

They will also display a message in the left hand corner of screen " Hey, Watch Out" When hit. This is to help tell them apart from Bandits, Marauders, Etc. When attacking from long distances, or in close range combat. Will be displayed once

Combat Notes

( All Merchants / Bodyguards / Pets respawn in three days!!!!)

Player vs Trader Combat is not suggested/not recommend results in lower prices & crime penalty. Traders are here to help you not hurt you.

All Roaming Traders Classes respawn after 3 day if killed, If you attack them pets will attack back If you attack Pets/Guards they will attack you back. Pets/Guards are owned by Merchants and assualt on them count has crimes.

You will get no benefit of Fighting/Killing them. This will lower their disposition toward you and count has a crime,making items more expensive to buy from them, (maybe even shutting down services)?. Meaning that you will have to persuade, bribe, or use a spell to fix this. If you are combat with them, you can yield to them and make them stop. But Combat is not suggested, unless you really want to. The Imperial Legion will fine if you caught doing anything to the Merchants and Pets!!!!

Pick pocketing/Stealing Items - Merchants only carry clothing, If you get caught it is a crime now!!!

Class Details Item sold/bought and Pets (Items respawn in 3 days)

Traders Gold is now set 1200 for all. You can install Living Economy Mod if you need more gold to barter with.

All Roaming Classes now have an Mercantile Skill which varies class to class/race to race. And Raises has you go up in levels. So Prices will vary depending on each class/ race and your infamy / fame/ murders / assaults, etc ..Remember to Haggle.

Classes buy/sell these items - clothing,jewelry, potions, poisons, food, alchemy ingredients & equipment, soul gems, lock picks, repair Hammers, scrolls, unless noted below and if in stock (%). Roaming Wizard only sell Spells, Archers sell magic arrows only, Rogues buy stolen good only.

Roaming Traders - Imperial, Orc, Nord, Redguard - Sell/Use Heavy Armor, Sell/Use Any Type Weapon. No Spells, No Alchemy Equipment, No clothing - Can Repair Equipment

Roaming Archers - Wood Elf only - Poisons, Magic Arrows Only, Light Armor and Bows Only. No Books, No Clothing, No Alchemy Equipment, Can Repair Equipment

Roaming Wizard - Breton and High Elf - Books, Potions, Alchemy Equipment, Clothing & Jewelry Magic/ Normal, Staffs and Spells (only), Soul Gems, and Can Recharge Equipment. No Armor, No Lights, - Wizard Now have Impling

Roaming Rogue - Dark Elf Only - Poisons, Alchemy Equipment, LockPicks Only, Light Armor and Blade Weapons Only, Soul Gems and Can Buy stolen goods only. No Books, No Clothing, No Lights - The Rouges do not have backup and do not report crimes!!!

Roaming Bard - Imperials - Clothing and Jewelry Magic/Normal, Potions, Scrolls, Books, can Recharge Equipment - No Armor, No Lights, No Alchemy - Has Spells but does not sell them.

Merchant Guard!!! will accompany the bards around!!!

Pets - Gaurs!!!! Implings, Guard Dogs, will follow their master around!!!

Inventory Sold & Leveled List Items

Nearly All Items can be bought or sold. No quest items/armor/weapons/faction items or the like are added. No leveled list are modified and are custom made leveled list for all items sold. I have checked, double checked, triple checked this. Some items that where not originally included have been also added, these items came from the test environment and are leveled a higher than normal in some cases. Listed below are leveled items list.

Normal Items

All Normal Clothing, Weapons, Food, Drinks, Ingredients, and Armor are 100%. Daedric Armor has only a 25% Chance of being Sold

Magic Armor

Level 1 Iron/Fur 75%, Level 3 Steel/Leather 70% , Level 6 Dwarves/Chain 65% ,Level 10 Orch/Mithril 60% ,Level 15 Ebony/Elven 55% ,Level 20 Daedric 25%/Glass 50%

Magic Weapons

All Magic Weapons are 50%, Magic Arrows 50% (Archers), Magic Staffs are % based on type(wizards)

Potions, Poisons, Scrolls, Magic Clothing, Misc Items, Books

Potions level 1 Weak 75%, level 5 Standard 65%, level 10 Strong 55% (All)

Poisons level 1 Weak 75%, level 5 Standard 65%, level 10 Strong 55% (Rogues, Archers)

Scrolls level 1 Novice 75%, level 6 Apprentice 65%, level 11 Journeyman 55%, level 16 Expert 45%, level 21 Master 30% (Traders, Wizards)

Magic Jewelry - level 4 Base 75%, level 9 Average 65%, level 14 Grand 55%, level 20 Special 45% (Wizards)

Magic Clothing - 50% (Wizard) , Soul Gems 25% & Black Soul Gems level 10 25% (Rogues, Wizards), Alchemy Equipment 50% (Wizards & Rogues)

Normal Books - 100% , Rare Books - 60% - Wizard Only

Location Area driven by Radiant AI please Study

How do they Travel- I have decided not to included horses/mount yet. Sometime Midday they will travel to their next location. During this time you will be able to buy/sell items from them. You must stop them and activate them for this to work. Once they Reach their location they will go into their wander and will talk to NPCS. These can be any NPCS, bandits, marauders, highwaymen, guards, couriers, etc...They will stay at these locations until the next day and then start their travel to next location. If they are killed in combat they will respawn and travel to that location 3 days away. (Will have eat/sleep routines at various locations in later 1.0). Pets/Merchant Guards follow Owners wherever they go for now will change when eat/sleep routines are added in.

A total of 63 locations are now traveled. There are 9 Regions with 7 locations within each region following a Sunday - Saturday Schedule. These can be towns stables, farms, inns, shrines, road signs, back roads, and more. Within each Region you will find 3 traders, 1 wizard, 1 archer, 1 rogue, 1 bard unless noted below. Every location below has at least on Long Run which last several hours. So I will let you discover how they placed and who is at that location. Remember There are 7 in Each Region that each follow a 7 day schedule. Sunday - Saturday.

Anvil Region - Anvil, Gweden, Kvatch Road Sign, Gottshaw Inn, Brina Cross Inn, Lords Drads, Malacaths

Bravil Region - Bravil, Faregyl, Hircine, Pells Gate, Clavicus, Gold Road Stip, Fort Black Boot (by water fall north)

Bruma Region - Bruma, CloudRuler, AppleWatch, Orange RoadStop, Bleakers Way, Sercen, Silver Road Stop

Cheydinhal Region - Cheydinhal, HarlunsWatch, Vaermina, HarmsFolly, Azuras, LordRugdumphs, KnightofThornLodge

Chorrol Region - Chorrol, HackDirt, Weatherleah, BrindleHome, GottlesFontsPriory, Molag Bals, Black Road West Nikel

Imperial Region (2 Wizards/No Rogues) - WawnettInn, Fort Empire, Aleswell, Roxey Inn, Urasek, Yellow Road Start, Vindasel

Leyawiin Region - Leyawiin East Side, BlakenMarch, Nocturnal, Green Road Stop, Sheogorath, WatersEdge, WhiteStallion Lodge.

Niben Valley Middle Region - Crestbridge, WayShrine(BackRoad), Peryites, MouthofthePanther, Imperial Bridge Inn, Cadlew Chapel, Yellow Road Stop.

SkinGrad Region - Skingrad, Rasava, Before Kvatch, Shetcombe Farm, Meridias, Sanguine, Derelict Mine

Design Notes - This mod is driven by Radiant Ai - There are Radiant Ai packages that control travel from location to location, follow/accompany , use item packages fixer for weapons, clothes and armor so that when you buy them, they do not disappear from the Traders, and they walk around without such items (They now have clothing in case of use item package fails). A new script that control 24/7 serivces calls an Radiant AI Package. Radiant AI Packages Locations alone take up almost half of the mod.

Versions to choose use only one at a time

TamrielTravellers - What you see is what you get,

TamrielTravellers4Creatures - In this version they are not aligned with the creature faction. So creatures will attack them, and they will attack them back. They are still aligned with bandits, marauders, conjurers, and necromancers. Use with creature mods that change faction see readme of that mod.

TamrielTravellers4All - In this version they are not alinged with any faction, and it to be used for the most realism. You will find dead merchants, pets, enimes, etc..anything that attack them or pets....

TamrielTravellers4MMM - Requires Martigen Monster Mod 1.61!!! Get your gameface, check your gear, buy your gear, and wreak havok or run for your life.

Load Order - Oblivion Mod Manager - Load like so 1.Mart Monster Mod.esm, 2. Marts Monster.esp,3. MMM plugins( several to choose from) , then tamrieltravellers4MMM last. 100 Compatible with MMM. I would like to thank him for his help on making this possible. Way to go Martigen!!! and thank you once again.

Mod Compatiblity - Please use Oblivion Mod Mananger to check for Faction Conflicts. Red Faction Conflicts will break/overlap each other.

Martigen Monster Mod users - If you run MMM with Frans, 000, or Lore Creatures then use TamrielTravellers4MMM above see MMM forum at Elderscrolls.com.

Lore Creatures - use TamrielTravellers

Oscuros Oblivion Overhaul - There will be a TamrielTravellers4000 included in 000 1.4. Please see Forums at Elderscrolls.com.

Franscesco - TamrielTravellers4Frans will be arriving shortly!!!!

For those Creature Faction Mods - use TamrielTravellers4Creatures -

Living Economy- Alters all Game Merchants and My Traders gold to be more realistic.

Crowded Roads , Crowded Cities , Life - Crowded Roads & Crowded Cities, no conflicts along roads, my traders do not enter into towns (will in Version 1.0).

Clean Save Procedure - You may/or will need to make a clean save for older users if you do not see features listed below in version history, new users just install. To make a clean save, you will need to load your current save with tamrieltravellers and go to an interior cell like your house and save, and exit. Uncheck TamrielTravellers and leave all other plugins that you are using and reload save, tell it yes to error message. Then once loaded save again and exit. Reload once more with that save and save once more and exit. Now install current version, recheck and reload everything should be fine.

Version History - I am always making updates so I have to keep things short!!!

Start of 1.0 - New Creatures, Gaurs, thanks to all those listed above,

Gaurs, Guars, and Gaurs - Only nine can be found following various Merchants. All cities expect Imperial Isle have a Gaur in Routes!!!! Closet is Wawnett, on certain day!!!

Guard Dogs, - Watch their back foot and listen for the bark, bark, beg, growl, growl -

Implings - these little creatures love to get lost!!! Beware they are lot stronger now!!!

Merchant Gaurds for Bards - If you start trouble you will have to deal with them both!!!

Route Fixes - Moved Namira Shrines to Silver Road Stop. Close to ToadStool

Fixes for version .98 - New parts added to script. Message display when hit in left hand corner "Hey, Watch Out!!". Also merchants will explode into fire if killed to simulate magic item breaking/exploding.

Tweaked the Wizard Impling speed to 75, Changed name from Impling to Wizard Impling, Increased distance they follow wizard, you can walk between them now...

Fixed Bard and added Wizard Clothing UseItem packages, when you buy clothing it sometimes disappears from them.( I am looking into this).

Tweaked some Female Redgaurd Faces

Checked Leveling System Once More and made sure all items where correct....Arrows where not being sold in groups correctly.

Checked for Compatiblity with mods Life, Poison Ivy Shop (very nice), and some others.

Checked all Traders to make sure that they had the right flags on them (respawn, correct locations, ai packages, etc....alot almost 500 entries)

Fixes for Version .97 - Can be killed now, Wizard have Impling pets!!!

Added Spells to Roaming Bard they do not sell them.

Leveled item fixes- Jewerly Magic, Added Black Soul Gems, Increased Wizard Restore Magic Potion, Increased chance to buy soul gems,

Day Travel is activate did not point out in version .96 various time in each region.

May require a clean save ( if they are not killable, or do not have pets, do clean save procedure).

Fixes for Version .96 - Requires a clean save to have changes take affect.

Major Fix - New 24/7 Services Script by Scruggsy and Xcom, This new script fixes everything that was wrong with AI not reaching locations properly, buy/sell items when traveling, traders not moving at locations, talking to npcs, etc... that where reported in version .95 and - Thank to Scruggsy and Xcom

Route Fixes - The Fort Nikel x marker and Trader have moved to west of the Fort Itself before the bridge on the Black Road. No longer close to Wawnet Location.

Fixes for Version .95 -

Complete Rebuild of .70 - .90 - All new faces, new order in editor for traders, chest, locations, etc ...Requires a clean save to have changes take affect.

Added Faction Storyline to explain recent changes......

Crime is back in play !!! See Faction Storyline Notes

New 24/7 Services script - The old version would fail sometimes, they do not handshake anymore. I will miss this effect. I will try an work back in.

Updated all Versions to have these changes... Martigen Monster Mod 1.6,

Mercantile Skill has been added back in, Disposition/Personality tweaks, affect Prices...

Rogues will buy stolen items only,

Route Fixes - Flipped the Bravil Route and found two traders at blakenmarch on thursday fixed, no other route changes.

Fixes for Version .90

Created TamrielTravellers4MMM for Mart Monster Mod, 100 Compatible has of MMM 1.5. See Above

Created TamrielTravellers4Creatures - for Creature Faction Mods - If they are attacked they will attack them back. Above

Checked for Compatibility with Unique Landscape Mods,

Tweaked Faces all female faces again, tweaked skin tones,

The green light has been removed for performance reason, harder to see/find at night.

Added MMPRoamingTraderCombat Style.

Fixes for Version .85

Route Fix - Chorrol Route Fix, when leaving Brindle Home they would get stuck on mountain in route to Molag Bals. Changed to Brindle GottlesFont Molag

Moved Bravil Trader Slight over to the left for Cyrodill Transportation Network.

Tweaked female faces some for no light version.

Fixes .80 since version .70

Please report any problems, On crashes to desktop reload and try the same thing again that you where doing at the point of crash. Try a the clean save, otherwise report them.Please report any bugs. I am always making changes so . If amount of Traders are too much then I will remove Trader from each Area. Balance any areas, make changes has needed. So please report on the forum threads, comment section, at each site or just send me an personal message on the ElderScrolls Forum userid Corepc, Tessource Id CorepcMMP.

Credits goes to these people who have helped on this make this better!!! Way to go Community Work!!!

Guars of Course First - Guar - Mdogger , Xmarksthespot , Grimdeath ,

Martigen and his mighty monster mod.

Xcom , Scruggsy, for their scripting help and design.

KatZero for Names List, and future Work!!!

The People who have reported problems, played, and made this better.. We know who you are!!!!

Enjoy

Jimmy


Tamriel Travelers (1.01) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 3 | Last comment: 07-29-2009 at 21:20

 #1 - 12-22-2006 at 22:36
Azrune
From: (St.Joseph, Missouri)
Joined: November 23rd, 2006
Posts: 330
mmm, travelers. Kinda reminds me of Fable. Two Thumbs Up!

 #2 - 12-03-2007 at 15:38
jigjug
Joined: November 23rd, 2007
Posts: 22
Hey cool I found a mod thats called crowed roads all that there was people that walked around but you couldn't interact with them except talk about rumors anyway 10/10 Rock

 #3 - hm... - 07-29-2009 at 21:20
kylen8tr
From:
Joined: August 25th, 2007
Posts: 20
This should be a good edition to my 200 mod goal



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