File information
Last updated
Original upload
Created by
SeptfoxUploaded by
SeptfoxVirus scan
Activity logs
This page was last updated on 26 November 2016, 8:46AM
- Changelogs
-
-
Version 2.1
- ~~~~~~~~~~~~~~~~~~
Update 11/Version 2.1
~~~~~~~~~~~~~~~~~~
Minor update. No changes to primary files, just provides XPMSE 3.91-based skeletons.
- ~~~~~~~~~~~~~~~~~~
-
Version 2.0
- ~~~~~~~~~~~~~~~~~~
Update 10/Version 2.0
~~~~~~~~~~~~~~~~~~
Updating to version numbers rather than letters, as NMM and MO don't seem capable of retrieving letters, thus giving no information when an update is available. Version 2.0 because we started at 1.0 and are roughly 10 updates in :v
This is also the last time that the changelog for the last major revision/rebuild will be noted below this changelog. Hopefully the version change will pull in the remaining people who need to read it.
Changes:
- The skeletons for vanilla races (as well as custom races using vanilla skeleton locations) are now automatically installed by default, and the race selection step is for additional race support. Make sure to read the note under Current Issues if you use multiple custom races and MO.
- Re-enabled and updated the XPMSE Leg Ratio slider
- Added a Leg Length slider; literally stretches the legs while moving the character upward. It can be found under the Leg Ratio slider.
Probably buggy due to displacing leg bones. Up/down compensation isn't perfect, and will be even more off if used with the two sliders below.
- Added sliders for Thigh Bulk and Calf Bulk; they increase the scale on the like-named body parts while moving their bones (and the bones under them) to keep the leg length roughly correct, and can be found above their associated Scale sliders. Intended for use scaling upward, does not work properly < 0...I'll figure out what to do with this in the next update. Probably yet another slider since the needed movements are completely different...
Again, probably buggy, and the compensation movement isn't exact (particularly on the calves) because I couldn't figure out how to add conditions to the positional bits of the sliders and scaling these parts doesn't move the parts below by a linear amount : \
- Fixed the extra Head Up/Down slider in the Face tab that nobody really noticed was broken (was pointing to the now-ancient CME HeadPos node)
- Moved the Waist slider to between Lower and Mid-Torso, where it logically belongs
- Renamed the "Twist" sliders to "Shape", should be more meaningful to the common user
- Cleaned up the sliderconfigs a bit to make them less annoying to look at
Current issues:
- Mod Organizer is unable to install to more than one additional race. If more than one is selected, it will install the earliest in the list and return "file not found in archive" for subsequent races. This isn't something I can fix without unnecessarily bloating the package (I've already increased it substantially by including the skeletons twice for Vanilla and Additional Race); if you need support for more than one custom race at a time, you'll need to place the skeletons manually. It also isn't actually a new issue, it just seems nobody's ever noticed it before.
Note that the above issue doesn't apply to NMM, it installs perfectly fine regardless of how many races you select.
- NMM doesn't display the "Additional Races" informational text I wrote out, so to the uninformed it looks like I no longer include an option for Vanilla races. Thanks, NMM. Not worth spinning up another upload for, but I'll fix it in the next update...probably using a large mallet.
---
While leg length/bulk sliders are "easy", arms are not so much, primarily because animations are distorted in various degrees depending on what you move/how much you move them.
Also, based on past experience - yes, I have tried before - it's is very hard to get linear results, and without linear results you have sliders that don't scale up/down properly. So I probably won't be able to make arm length or "bulk" sliders, sorry.
Suggest more things!
- ~~~~~~~~~~~~~~~~~~
-
Version 1.9
- Version Fb
~~~~~~~~~~~~~~~~~~
Update 9/Version Fb
~~~~~~~~~~~~~~~~~~
Another minor update, though probably desirable for people who want their weapon sliders to actually work properly. Really this time.
Changes:
- "Officially" updated to XPMSE 3.67. Nothing actually changed as far as the skeleton is concerned, and the sliderconfigs were already effectively synced with XPMSE's (which itself just got its weapon sliders fixed, hooray for collaboration) aside from my screwup, but inevitably if I don't make it official...someone's going to ask me to update :v
- Corrected the dumb mistake I made on all of the weapon sliders. They should now work properly regardless of where the weapons are attached.
- Added XPMSE's height slider. This scales the player skeleton's...er, skeleton. This is different and somewhat cleaner/"safer" than ECE's height slider (which uses player.setscale, and can potentially be overridden by lazily-written mods that scale the player).
- Changed the name of ECE's height slider to differentiate it from XPMSE's. I was going to remove it, but using it and XPMSE's slider together can get rid of the player's annoying lean-backwards behavior when using Player Headtracking and your race's height is less than 1. I'll write a short article on it soon.
- Changed the name of the Body Scale slider to relate it to the height sliders
- Pending changes, scheduled for the next few days: shoveling some of this wall of text into the Articles section, writing a short article on the results of my ECE slider syntax experimentation over the last couple days (spoiler: it's unintuitive and buggy-feeling), and fleshing out the node-adding tutorial a bit more.
- Version Fb
-
Version 1.8
- ~~~~~~~~~~~~~~~~~~
Update 8?/Version Fa
~~~~~~~~~~~~~~~~~~
Minor update, though probably desirable for people finding that their weapons
won't move if their style has been changed via the XPMSE menu.
Changes:
- Slightly modified all the weapon sliders to use an old XPMS/CME
compatibility trick. This is done because otherwise, changing weapon
styles via XPMSE will break the weapon movement sliders.
As an unfortunate side-effect, bow/crossbow and greatsword/greataxe users will need to use the XPMSE menu to use a style other than Default (each has a
default-like alternative style), or the position sliders will not work.
If you don't have the XPMSE plugin installed (and so are using default
weapon positions), the above shouldn't affect you at all. Hopefully.
- Fixed the "Forearm Correction X" slider
- Merged ECEE sliders into the main package and added the option for them in the installer; install ECEE before this mod if you want to use it!
- Cleaned up the installer a bit on the script side, removed some redundant text from before going all-XPMSE
- ~~~~~~~~~~~~~~~~~~
-
Version 1.7
- ~~~~~~~~~~~~~~~~~~
Update 7/Version F
~~~~~~~~~~~~~~~~~~
Version "F" for "fishes", "forks", and "****ing finally*.
Apologies for my long absence. Various things happened, many words were had, and this project got away from me. I'm back to fix're up.
The following things have happened:
- Updated to XPMSE 3.63
- Merged in updated sliders from both XPMSE 3.63 and Enhanced Character Edit 1.4
- Updated and cleaned up/reordered the translation file a bit to make future additions easier, re-added the references to the updated XPMSE sliders so they can be translated. Unfortunately, the former makes it hard on translators for this update...sorry! It will be easier in the future!
- Dropped old CME/XPMS-style skeletons from the project. They are, and will continue to be offered in the Files section under Old Versions, however versions from here on out will no longer include them or updated slider files for them in the installer.
I've made the decision to do this because the old skeletons are horribly, horribly outdated, have various bugs, aren't compatible with newer mods, and are quickly falling out of use because of all of the above.
On the other hand, XPMSE has achieved widespread adoption, is constantly being updated and bugfixed, properly supports HDT, etc etc. This also considerably reduces the amount of stuff I have to keep track of and the number of things that can go wrong for you the player, as I'm no longer dealing with two sets of slider files.
For those migrating from Ning's skeletons: try reducing thigh scale, moving the calves up, and the feet down to get something like the same look as before. The reverse is basically what the "9Head" skeleton did (particularly with the feet, as far as I can tell they were moved *very* far down, stretching the calves out), not sure about "Perfect". Just play with the sliders a bit, it's not the end of the world.
Slider changes:
- Removed NPC COM and Root scales and positions, as I feel they're no longer relevant. The "new" Body Scale/X/Y/Z sliders use one of XPMSE's built-in nodes to achieve the same basic effect.
- Added "Pinky Position X" slider, to enable moving the pinkies inward and outward on the hand. Try setting to 0.1 to make your character's hands not look like you broke them by smashing them against a table.
- Added counter-scaling to the various finger sliders
- Removed counter-scaling from some sliders that still had it in the non-counterscaling version
- Modified XPMSE's Breast sliders to use an older slider formula, to prevent HDT/breast "panic" when loading the game with breast scale <0
- Removed (or rather, didn't reimplement) the "CME Head" node, as including it has always caused decapitations to insta-crash the game; instructions below on how to add and utilize it if you want. I still feel like it's a useful node, but including it by default was a bad idea.
- Reordered the slider list a bit; "root" breast and butt sliders are now included in the main list (the former is below the Upper Torso sliders, latter under Pelvis). It wasn't this way to begin with because at the time of last update, clothing still wasn't often utilizing breast/butt bones. With the prevalence of animation-independent HDT bouncing and the appeal of players being able to easily change bust size, more and more clothing is being produced or converted to being HDT-ready. Sliders for individual breasts/'cheeks and Breast01 (not often used) are in the usual place.
As always, if anything explodes, please report it in the comments section. Thank you.
- ~~~~~~~~~~~~~~~~~~
-
Version 1.6
- Update 6/Version D
Now with 100% more NMM installer. Easy one-package setup, containing everything, for the lazy discerning player.
NMM installer includes following choices:
CME or XPMSE
-(if CME) choice between XPMS, Ning's "Perfect" and Ning's "9 Head" skeletons
Choice between races to install for, for actually putting the skeletons in the
right folder(s). Currently supported: Vanilla, YgNord, Monli, Ningheim,
Ashen. For other races, choose Custom and follow the instructions in
the description, and leave a comment telling me to support your race or
you'll eat my dog or something
Option to expand the slider range/improve granularity
Option to disable automatic scale compensation on dependent nodes (yes, I know, sounds Greek. more below)
My first ever NMM installer attempt, I believe I got all the bugs worked out, but if something doesn't work as expected please leave a comment.
There is, of course, still the manual installation for those who want it.
-
Added the following sliders to both packages, found down in the list with the associated scale sliders
Right Hand Equip X
Right Hand Equip Y
Right Hand Equip Z
These three will move whatever is equipped in the right hand; primarily weapons
Left Hand Equip X
Left Hand Equip Y
Left Hand Equip Z
These three will move whatever is equipped in the left hand; usually shields, less usually bows and offhand weapons, torches
Right Magic Scale
Right Magic X
Right Magic Y
Right Magic Z
Left Magic Scale
Left Magic X
Left Magic Y
Left Magic Z
These do exactly what you would expect them to do. Note that the X/Y/Z
coordinates are relative to the hand. Positional sliders are wide-range.
Root X
Root Y
Root Z
Found under Root Scale. Skeleton positioning relative to the base of the
skeleton (NPC node); you can move the majority of your character's
skeleton (effectively, their entire body) so they are not in the same
spot as their world position. Primarily intended to help with fine
positioning when taking screenshots (example: when if in a sitting pose,
your character isn't touching the ground/chair/whatever, simply reduce
their Root Z) and character positioning while in the racemenu (easier
than messing with the camera, perhaps). No idea how it would affect
actual gameplay to leave these at non-0. Will probably make paired
animations look strange, but on the other hand, may also be used to fix
them in certain circumstances (such as when using a non-vanilla-sized
character). Wide-range sliders.
Hair Scale
Hair X
Hair Y
Hair Z
Found under the Body and COM scale sliders, rather than at the top with the
head; reason being that I don't forsee there ever being mainline support
from modders for movable hair, so the sliders would just clutter the
list for the common user. Instructions for adding support to individual
hairstyles found down in "Adding/modifying nodes for full
functionality".
Note: can also easily be used with anything else that would normally be attached directly to the NPC Head bone; hats,
glasses, etc. Just follow the instructions for anything you want to
modify.
Also, "Mid-Torso Scale" name is finally fixed (by completely renaming the slider internally; it was that stubborn). No
more "$CME_Spine1" in the ingame menu, woo.
-
Both CME and XPMSE versions now have self-correcting scale sliders.
E.g. if you lower or raise the scale of say, the pelvis, the thighs will
scale down/up to maintain their size at 100%. This is a simple 1/x
operation, I haven't made up any elaborate formula for it.
The reason I didn't do this earlier is because I really, really wanted to do
something a bit special on the arms; I wanted the upperarms in
particular to not only keep the forearms scaled correctly, but maintain
the length of the upperarms as well (since scaling them up or down
drastically affects their length). Unfortunately there seems to be a
couple of limitations in ECE when it comes to performing multiple
operations on one node at the same time, the slider math got
very...interesting...at some points, and in the end I simply couldn't
get the effect I wanted.
To adjust for this update, simply take the amount on one slider and subtract (or add) that amount to the slider
dependent on it (e.g. if the Pelvis is at -1.3 and the Thighs are at
+1.6 to compensate plus add a little bulk, simply reduce the Thighs by
1.3 for a total of +0.3); it should only take a couple of minutes.
Alternatively, there is an option in the installer to disable this behavior.
-
The following changes have been made to the CME version:
Weapon movement sliders should all be functional, all weapon spots on the XPMS body should be movable now
Weapon scale sliders should now be completely functional
Tail movement sliders should be functional
Tail scale sliders should be functional
The "Perfect" and "9-Head" Ning skeletons in Optional Files have been
fitted with nodes to support the previously-added Breast and Butt
sliders, as well as nodes to support the new features in this update.
-
Current bugs:
Upper Torso Scale, in the self-correcting version, is a bit weird. I'd
intended to have ECE move the head and arms downward to keep their
relative positions right, but having both movement and scaling in a
single slider is very fidgety at best. What with both head and shoulders
having their own movement sliders anyway, I didn't try particularly
hard, either. Might try again in the future. For now, you'll need to use
the Head Down and Shoulder Spacing/Height sliders to keep things
looking right.
The following movement sliders in the CME version are untested:
Any non-standard weapon slot (shieldback, left weapons, etc)
Tail movements and scales
Any of these could quite possibly be broken; I don't have the mods to test
them, and my game isn't really running quite right enough to go looking.
Please report it if you find a non-functional slider.
Current issues/Limitations:
-Spine1 scale name still won't use the translation file, so it still shows up as a raw slider ingame. I still have no idea why this is.
-Moving/lengthening limbs can "break" some animations/poses, because limbs and such may no longer be where the creator of said
animations/poses expected them to be. Rest assured, though, this is more
of a "wow, that looks funny" sort of broken, not "oh dear god my game
is burning" sort of broken; messing with your skeleton proportions won't
(can't, really) permanently break anything.
-Moving/shortening limbs, when going below 0, sliders don't sync exactly; when I eyeballed the asterisked sliders, I did it for the positive range only. If you want meaty arms, and want to shorten them with the movement
sliders after scaling them up thick, you'll have to play with the X/Y
to get it looking right.
-Moving/lengthening/shortening limbs in general shouldn't be used to the extreme, as high amounts can cause stretching, and I'm pretty sure nobody wants to look like Gumby. Same for very low amounts; it can cause clipping into nearby body parts. Don't be afraid to experiment, you won't hurt anything, just be aware.
- Update 6/Version D
-
Version 1.5
- Update 5/ Version Cb: Adds XPMSE male, male beast and female beast skeletons to the package.
Adds the following sliders to both CME and XPMSE versions:
Breast Height
Breast Height (2)
Breast Forward/Back
Breast Forward/Back (2)
Breast Spacing
Breast Spacing (2)
Each breast uses two bones, so by manipulating both you can slightly alter the shape of the breasts, if that's your thing.
Butt Height
Butt Forward/Back
Butt Cheek Spacing (yes, really)
All of these can be found under their respective Scale sliders. I wouldn't recommend more than minor adjustments. These were very minimally tested using assets from Remodeled Armor CBBEv3M, and may or may not work properly; one thing I noted was that
particularly with the butt it was very easy to get visible "edges" due
to how the butt is rigged. Mess with it, you'll see.
-
CME version changes:
I've added the breast-moving nodes to the bundled XPMS skeleton and the node
list, but am not going to edit Ning's skeletons. As always, you can add
the needed nodes yourself by following the tutorial, which I totally
didn't forget to post until just now.
Re-adds the Head Size slider, which I'd mistakenly deleted.
Disables all Tail movement sliders, as well as weapons positions aside from the
Quiver position slider (which actually controls the Bow and Quiver). May
re-enable in the future, as they need additional nodes for
support...for now, they're just cluttering the list.
- Update 5/ Version Cb: Adds XPMSE male, male beast and female beast skeletons to the package.
-
Version 1.4
- Update 3 4/ Version Ca:
Added XPMS skeletons to CME package. This gives FULL support to not only females,
but males and beast races as well. Also fixes the ini files, of which I
had included older-than-intended versions because I'm bad at organizing gremlins.
I highly recommend installing version Ca even if you don't use beast
races, because of the newer ini. Bear in mind that it'll overwrite
whatever skeleton replacer(s) you currently have installed. If you were
using one of my modified Ning's skeletons, reinstall it after updating.
- Update 3 4/ Version Ca:
-
Version 1.3
- Update 3/ Version C: Adds the ability to move (generally lengthen/shorten) torso and limbs, when used with a skeleton with
supporting CME nodes incorporated.
Mod split to two versions; primary version using standard CME node naming convention and structure (that is, an old CME skeleton will have several nodes already in place, and only require my new nodes to be added for full function), secondary version using XPMSE node naming convention and structure. These versions function identically in-game when used with their respective skeletons.
Main versions now include respective skeletons: CME version includes XPMS and is compatible with other CME skeletons, XPMSE version includes XPMSE female skeleton (beast skeleton: soon).
Modified copy of XPMSE skeleton is provided in Optional Files, as are Ning's "Skeleton of Female Model" 9-head and Perfect versions.
This update adds the following sliders when a fully-compatible skeleton is installed. Please note that they are all considered "beta" (even moreso than the main mod) and have only been minimally tested:
Head Forward/Back
Shoulders Up/Down
Shoulders Forward/Back
Shoulders Spacing
Note: asterisked sliders are intended to be changed in matching amounts, may require slight adjustments
*Upperarm Height/Length
*Upperarm Y Correction
*Upperarm X Correction
Upperarm Muscle Height
Forearm Length
*Forearm Height/Length
*Forearm Y Correction
*Forearm X Correction
Wrist Height/Position
Note: following are hand parts/fingers, if you're unfamiliar with bone names
Knuckle/Proximal Phalange Scale
Knuckle/Proximal Phalange Length
Intermediate Phalange Scale
Intermediate Phalange Length
Distal Phalange Scale
Distal Phalange Length
Upper Torso Height
Upper Torso Forward/Back
Mid-Torso Height
Mid-Torso Forward/Back
Lower Torso Height
Lower Torso Forward/Back
Waist Size (should now appear and work correctly in both versions)
Thighs Height
Thighs Forward/Back
Thighs Spacing
Calves Height
Calves Forward/Back
Calves Spacing
Feet Height
The following sliders have also been renamed to be less literal and more correct and/or descriptive:
Clavicle Scale -> Shoulder Scale
Spine0 Scale -> Lower Torso Scale
Spine1 Scale -> Mid-Torso Scale (not that it matters, since the stupid thing STILL won't display right)
Spine2 Scale -> Upper Torso Scale
The following sliders have been removed, as they were redundant, please zero-out the sliders that replace them:
CME Spine Scale (0) (replaced internally by Forearm Y Correction)
CME Spine Scale (1) (replaced internally by Forearm X Correction)
CME Spine Scale (2)
Leg Size and Shoulder Size (default CME sliders from XPMSE) have been
disabled in the ini file, they're still there if you want to manually
re-enable them.
- Update 3/ Version C: Adds the ability to move (generally lengthen/shorten) torso and limbs, when used with a skeleton with
-
Version 1.2
- Update 2/version Ba:
reverted XPMSE's Neck Down slider to the original CME node for compatibility with older skeletons, added a new slider for the node XPMSE uses for Neck Down. Users of XPSME (or others that use similar node names) will need to set their Neck Down slider again.
- Update 2/version Ba:
-
Version 1.1
- Update 1/version B:
fixed a bad node name for Forearm Twist 1
- Update 1/version B:
-
Version 1.0
- Initial release. Support and additional sliders both lacking, most things broken due to CME/XPMSE dissimilarities, and the whole thing has a decided "some random scrub did this" feel to it : \
-
- Author's activity
-
November 2016
-
26 Nov 2016, 8:46AM | Action by: Septfox
Attribute change
long description changed
file version changed to '2.1'
bug reports enabled
-
26 Nov 2016, 8:43AM | Action by: Septfox
Changelog added
Change log added for version 2.1
-
26 Nov 2016, 8:41AM | Action by: Septfox
File added
XPMSE 3.91 Skeleton
June 2016
-
07 Jun 2016, 10:41PM | Action by: Septfox
Attribute change
ECE More Body Sliders - Main Installer small description changed
-
07 Jun 2016, 10:40PM | Action by: Septfox
Attribute change
long description changed
April 2016
-
29 Apr 2016, 9:50AM | Action by: Septfox
Mod edited
Slider format documentation
-
29 Apr 2016, 9:46AM | Action by: Septfox
Mod article added
Slider format documentation
-
12 Apr 2016, 1:56AM | Action by: Septfox
Attribute change
long description changed
-
02 Apr 2016, 6:15AM | Action by: Septfox
Attribute change
ECE More Body Sliders - Main Installer small description changed
-
02 Apr 2016, 6:14AM | Action by: Septfox
Attribute change
long description changed
March 2016
-
31 Mar 2016, 4:59AM | Action by: Septfox
User submitted image verified
thank you
-
17 Mar 2016, 9:43PM | Action by: Septfox
Attribute change
long description changed
January 2016
-
11 Jan 2016, 1:37AM | Action by: Septfox
File added
Skeleton and configuration with 3 controllable hair nodes
-
11 Jan 2016, 1:28AM | Action by: Septfox
Attribute change
long description changed
-
11 Jan 2016, 1:08AM | Action by: Septfox
Attribute change
long description changed
-
11 Jan 2016, 12:06AM | Action by: Septfox
Changelog added
Change log added for version 2.0
-
03 Jan 2016, 8:37AM | Action by: Septfox
Attribute change
long description changed
-
03 Jan 2016, 8:18AM | Action by: Septfox
Mod article added
Adding nodes needed for full functionality
-
03 Jan 2016, 8:08AM | Action by: Septfox
Mod article added
CME Hair node: information and adding it to a skeleton
-
03 Jan 2016, 7:32AM | Action by: Septfox
Changelog added
Change log added for version 2.1
-
- Mod page activity
-
April 2024
-
23 Apr 2024, 8:27AM | Action by: aaraie
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
21 Apr 2024, 12:23AM | Action by: ariisme101sky
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
20 Apr 2024, 10:01AM | Action by: topkatz5
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
17 Apr 2024, 12:03PM | Action by: Dfess
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
17 Apr 2024, 9:14AM | Action by: 2855748973
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
17 Apr 2024, 1:50AM | Action by: Samwisefgt
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
14 Apr 2024, 3:08PM | Action by: laurenashleykay
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
14 Apr 2024, 7:43AM | Action by: Danieljp80
Tracked
'Enhanced Character Edit - More Body Sliders'
-
13 Apr 2024, 11:59AM | Action by: TeddyHT
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
10 Apr 2024, 10:18PM | Action by: Brilzama
Tracked
'Enhanced Character Edit - More Body Sliders'
-
10 Apr 2024, 8:17PM | Action by: caprifangs
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
10 Apr 2024, 3:22AM | Action by: ohagissss
Tracked
'Enhanced Character Edit - More Body Sliders'
-
10 Apr 2024, 1:26AM | Action by: Z0R4K4N
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
07 Apr 2024, 12:09AM | Action by: Papittson
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
03 Apr 2024, 9:50AM | Action by: SHEMEY
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
02 Apr 2024, 5:24PM | Action by: sometimes614
Endorsed
'Enhanced Character Edit - More Body Sliders'
March 2024
-
29 Mar 2024, 12:12PM | Action by: Fallengod396
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
28 Mar 2024, 11:02AM | Action by: zfz1
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
27 Mar 2024, 4:45AM | Action by: NoctisLucisCaelum15
Endorsed
'Enhanced Character Edit - More Body Sliders'
-
26 Mar 2024, 7:42PM | Action by: endhiei
Endorsed
'Enhanced Character Edit - More Body Sliders'
-