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Titans of The New West 2.0
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Version2.1.31b
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This page was last updated on 28 April 2024, 10:06AM
- Changelogs
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Version 2.1.31b
- Fixed an issue where some NCR heavy troopers would turn sideways and clip into the ground
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Version 2.1.31
- Added support for Enhanced Movement
- Improved T51b hand textures
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Version 2.1.30
- Fixed character gliding on all Titans animations (Same implementation as 3rd Person Animation Fixpack)
- Fixed missing footsteps in 1st person when using 1H melee weapons
- Disabled additional normal talking animations on power armor users
- Removed redundant files (Minigun and some 1st person swimming animations)
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Version 2.1.29
- Big Rifles: Added support for Varmint Rifles and pump-action rifles (Hunting Shotgun, Grenade Launcher, Holorifle, etc)
- Big Rifles: Added custom reload animation for pump-action rifles
- Big Rifles: Sneak movement animations are updated to look less stiff
- Big Rifles: Fixed an issue where sprinting while reloading the hunting rifle would cause the weapon to float
- Miniguns: Added custom reload animations for Gatling Lasers/Plasma Casters and Miniguns/Grenade Machineguns
- Miniguns: Fixed an oversight that caused the newer version of minigun forward walk animation to not play
- Miniguns: Sneak movement animations are updated to look less stiff
- Miniguns: Added sneak animations
- Small Rifles (2HR): Added support for grenade rifles
- Grenades: Added sneak animations
- Increased the volume of metal terrain footsteps slightly
- Increased the air check time of contextual footsteps from 0.33s to 1.00s to reduce the occurrence of footstep sound not playing when moving on uneven ground
- Doubled the volume interval of Legacy sound volume settings
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Version 2.1.28
- TTW: Fixed missing grenade throwing animations
- TTW: Fixed issue where gameplay changes wouldn't apply to BOS T45d helmet
- Fixed missing ini check for bonus critical chance
- Disabled message notication when MCM isn't loaded
- Added an optional default ini file
- Moved unnecessary temp settings to the storedvalues ini to reduce cluttering the main ini file
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Version 2.1.27
- Fixed an issue where Legacy mode footsteps would become silent
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Version 2.1.26
- Fixed an issue where Auto-INI wouldn't work when starting a new game
- Fixed an issue where 1st person power armor footstep sounds would play despite not being in power armor
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Version 2.1.25
- Sound Expansion: A new Contextual sound mode that features terrain-based sound variations for footsteps and landings. Volume levels can be now adjusted separately for 1st/3rd person and companions/NPCs. There are new foley sounds as well as a new subtle screen shake effect for sprinting. Check the "New Settings Preview" above for more details.
- Auto-INI: Option to auto-load INI settings on any new or saved games. To use, simply save the settings to INI and enable the Auto-INI setting in the INI tab. The Auto-INI setting is contained in the INI file and can be used to transfer all Titans MCM settings.
- Fixed an issue where the item condition multiplier setting would default to 0% when loading settings from INI
- Fixed small holes on back of the upper arms of T51b models
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Version 2.1.21
- Fixed an issue where incorrect texture is used on the remnants armor gloves when TTW is active
- Fixed an issue where incorrect animation would be used when sprinting with a 2-handed melee weapon holstered and severe slow down would occur when weapon is drawn
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Version 2.1.20
- NOTE - Some of the new gameplay features require the NPC Perks option (uNPCPerks) in JIP LN NVSE to be enabled in order for them to be applied to NPCs.
- Remnants Tesla Armor Restored: The full armor set can now be obtained in the Remnants Bunker. One of the armor stasis pods in the bunker, the third one from the left, has been replaced by a tesla variant. It can only be opened if you interact with it while wearing a full set of regular remnants power armor. The script works retroactively so the armor set is always obtainable even if you have already been to the Remnants Bunker and/or collected the required items.
- Scorched Sierra Helmet Restored: The helmet is restored if neither Lonesome Road - Scorched Sierra Power Helmet nor JSawyer Ultimate are active. It can be found on Colonel Royez's body in the Long 15 once he's killed. If he's already dead prior to this update, then the console command "Player.AddItem TNWArmorScorchedSierraHelmet" can be used to insert the item.
- Gameplay Settings Tab: A new mod tab with many new gameplay related settings. The default setup is designed to make power armors feel more like the way they were in the classics - almost invincible and slightly OP. It is calibrated mostly for vanilla/JSawyer Ultimate, but the settings are highly customizable and moreover can be adjusted at anytime during gameplay, should you want to fine tune things to your liking, to either make it more challenging or become even more OP. TTW is supported.
- Water Recycling System: Replenish a percentage of water loss and a small amount of HP every 5 minutes, similar to Vault 13 canteen. The amount of H2O restored is automatically scaled to the global H2O decay game setting and the percentage can be further customized on top of that.
- Power Armor Rebreather: Option to enable limited (30s or 60s duration) or unlimited water breathing when wearing both armor and helmet.
- Underwater Run/Walk: Inspired by the mod Simple Power Armor Walking Underwater, power armor users no longer swim underwater and instead would just run/walk like a deep sea diver. Movement speed is customizable and defaults to 60%, and requires uNPCPerks in JIP LN NVSE to apply to NPCs. If Just Sprint Plus is installed and the "Sprint While Swimming" option is enabled, one can "sprint" underwater.
- Toggleable Explosion Screen Shake: Option to disable screen shake when being hit by an explosion either globally or only when wearing power armor. Unlike other means of disabling screen shake, this setting only affects explosions, so it can be used while preserving other screen shake effects, such as that of power armor landing, for instance.
- Toggleable Blood Splatters: Option to disable blood splatters on screen globally or only when wearing power armor.
- Added dialogue animations.
- Lowered the overall volume of power armor footstep sounds.
- Removed archaic mod settings - movement speed offset and jump height offset.
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Version 2.1.13
- Fixed an issue where the Titans version of launcher weapon would be visible on non power armor wearing NPCs if their weapon is set to drawn by default (ie Boomer guards)
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Version 2.1.12
- TTW: The presidential metro train will no longer glitch out and go through the wall when taken with power armor on
- TTW: Fixed an issue where the auto axe blade would not spin when using Titans melee animations
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Version 2.1.11
- Improved skinning of T51b: Less stretching in the lower armpit area, fixed clipping in the hip that occurs when twisting, and fixed a couple of minor mesh errors
- Relaxed the lower back area of 2H Melee, Unarmed, Big Rifle, and Minigun animation sets
- 2HR equip and unequip animations of Big Rifle set updated to match the timings of vanilla animations
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Version 2.1.10
- Melee Animation Pack: New unarmed and 2-handed melee weapon animation sets for all weapons under these two weapon groups, complete with sneak, sprint, attack variations, and power attack animations. All power attacks now follow directional movement logic: Stationary attack hold for overhead, left for haymaker, right for backhand, backward for thrust, and forward for a leaping smash.
- Big Rifle Animation Set: Added support for hunting rifles
- Smoother deformations of the upper arms of remnants power armors
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Version 2.1.06
- Skinning of the upper arms of remnant power armors adjusted to have less round of a curve and more rigid
- Fixed several errors in regular remnant and remnant tesla armor textures
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Version 2.1.05
- Added support for Just Sprint Plus (If JSP is used, the sprint patches included in Titans are NOT needed)
- Correct character scale for Charon in Fallout 3 is restored when power armor is unequipped
- Expanded support for 360 Movement to use Titans minigun, launcher, and sneak animations
- Addressed the slight speed stutter when performing directional jumps with certain weapons
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Version 2.1.04
- The necessary settings in lStewieAl's Tweaks are automatically enabled
- Fatman nuke no longer floats when the weapon is first equipped
- Fixed texture glitches on missile launchers
- 1st person missile launcher textures (standard 512 to 1024) are applied to 3rd person models so they appear less blurry
- Added back missing decal on the hind barrel of Annabelle
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Version 2.1.03
- 1st person power armor sprint animations are no longer used when out of power armor
- Fixed the bent light in the middle of the Hellfire pauldrons
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Version 2.1.02
- 1st person and 3rd person footstep sounds are synced up
- Fixed issues with shoulder-mount animation set where weapons are often reverted back to shoulder-mounted state
- Launcher weapons are hidden when going into special idle animations like sitting in a chair
- Red Glare now automatically fixes itself when used with 3rd Person Camera Overhaul
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Version 2.1.01
- Big Rifle weapons will no longer float in the air when sprinting during reload
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Version 2.1.00
- Titans of Steel: Texture and shader expansion pack (see Posts section for more info)
- New customization options: Blue Brotherhood of Steel and Classic T51b Power Armor
- New Big Rifle Animation Set: Complete with iron sight, sneak, and sprint animations. Currently supports sniper rifles, gauss rifles, anti-material rifles, and battle rifles
- Moved Dead Money's BAR (Automatic Rifle) from one-handed animation set to Big Rifle
- Expanded the shoulder-mounted launcher animation set, that was previously only for SMMG, to cover missile launchers, tesla cannons, and Red Glare
- Expanded the lever-action animation set (Now renamed the Small Rifle 2HR set) to cover other 2HR weapons like laser rifles and caravan shotguns and added full sneak animations
- New reload animations: Gauss rifle, laser rifle, caravan shotgun, missile launcher, tesla cannon, Red Glare
- New sneak animation set: Kneeling sneak idle, turning, and locomotion animations with no leg crossing. Full support added for Big Rifle, Shoulder-Mounted, and Small Rifle (2HR) animation sets. Partial support added for other weapon types
- New atmospheric guard stance animations for the guards in the Hidden Valley base
- Added an option to disable the smoke effect of Red Glare under the General settings tab
- Fixed an issue where NCR salvaged armor wearers would have their minigun flipped if No Pipboy In Power Armor mod is active
- Hurt idle and forward walk animations will now correctly play when crippled
- Upped the volume of salvaged power armor jumping sound slightly
- Sprint option now saves correctly when saving to INI
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Version 2.0.70
- Unique animation set for Shoulder Mounted Machine Gun
- Reduced the bowleggedness and improved the smoothness of turning animations
- Turning animations now play while aiming down sight with miniguns
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Version 2.0.67
- Bozar and BAR are now included to use one-handed animations
- One-handed animations will now be automatically applied to a selection of weapons in Classic Fallout Weapons Remastered
- Added missing holstered minigun locomotion animations for female characters
- Fixed various issues with injured animations: holding minigun incorrectly, missing head and weapon scaling, animation priority issues when moving
- Scorched Sierra Power Armor mesh has been updated to not have to rely on the old hamfisted method of using an inverted normal map for flipped body parts
- Fixed a typo in the description of the salvaged power armor footstep sound option
- Updated the holstered minigun left and right jump/land animations
- The formlist TNWOneHanded2HAList in the .esp file has been emptied and all forms will now be added at game launch with the runner script "gr_tnw_titans_1h_1ha.txt" for easier customizations
- Fixed missing value in the footstep sound volume option when restoring default settings
- Some of the descriptions in the animation tab have been rewritten to be more user friendly
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Version 2.0.66
- Added new grenade animation set
- Fixed an issue where some one handed animations would play instead of two handed
- Fixed a typo in the description of the minigun iron sight option
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Version 2.0.65
- Added new neutral directional run/walk and jump/land animations
- Small guns animation pack update: Added missing directional run/walk and jump/land animations, reduced back bending when looking down, fixed right arm popping in the strafe walking animations
- Big guns animation pack update: Added holstered directional run/walk and jump/land animations, reduced knee popping in the minigun weapon drawn forward run/walk animations
- Slightly improved sprint animations (A little more extension in the legs)
- Fixed an issue where the correct sprint animation for one-handed pistols wouldn't play
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Version 2.0.60b
- Removed dependency on Strip Lights Fix.esp that was left in by accident
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Version 2.0.60a
- Code revised: Issues with salvaged power armors and minigun iron sight animations no longer occur when using xNVSE 6.3.0
- Landing from great height while in 1st person mode no longer causes the sound effect to glitch out
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Version 2.0.60
- Big guns animation pack
- Consolidated the sprint animation variants into one single option. Speed offset option is now obsolete and removed
- Mod menu is slightly reorganized (The alt minigun holster animation can now be found in the new Animations tab. The options to change NCR and Scorched Sierra armors are now in the General tab)
- Weapon animation sets are now separated into togglable sets, accessible in the new Animations tab
- Added a mod option for selecting minigun attack sound for matching the animation and sound
- Added a mod option for reducing the falloff radius of footstep sounds
- First person rifle iron sight animations with adjusted finger positions are now optional in the mod menu
- Converted all remaining stereo sound files (footstep and some landing sounds) to mono for more consistent volume level and proper 3D locational sound support
- Added a footstep sound toggle for salvaged power armors (This is follow up to the previous patch note, due to a discovery that the footsteps for these armors don't have 3D support. Using bArmorSoundsPlayIn3D=1 in lStewieAl's Tweaks will add 3D support and make the volume consistent)
- Grenade Machine Gun barrel is no longer out of position when equipped with alt holstered animation on
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Version 2.0.53a
- Fixed a couple of missing files when not installing the sprint addon during FOMOD installation
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Version 2.0.53
- Sprint animations revised again
- Added old sprint animations as a FOMOD installation option for those who prefer a slower, more stylistic sprint
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Version 2.0.52
- New hurt animations added (idle, forward walk, forward run) plus 360 movement support
- Sprint animations revised
- Fixed an issue where sprinting would cancel out reload animations
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Version 2.0.51
- New FOMOD installer
- Fixed an oversight with Greased Lightning Power Fist not being fitted
- Fixed an issue where non-TTW users would receive error messages in the console, due to FO3 EditorIDs being referenced directly
- Fixed inconsistent footstep sound volume for Salvaged Power Armors
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Version 2.0.50
- Small Guns Animation Pack (Beta)
- Fixed a small see through hole on the back of T-45d upper right arm
- Slightly improved the shape of advanced power armor bracers
- Improved the transitions of the turning animations
- Added an compatibility mod option for hand-held Pipboys
- Improved wrist-bound Pipboy fitting on female player character
- Expanded the Hide Backpack option to affect non-weapon backpacks worn by NPCs
- Fixed an issue where salvaged armor footstep sound fx was slightly delayed
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Version 2.0.40
- New heavyweight jumping and landing animations plus corresponding variants for alt minigun idle, as well as a new minigun sprinting animation
- Added a new toggleable camera shake effect when landing from great heights
- Expanded the Hide Backpack option functionality to covers all backpack items such as ones added by mods
- Character scaling is now applied instantly when unequipping power armor to make the transition look less awkward for companions especially
- Fixed an issue where loading a save in a freshly launched game session can cause the characters wearing salvaged power armors to use vanilla weapon animations
- Fixed an issue where unequipping minigun type weapon via hotkey can cause the 3rd person idle to be stuck on the alt 2HH animation
- Fixed an issue where landing sounds won't play if the character just walks off a cliff without jumping
- Fixed an issue where heavy landing sounds will still play despite mod option being disabled
- Fixed some minor scripting oversights related to movement speed offsetting
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Version 2.0.36
- Fixed an issue where movement speed does not update when equipping/unequipping power armors or turning on/off the speed offset option
- Adjusted the volume levels of the landing sound effects to be more consistent
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Version 2.0.35
- Power Armor Movement Sounds: A new set of custom power armor footsteps, jumping, and landing sound effects, with a non-hydraulic version for salvaged power armors. The new settings are located under the Customizations tab in the mod menu.
- The code on armor effects has been rewritten and all of the Titans effect scripts have been moved from armor base effects to event handlers and actor effects handled separately elsewhere, leaving the armor effects completely clean.
- Fixed the see through behind knees of T51b armors
- Fixed the see through on the back of the upper legs of advanced power armors
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Version 2.0.31
- Changed the method of adding new armor effects (used for processing Titans scripts and movement speed offsetting) from inserting at the top of the list to appending at the end of it
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Version 2.0.30
- INI Support: Restructured the Titans mod menu for better organization and to make room for upcoming new features, added new options to use .ini file for saving and loading config
- New extra content: Replaced the vanilla power armor in the Future Weapons Today magazine cover of the loading screens and the ingame clutter magazine with a Titans power armor
- Added support for YAPR - Yet Another Pipboy Remover
- T45d Power Armor- Revised the design of the pauldrons and waist, reskinned the waist and mid section armor plates, reduced clipping in the shoulder/pauldron areas
- NCR Power Armor- Revised the design of the pauldrons/shoulders, adjusted the upperarm area for a more filled out look
- Sierra Scorched Armor- Fixed an issue where a bad texture seam is visible in the front, improved the glow area of the backpack, some minor texture clean ups
- T51b Power Armor- Expanded the breastplate and armor plates in the crouch area to offer more protection, thickened the waist that was previously way too thin, fixed the black line in the seam above buttocks, fixed the see through in the waist when looking up, reduced some of the texture stretching in the chest and armpit areas, fixed VATS targeting of the left arm, improved the shading of the soles, added a higher res normal map (512 -> 1024), updated and fixed some minor issues in display meshes in Anchorage DLC,
- Hellfire Armor- Fixed some mesh shading errors in the waist and thighs, added the mid section armor plates back in, angle of the armor bracers adjusted to fit closer to the hands, UV of the pipes in the behind adjusted
- Armor Gloves- Fixed an error where the left glove is slightly smaller than the right glove, adjusted the shading and shape of the advanced power armor gloves
- Adjusted the rifle iron sight animations in 1st person so the power armor fingers don't end up blocking the line of sight
- Added additional minigun firing animation options in the mod menu and updated description
- Fixed an issue with the alt handle weapon idle animation where the ammobox of grenade machineguns would float midair until drawn
- Fixed an issue where only the Pipboy screen is left visible if Pipboy is accessed while attacking
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Version 2.0.22
- New Built in Patch for Armed To The Teeth - Redux: Auto detection and activation. Requires ATTT Compatibility Files under Optional Files to activate and function
- Changed the method of the minigun firing animation overrides to allow for more compatibility with minigun animation mods
- Added additional checkpoints in the code for catching and fixing Pipboy related desync issues
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Version 2.0.21
- Added a button in the mod menu for fixing Pipboy if the armor is blocking the screen (missing Pipboy caused by No PipBoy in Power Armor mod when it's uninstalled)
- Fixed a mesh error that caused the visor of NCR salvaged helmet to look oddly reflective
- Fixed an issue introduced in the last patch that caused super mutants to implode when they fire minigun
- Optimizations in the code to prevent unnecessary console messages from popping up
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Version 2.0.2
- The mod option to choose minigun firing animations has been changed to apply globally regardless of power armor usage
- Pipboy Integration: Added support for custom Pipboy menu hotkeys mapped in lStewieAl's Tweaks
- Fixed a game breaking bug where NPCs wearing power armor (Most notably leveled Outcasts) would become stuck in the idle animation, unable to attack the player
- Addressed an animation issue with minigun type weapons where the left hand would be floating.
- Fixed a bug where the Pip-Boy can become invisible when accessed while not wearing power armor
- Fixed a bug where backpack remains hidden despite not wearing power armor
- Fixed a bug where minigun type weapons are flipped and/or don't become hidden when power armor is unequipped
- Fixed a bug where a black cylindrical object would encapsule the player when power armor is equipped while using No Pipboy in Power Armor mod
- Fixed a bug where weapon is incorrectly scaled while sneaking
- Fixed incorrect body part flags on Salvaged Power Armor helmets that caused them to be untargetable in VATS
- Fixed a bug where loading into a saved game after dying can cause Pipboy to disappear if player is not wearing a power armor
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Version 2.0.1
- Added new mod option for picking between New Vegas's quick fire and TTW's long wind-up versions of minigun firing animations while ingame for seamless gameplay transitions between Mojave and Capital Wasteland. This is a global switch that only affects actors wearing Titans power armors (like all other features in Titans). The New Vegas firing animation also has its up/down firing animations fixed like in previous versions of Titans.
- Increased the tick rate of the callback scripts (30 frames -> 10 frames for Player and 60 frames -> 30 frames for NPCs) for a quicker response time for the features handled by them (backpack hiding, weapon hiding, unarmed fitting, and animation reset when unequiping power armors)
- Expanded the framework on handling holstered weapon nodes to allow custom moddable and modular sets (expanding from the previous hard sets of Remnant, T51b, and T45d), which now the Hellfire, Enclave MKII, and Salvaged Armors use. Clipping/floating of the holstered back weapon on these armors has been fixed.
- Removed dependency to ShowOff NVSE. The part of the code that was previously reliant on ShowOff NVSE has been rewritten.
- Fixed the missing drop models for NCR Salvaged Power Armor
- Fixed a bug where companions and NPCs' character and head size won't reset after unequipping power armor
- Fixed a bug where the attack animation of Gatling Lasers gets weirdly janky
- Fixed a bug where switching to another weapon from minigun type weapons would cause it to be moved inside the torso
- Fixed some minor bugs in the code for handling Pip-Boy light
- Removed an accidental base record edit on ArmorPowerEnclaveList
- Removed an obsolete dummy faction base form carried over from version 1.0 of Titans
- Removed redundant loose files
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- Author's activity
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April 2024
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28 Apr 2024, 10:06AM | Action by: Woooombat
Changelog added
'Change log added for version 2.1.31b'
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28 Apr 2024, 10:06AM | Action by: Woooombat
File added
'Titans of The New West [version 2.1.31b]'
March 2024
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28 Mar 2024, 4:59PM | Action by: Woooombat
Attribute change
'Description changed.'
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28 Mar 2024, 4:55PM | Action by: Woooombat
Attribute change
'Description changed.'
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15 Mar 2024, 6:51AM | Action by: Woooombat
Changelog added
'Change log added for version 2.1.31'
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15 Mar 2024, 6:51AM | Action by: Woooombat
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'Titans of The New West [version 2.1.31]'
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'Author now defines their own permission instructions.
Users can no longer upload this file to other sites.
Users can no longer convert this file.
Author changed their permission instructions.
Users can now use this file in any mods/files that are being sold.
Users are not allowed to modify this file.
Users are not allowed to use assets from this file under any circumstances.'
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03 Mar 2024, 3:57AM | Action by: Woooombat
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'Description changed.'
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03 Mar 2024, 3:46AM | Action by: Woooombat
Attribute change
'Description changed.'
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03 Mar 2024, 3:43AM | Action by: Woooombat
Changelog added
'Change log added for version 2.1.30'
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03 Mar 2024, 3:42AM | Action by: Woooombat
File added
'Titans of The New West [version 2.1.30]'
February 2024
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24 Feb 2024, 7:30AM | Action by: Woooombat
Changelog added
'Change log added for version 2.1.29'
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24 Feb 2024, 7:30AM | Action by: Woooombat
File added
'Titans of The New West [version 2.1.29]'
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24 Feb 2024, 6:00AM | Action by: Woooombat
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'Description changed.'
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