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This page was last updated on 29 January 2024, 3:23PM
- Changelogs
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Version 8.9
- - Fixed the Summon Gargoyle spell not working at higher levels.
- - Removed my shortened VL Skeleton from the mod so it won't conflict if anyone is using a custom skeleton or mesh. I will have it available as a separate download if people still want it (it helps you fit through some doors - but you can always use bats if need be).
- - Re-adjusted and modified existing scripts/abilities to mesh with Better Vampire Lords 1.2
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Version 8.8
- - Adjusted and modified existing scripts/abilities to mesh with my new mod, Better Vampire Lords
- - Sun Penalties no longer affect whether you can change into (or exist as) a Vampire Lord
- - Harkon and Miraak will drop specialized Blood Potions when killed (in case you cannot feed on them) so you can drink them and still get the Specialized Feeding Bonus they provide
- - Vampire Night Vision (red hue that highlights feeding victims) can now be toggled on/off while sneaking OR while in Vampire Lord melee form. Regular night vision can be toggled when in Vampire Lord magic mode (levitating).
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Version 8.7
- - Vampire Vision will now have a darker and slower shading effect on those you have recently fed on and are weakened (if you feed on them twice in less than 24hr they are drained and die).
- - General Option in the MCM allows you to turn off animations for sneak and corpse feeding if you wish.
- - Knight-Paladin Gelebor has been edited slightly. 'IsGhost' and 'Invulnerable' properties have been removed so you can feed on him (he is still essential though).
- - Thirsk the Riekling Chief has been edited slightly. 'ActorTypeNPC' has been added so you can feed on him.
- - Praestare and Tollere (turning and curing) will now be available at a lower rank (Blooded Vampire) so you can have more fun even sooner.
- - Those you turn into vampires will not feed on others (if enabled) if you are in dialogue at the moment - they will wait.
- - Turning others into Vampires and Enthralling NPCs has been reworked. 30 can be turned and 20 can be enthralled. The MCM will now track (at the bottom of the Status page) everyone you have turned and relay their current location.
- - Turned and Enthralled NPCs can be followers - IF they have the proper voicetype (vanilla game limitation). Use the Relationship Dialogue Overhaul mod to allow all default voicetypes to have follower options.
- - Enthralled NPCs and those you turn into Vampires will not be removed from previous factions by default - they will retain speech options etc.
- - Enthralled NPCs will fight for you.
- - The game itself will not keep NPC appearance for those you turn when quitting and loading for the first time, but they are scripted to get back their vampire looks on entering a cell or if you simply wait an hour. Wait a bit and they should be fine.
- - Option has been added to the Miscellaneous tab of the MCM to choose whether NPCs will be removed from all previous factions (if you want).
- - Tollere will cure those you have turned and NOW it will also free the mind of those you have enthralled (cures them ...).
- - An enhanced version of Seduction is now available at Master Vampire Rank that will last for 15 seconds (a bit longer) and allow it to work on undead and other Vampires (this will be very useful when you get Amaranth ...).
- - Amaranth Perk has been adjusted so you can feed on Vampires who have been hit with Seduction II.
- - VL Drain (ball attack) as a VL has been adjusted to make it a little more balanced with magicka cost and damage to health.
- - VL Drain (ball attack) that is available in regular vampire form (as Nightlord) has also been adjusted to make it a little more balanced with magicka cost, health drain, and damage to health.
- - The BV Options Power (instead of using the MCM) has been updated, but it still lacks many features that the MCM has. Please use the MCM.
- NEW EXPANSION TO LIFE AS A VAMPIRE
- - Powerful feeding victims (25 in total) exist across Skyrim. Their blood has traces of the et'Ada and feeding on them will enhance current abilities and bestow new ones. When you are close to such an individual, you will sense them and a message will be shown. Also, Reveal Auras and Vampiric Vision will highlight them for you (in yellow).
- - Power that you receive from special feeding victims can be tracked in the MCM (at the bottom of the Status page) and when looking at Active Effects. These can be individually deactivated in the MCM if you find ones you don't like.
- - A journal explaining the discovery of these traces of power in people's blood can be found in Sybille Stentor's room in the Blue Palace, in a room beside Harkon's Court, on a table in the Arcanaeum, and on the body of the author itself ...
- ** Yes, I know this sounds like Sacrosanct ... this was requested by people and I am not trying to steal ideas. Sorry. I am just building my own version of what I think he did wonderfully. ***
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Version 8.6
- - Main PlayerVampireQuestScript is rewritten/reorganized and should be much more responsive (less lag if you have many script mods).
- - Black blotches in the sun (if sun visuals are turned on) are now gone.
- - "Using the Main feature's Sun Visual Effects may sometimes cause nasty black blotches (not the same as the common black face bug) all over the character." 'Edge Effect - Fall Off' settings have been changed as per Grey848's suggestion.
- - Tweaked the Enthrall and Turning Victims Into Vampires scripts. They should be more stable and more persistant on NPCs.
- - Enthralled NPCs will be braver and will fight for you.
- - Some NPCs cannot be a follower because they don't have the correct voice type. Please use "Relationship Dialogue Overhaul" to fix this: https://www.nexusmods.com/skyrim/mods/74568 OR https://www.nexusmods.com/skyrimspecialedition/mods/1187
- - When at your highest Nightlord Rank, you have the option of turning Skill Points (if enabled) into Perk Points; this way you won't have to spend points on abilities you don't want.
- - Added a message if you overfeed on essential NPCs so you know that they are now flagged to be "unfeedable"; normally, overfeeding more than once in 24hr kills a NPC, but I don't want to give you the ability to kill essential NPCs in case you break quests etc.
- - Hemalurgic Spike now lasts for 30 minutes.
- Changed feeding as a Nightlord vampire to add 0.5 to stats with each feeding.
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Version 8.5
- - The option to increase the damage of vampire spells and abilities has been increased from x1.5 to x2; cost will still be x0.5 (change this in the MCM under General).
- - Vampire Lord form will be immune to stagger, knockback, and knockdown (this can be disabled in the MCM under Miscellaneous).
- - Vampire Lord melee attacks can now cause x2 damage (enable this in the MCM under General).
- - For those resetting or updating the mod, I have rewritten the script that gives you bonus Health, Stamina, and Magicka based on engorged feedings after reaching Nightlord rank. It should give you the proper bonuses upon resetting vampirism. Those who have progression based on days as a vampire will have to manually adjust stats via the console; it cannot be done automatically because your number of necks bitten can vary so much.
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Version 8.4
- - PlayerVampireQuestScript was edited so all references are now to PlayerREF property instead of Game.GetPlayer(); this should speed up the script considerably.
- - The MCM now has entries under the Status page that alert you if you are using RaceCompatibility or a Custom Race - I recommend against both (RC is out of date).
- - You MUST sheathe your weapons or spells (put them away) before you can feed or extract blood. This allows BV to be more compatible with other mods that do stealth kills, enhanced pickpocketing, cannibalism etc. You can still bite (when opponent is staggered) and force feed (when opponent is bleeding out) while in combat with weapons/spells out.
- - If you turn off corpse feeding, you won't be able to extract blood from corpses either.
- - Don't forget ... you must be sneaking to feed off corpses or extract their blood (if it is enabled).
- - Adjusted a perk that is available in the MCM. Instead of just giving you double damage (useful at higher levels) the "Vampire Damage and Cost" option will let you increase damage x1.5 and lower cost x0.5 of the following spells: Drain, VL Drain, Frost Cloud, Vampiric Grip, Night Cloak, Hemalurgic Spike, Flames of Coldharbour.
- - Adjusted the script for bottling blood so you will get a proper Blood Potion if your victim was alive when you initiated extracting. If they were already dead then you will get a Stale Blood Potion. It will no longer matter if the extracting kills them in the process.
- - Changed how reference aliases are applied to those you turn or those you enthrall so they should be more persistent.
- - You can now enthrall a total of 20 victims (if you have it enabled). Turned victims still has a limit of 30.
- - Frost Cloud was adjusted so it cannot stack on an enemy multiple times. The damage and cost have been lowered, but it now has the added affect of slowing down their attack speed as well as movement.
- - Vampire Drain was adjusted in the PlayerVampireQuestScript so it will not be removed from your hand if you feed or go hungry; you'll be able to keep it favorited.
- - Vampire Drain will only be swapped out for a stronger version if you increase in rank, or hit a level plateau in the 60s, 70s, 80s, or 80+.
- - Adjusted the frequency of Vampire Hunter attacks if you have them enabled. Feeding in cities or towns will lead to victims being discovered more quickly and hunters being dispatched more often. Feeding in the wilds will make it a lot harder for them to find you.
- - Silver poison has been adjusted so it has a slower damage curve (at mid levels it was more powerful than intended). The onhit effect from silver poison has also had the number of particles cut in half; some people said they had framerate issues because of it.
- - Blood Ward has had its magicka cost reduced so it can be used longer. Its strength (and cost) is still dependent on your vampire rank, and not your level.
- - Flames of Coldharbour has had its cost slightly reduced. It will not harm followers or hirelings now (unless you cast it directly in their face ...)
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Version 8.3
- - You should use SKSE and SkyUI (lite version is fine) if you wish to use this version.
- Skill points cannot be used without them.
- You will need to use my MCM to allocate skill points (or turn this system off if you don't want it).
- - Added in MCM Troubleshooting options to add to skill points, add to necks bitten, or zero all necks bitten.
- - Tweaked Flames of Coldharbor to make it more powerful at higher levels.
- - Tweaked Blood Ward so it is more powerful at your highest ranks.
- - Tweaked several abilities so their magicka costs are not as prohibitive.
- - Tweaked Vampire Drain so it increases in power as you gain levels OR as you gain ranks.
- - Increased the stats and power of the Vampire Lord form at higher levels.
- - Added in Supernatural Power I and II which you receive at your highest ranks - they give large stat boosts.
- - Added in Drain Life (like Vampire Lord) that you can use in regular form when at your highest rank.
- * As always, all features are optional and can be turned on/off in the MCM.
- NEW FEATURE: By default, your vampire spells and abilities will need to be purchased with Skill Points.
- These skill points are awarded upon earning a vampire rank and they can sometimes be earned while feeding.
- Skill Points are spent to receive your spell/ability in my MCM; it is best to feed after to regain your full power.
- Of course ... this feature can be disabled if you wish and you can have this mod act like it did before ...
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Version 8.2
- - Tweaked Flames of Coldharbor to make it a little more powerful.
- Tweaked Blood Ward so it doesn't drain as much health to remain active.
- Tweaked some SKSE settings in both the Oldrim and SE versions of the mod.
- Added in two lines to the PlayerVampireQuestScript so the SE version is up to date with how vampirism is recognized in-game.
- SE Version should be used with SKSE64 now ... you can use all functions of the mod with it, including the MCM.
- - Tweaked Flames of Coldharbor to make it a little more powerful.
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Version 8.1
- - Redid silvered weapons so they have a unique appearance (similar to steel, but with the silver hue).
- Added temper recipes for all silvered weapons.
- Destruction magic tags were removed from sun damage (apparently mods that increase destruction damage also increased sun damage with unintended results).
- Checked the "Disallow Spell Absorb/Reflect" and "Ignore Resistance" for many Vampire abilities - apparently those with really high magic resistance had the duration and potency of Vampire spells diminished.
- - Redid silvered weapons so they have a unique appearance (similar to steel, but with the silver hue).
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Version 8.0
- - Added in the ability to engorge on a victim you feed upon when at the highest rank (Nightlord). When a Nightlord Vampire, feeding on a victim you will add to your total Health, Stamina, and Magicka. This can be disabled in the MCM or with my config power. If you cure yourself, the added stats will be removed - if you do get infected again though, never fear because your rank and all stat bonuses will return.
- Changed how the eye textures of those you turn are applied. My mod will now use the default vampire eye textures for all races so it will be completely compatible with any eye replacer mod you use. WARNING: Default vampire eyes for Khajiit and Argonians are UGLY so please use another mod to make them look better.
- - Added in the ability to engorge on a victim you feed upon when at the highest rank (Nightlord). When a Nightlord Vampire, feeding on a victim you will add to your total Health, Stamina, and Magicka. This can be disabled in the MCM or with my config power. If you cure yourself, the added stats will be removed - if you do get infected again though, never fear because your rank and all stat bonuses will return.
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Version 7.95
- - Increased the power of Hemalurgic Spike so it is more useful (50-90 damage depending on your rank).
- Updated the main esp file and the Sacrosanct patch so spells will be readily available in regular vampire form without having to turn into a VL first.
- Adjusted the Vampire Lord Freedom option so it should be applied upon turning into a VL - no more having to wait an hour to have it kick in (should work with Sacrosanct and Royal Bloodline patches).
- - Increased the power of Hemalurgic Spike so it is more useful (50-90 damage depending on your rank).
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Version 7.9
- - Updated the Royal Bloodline patch so my spells, and Royal Bloodline's, can be used in Vampire Lord form. You can also use all of his Vampire Lord perks.
- Added A NEW Sacrosanct patch! You cannot use Sacrosanct's style of vampire progression ... but you have access to its Vampire Lord perks, regular Vampire spells, Hemomancy spells, and Vampire Lord spells. Check my mod website FAQ page for more details.
- Fixed an issue where, if you selected a clothing change to prisoner's rags, enthralled victims may revert back to their original clothes if you leave a cell and then return.
- Fixed an issue where those you turn into vampires may lose their vampiric appearance (or vampirism) if you leave a cell and then return.
- An OnLoad function SHOULD help eliminate the Dark Face Bug (only if using SKSE) because it will refresh the NPC and reload their 3D model. It will also happen when you change cells or wait one hour while in a cell with a NPC you turned.
- Added a new option to the MCM and Configuration Power; you can now choose to have those you make into vampires not change appearance at all, have them just get a new eye texture, OR have them change their race to a vampire one (only works with vanilla races).
- Adjusted Sidestep Reflexes with a delay timer after it activates so it will be unable to cast over itself - this should avoid people's slow time effect getting stuck. WARNING: If you mess with the game's timescale it will mess things up, like sidestep reflexes, because some effects rely on game time whereas others rely upon real life time - Skyrim is set up this way.
- Increased the amount you regen Health and Stamina when in direct sunlight once you have Sun Resilience at Nightlord Rank.
- Adjusted the Vampire Lord Freedom option so it SHOULD work with console players now (I cannot test here). You should be able to access the map and inventory as a VL. It sets your beast race to false, enables player controls, and enables fast travel; it's all I can do for those on consoles.
- Increased the rank when you get to use Blink Attack, it will now only be available for Master Vampires and Nightlord Vampires.
- Added in a NEW Vampire Spell - Hemalurgic Spike. It is available once you attain Vampire Nightstalker Rank or higher. A Hemalurgic bloodspike does <20-40> points of damage to Health, absorbs Health, and has a chance to absorb an opponent's skill or ability. Higher ranks do more damage and have a greater chance of success. See my website FAQ page for detailed information about Hemalurgic Spike.
- Added in a NEW Vampire Spell - Flames of Coldharbour. It is available once you attain your highest Rank of Nightlord Vampire. Coldharbour's flames act like a wall of magical fire and do 25 points of damage to Health and Magicka each second. Most mortals flee in terror, whereas Daedra and undead often become frenzied. If you have SKSE, you will automatically learn the Flames of Coldharbour enchantment too! If you do not have SKSE, you will be given a dagger with Flames of Coldharbour that you can disenchant!
- - Updated the Royal Bloodline patch so my spells, and Royal Bloodline's, can be used in Vampire Lord form. You can also use all of his Vampire Lord perks.
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Version 7.8
- - Fixed an issue where you couldn't feed on dead bodies as a Vampire Lord. In all other cases, you must be sneaking to feed on the dead or extract blood from them.
- Increased the limit of those you can turn into vampires (with Prasestare) to 30.
- Turning others uses a reference alias (like Dawnguard) and there is no race change at all, so NO MORE GREY FACE BUG! This also means that those you turn will have gold eyes, but they cannot glow. This also means that those you turn cannot have vampire fangs.
- You will be able to turn a maximum of 30 individuals into vampires. After that, you have to cure someone using Tollere or the game will automatically clear your oldest reference alias to make room for your new victim.
- - Fixed an issue where you couldn't feed on dead bodies as a Vampire Lord. In all other cases, you must be sneaking to feed on the dead or extract blood from them.
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Version 7.7
- - Fixed a small bug where you couldn't extract blood potions from a sleeping victim unless corpse feeding was also enabled - they are now independent.
- Set extracting blood and feeding on corpses so the extract or feed option will ONLY show if you are sneaking (crouching). This will make looting bodies less troublesome; the option will not show up unless you sneak and the same time and want it to.
- Fixed an issue where you couldn't enthrall someone while they were bleeding out.
HUGE CHANGE to turning others into vampires!
- Turning others now uses a reference alias (like Dawnguard) and there is no race change at all, so NO MORE GREY FACE BUG! This also means that those you turn will have gold eyes, but they cannot glow. This also means that those you turn cannot have vampire fangs.
- You will be able to turn a maximum of 10 individuals into vampires. After that, you have to cure someone using Tollere or the game will automatically clear your oldest reference alias to make room for your new victim.
- Blanking my mod using the MCM or configuration power will now also release all reference aliases. It will effectively cure everyone you have made a thrall or turned into a vampire. It's not that inconvenient though - just turn or enthrall them again if you wish. This should make blanking my mod more complete and it may (may) avoid a corrupted save message with SE if you haven't cured those you turned. It should leave the lightest footprint possible.
- - Fixed a small bug where you couldn't extract blood potions from a sleeping victim unless corpse feeding was also enabled - they are now independent.
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Version 7.6
- Version 7.6 is identical to version 7.5 but I had to re-upload it under a different name because I think some Nexus servers retained an old copy of 7.5 that did not have the textures fixed ><
It does not have CTDs with Vampire Hunters and the textures for Blood Ward are fine.
[url=http://imgur.com/a/LD3aQ]http://imgur.com/a/LD3aQ[/url]
- Version 7.6 is identical to version 7.5 but I had to re-upload it under a different name because I think some Nexus servers retained an old copy of 7.5 that did not have the textures fixed ><
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Version 7.5
- - BIG CHANGE! I have added an option to the MCM and the configuration power to BLANK my mod. This will reset all globals, dispel all BV magic effects, remove all BV spells, and stop all BV Quests. Please use it help update my mod from an older version to the newest version.
NEW UPDATE STEPS FOR ALL OLD VERSIONS --> 7.5!
1) Rest/Wait Inside for 24 hr in the Game
2) Make a New Save (not a quick save)
3) Exit the Game
4) Uninstall and Delete My Old Version
5) Install New Version
6) Load Saved Game from 2)
7) BLANK Better Vampires Mod (using power or MCM)
8) Make a New Save (not a quick save)
9) Exit the Game
10) Load Saved Game from 8)
11) Reset Your Vampirism
12) Use my MCM, configuration power, or console commands to set up your game
13) Wait 3 Days and Turn to Vampire
In the future, Update 7.5 --> Whatever, follow these steps:
1) Rest/Wait for 24 hr in the Game
2) BLANK Better Vampires Mod
3) Make a New Save (not a quick save)
4) Exit the Game
5) Uninstall and Delete My Old Version
6) Reinstall or Install a New Version
7) Load Saved Game from 3)
8) Reset Your Vampirism
9) Use my MCM, configuration power, or console commands to set up your game
10) Wait 3 Days and Turn to Vampire
- I have updated the customization power so you can get status updates and more detailed information about your vampirism when using it. If you are sneaking when you use the power, it acts like a hotkey to display your status quickly in the top left corner.
- Customization power menu now has three new options at the end: one to turn off the movement speed penalty when outside during the day, one to turn off Sidestep Reflexes (slow time when enemy power attacking) if it is getting stuck for you, and I also added an entry to reset Vampire Lord if that form is wonky for you.
- I have tweaked the Vampire Hunters my mod introduces and fixed their textures - it should prevent any crashes with SE or consoles.
- I have tweaked Vampire Hunters so, if they are following you, they will NOT spawn right beside you when you enter an interior - they will now wait until you come out.
- I have updated the meshes for drinking blood potions and for Blood Wards (only Skyrim SE is affected) - they were missing textures before.
- I have changed some quest settings in the SE version to help provide more stability.
- Frost Cloud has been adjusted so it costs a bit less to cast at each rank.
- Mortals' Mask entry in the configuration power has been fixed so it changes the variable properly.
- - BIG CHANGE! I have added an option to the MCM and the configuration power to BLANK my mod. This will reset all globals, dispel all BV magic effects, remove all BV spells, and stop all BV Quests. Please use it help update my mod from an older version to the newest version.
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Version 7.4
- - I have completely rewritten the configuration power so it can be used instead of the MCM (although the MCM is still better). Those without SKSE and SkyUI, or those on consoles, can use it to customize my mod. Look for it at the bottom of your powers list. It can be disabled in the MCM, or by typing this in the console and then feeding: set VampireMenuSpell to 10000
- Added in a new line in the MCM that allows you to access your inventory, spells, and fast travel as a Vampire Lord.
- Fixed one line in the attachashpile script to ensure that the body is disabled and only the ash pile remains.
- Added in temper recipes for all the silver weapons.
- Combat biting will now give you between 20-60 blood points (if they are enabled)
- Active effects now match the new rank names (Vampire Fledgling, Vampire, Blooded Vampire, etc.)
- - I have completely rewritten the configuration power so it can be used instead of the MCM (although the MCM is still better). Those without SKSE and SkyUI, or those on consoles, can use it to customize my mod. Look for it at the bottom of your powers list. It can be disabled in the MCM, or by typing this in the console and then feeding: set VampireMenuSpell to 10000
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- Author's activity
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January 2024
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29 Jan 2024, 3:23PM | Action by: Brehanin
Attribute change
'Description changed.'
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29 Jan 2024, 3:05PM | Action by: Brehanin
Attribute change
'Description changed.'
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29 Jan 2024, 3:03PM | Action by: Brehanin
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'Description changed.'
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29 Jan 2024, 2:59PM | Action by: Brehanin
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'Description changed.'
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29 Jan 2024, 2:55PM | Action by: Brehanin
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'Description changed.'
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29 Jan 2024, 2:37PM | Action by: Brehanin
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'Description changed.'
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29 Jan 2024, 2:36PM | Action by: Brehanin
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'Description changed.'
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29 Jan 2024, 2:32PM | Action by: Brehanin
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'Description changed.'
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29 Jan 2024, 2:30PM | Action by: Brehanin
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'Description changed.'
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29 Jan 2024, 2:28PM | Action by: Brehanin
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'Description changed.'
May 2023
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01 May 2023, 3:11AM | Action by: Brehanin
File added
'Better Vampires Survival Pathc 8.9 SE-AE [version 8.9]'
April 2023
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30 Apr 2023, 5:34PM | Action by: Brehanin
Changelog added
'Change log added for version 8.9'
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30 Apr 2023, 5:31PM | Action by: Brehanin
Attribute change
'Name changed to \'Better Vampires 8.9\'.'
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30 Apr 2023, 5:31PM | Action by: Brehanin
Attribute change
'File \'Slightly Shorter Vampire Lord Skeleton SE-AE\' category changed to Optional files.'
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30 Apr 2023, 5:30PM | Action by: Brehanin
File added
'Slightly Shorter Vampire Lord Skeleton SE-AE [version 8.9]'
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30 Apr 2023, 5:29PM | Action by: Brehanin
File added
'Remove Better Vampires (Batch File) 8.9 SE-AE [version 8.9]'
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30 Apr 2023, 5:28PM | Action by: Brehanin
File added
'Better Vampires and Royal Bloodline Patch 8.9 SE-AE [version 8.9]'
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30 Apr 2023, 5:27PM | Action by: Brehanin
File added
'Add Sacrosanct Spells to BV 8.9 SE-AE [version 8.9]'
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30 Apr 2023, 5:27PM | Action by: Brehanin
File added
'Better Vampires 8.9 SE-AE [version 8.9]'
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28 Apr 2023, 4:36PM | Action by: Brehanin
Attribute change
'Description changed.'
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- Mod page activity
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April 2024
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28 Apr 2024, 9:42PM | Action by: lucasdzan1
Endorsed
'Better Vampires 8.9'
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28 Apr 2024, 8:10PM | Action by: fredd95
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28 Apr 2024, 7:35AM | Action by: HKMaverik
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'Better Vampires 8.9'
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28 Apr 2024, 6:55AM | Action by: DunceCapn
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'Better Vampires 8.9'
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28 Apr 2024, 6:26AM | Action by: taak0
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28 Apr 2024, 5:20AM | Action by: OmittedSoul
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28 Apr 2024, 3:52AM | Action by: XylaNightshade
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28 Apr 2024, 1:20AM | Action by: Aethozoid
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28 Apr 2024, 1:15AM | Action by: FUTURExICON
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28 Apr 2024, 12:37AM | Action by: OmittedSoul
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'Better Vampires 8.9'
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27 Apr 2024, 11:37PM | Action by: DevronKinyon
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27 Apr 2024, 11:36PM | Action by: DevronKinyon
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'Better Vampires 8.9'
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27 Apr 2024, 11:16PM | Action by: Raccoonspet
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27 Apr 2024, 10:29PM | Action by: vtgarb
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27 Apr 2024, 10:07PM | Action by: firecracker5
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27 Apr 2024, 8:44PM | Action by: DevronKinyon
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27 Apr 2024, 7:18PM | Action by: BigDaddSempai
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27 Apr 2024, 6:45PM | Action by: AlexBlackHawk314
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'Better Vampires 8.9'
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