• Item Image
    •  Downloads offline

    •  Downloads: 1586

    •  File Size: 17791204

    •  Version: 1.1.9
    •  Author: Antistar

Allows you to use a Weapon Mod Workbench to modify your favourite 'Small Guns' firearms with a range of handy attachments.

I strongly recommend checking the Fallout Interoperability Program (FOIP) page for compatibility patches that allow WMK to work more smoothly alongside other popular mods.

Download contains compatibility patches for
AA-12 Combat Shotgun Replacer
Broken Steel
Mothership Zeta
Operation Anchorage
Point Lookout
The Pitt

- Auto-Fire Mechanism (AF): Adds full-auto firing capability to most guns that do not have it otherwise (also increases weapon spread by around 50%).
- Extended Magazine/Clip (EC): Doubles magazine/clip capacity.
- Laser Sight (LS): Increases accuracy (reduces weapon spread by around 33%).
- Scope (SC): Can use scope to sight targets, increases range by 30%.
- Silencer (SI): Makes weapon silent, decreases damage (by around 10%).

In addition, the loving attention bestowed upon your weapon during modification results in durability improvements. Each successive mod applied to a weapon increases its durability by 25% (of its base durability).

Here is a list of weapons that can be modified; and which Mod Kits can be applied to them. Unique variants of these weapons can be modified in the same fashion as the standard variants:

.32 Pistol
- Silencer

Chinese Pistol
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Silencer

10mm Pistol
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Silencer

.44 Magnum Revolver
- Laser Sight
- Scope
- Silencer

10mm Submachine Gun
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Combat Shotgun
- Auto-Fire Mechanism
- Extended Magazine

Assault Rifle
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Chinese Assault Rifle
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Hunting Rifle
- Extended Magazine
- Scope
- Silencer

Lever Rifle
- Laser Sight
- Silencer

Sniper Rifle
- Extended Magazine
- Laser Sight
- Silencer

To modify a weapon, take it - plus one or more applicable Weapon Mod Kits - to a Weapon Mod Workbench. These special workbenches resemble the regular variety, but are coloured orange rather than blue. They can often be found near regular workbenches, and are more reliably found in high population centres and military outposts.

Step One when using a Weapon Mod Workbench is to select which type of weapon you want to modify. (If you cannot see the desired weapon immediately, click on 'Next Page' until it is displayed.)

Step Two is to select the precise weapon you want to modify. (This step is needed in case you are carrying, for example, a modified Assault Rifle and an unmodified Assault Rifle - so you can choose which one to modify.)

Step Three is to select which Weapon Mod Kit to apply to the specified weapon - as long as you are carrying an appropriate Kit. At this point you can also choose to dismantle a previously modified weapon and receive back both the weapon and any Mod Kits that had been used on it. There is a chance, however, that recovering a Mod Kit will fail and the Mod Kit will be destroyed. The higher your Repair skill, the more likely you are to successfully recover Mod Kits. (This is a percentage chance equal to 50 plus half of your Repair skill).

Note that the condition of the weapon you are left with after modifying it is dictated by your skill at Repair (in the same fashion as the weapons constructed at regular workbenches).

Your Pip-Boy will keep track of the modifications added to a weapon by appending its display name with the appropriate initials for each Mod Kit (as described above). For example, a 10mm Pistol with a laser sight and silencer attached will be listed as '10mm Pistol (LS, SI)'.

INSTALLATION
- Extract the contents (everything - ALL files and folders) of the WeaponModKits.7z archive file to your Fallout 3Data directory. If asked if you want to overwrite files and folders, click 'Yes to all'.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - place a tick in the box next to WeaponModKits.esp.
- If you have not done this already (this is needed for a wide range of mods), go to your My DocumentsMy GamesFallout3 directory, make a backup of the Fallout3.ini file there, and then:
- Open the Fallout3.ini file and change the line "bInvalidateOlderFiles=0" to "bInvalidateOlderFiles=1". Save changes.

Uninstallation

- If you wish to keep any weapons with modifications applied to them, you will need to remove all modifications from those weapons before you save your game.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - clear the tick in the box next to WeaponModKits.esp.
- If desired, delete all files copied to your Fallout 3Data directory during installation (check the WeaponModKits.7z archive file to identify these files).
- Load your save-game, and continue playing.

PLAYING THE MOD
Weapon Mod Kits can be found in the Wasteland - particularly amongst military supplies - but be prepared for an intensive search: they are not common. Some Raiders, Talon Company Mercenaries and Regulators are also known to carry Mod Kits - but again, they are rare and highly prized. Moira Brown, Flak and Shrapnel, and Lucky Harith carry (and periodically restock) some Mod Kits, but they are not cheap.

Lever Rifles are non-unique, less powerful versions of Lincoln's Repeater. Some Raiders carry them, and they can be found in some gun cabinets. Flak and Shrapnel and Lucky Harith also sell them.

44 Magnum Revolvers are no longer scoped by default - they need to be modified with a Scope Mod Kit like any other weapon that can have a scope attached.

FREQUENTLY ASKED QUESTIONS (FAQ)
Q) Can I criticise you for implementing something in WMK in an 'unrealistic' way?
A) Well I can't stop you, but I might save you from wasting your time by telling you now that I won't care. This mod does not attempt to be perfectly 'realistic' - it is intended to make gameplay additions to Fallout 3; no more or less.

Q) But you can't silence revolvers! Why have you included silenced revolvers?
A) While it requires more than just attaching a screw-on silencer to a 44 Magnum to achieve it, there does exist such a thing as a silenced revolver (see for example the Nagant M1895 revolver) - and that was close enough for me. (See above Q&A point). There's more in those Silencer Mod Kit boxes than just a screw-on silencer, you see... ;-)

Q) Will you include Energy Weapons and Big Guns in WMK?
A) I do plan to do this for future versions of the mod, but it takes a LOT of work, so it may not happen for a while.

Q) Can I make suggestions for inclusions in WMK?
A) I do appreciate hearing suggestions - and am even likely to agree with you that 'it' (whatever 'it' may be) would be cool - but understand that I can't promise anything. As I mentioned above, this mod (at least with its current implementation) takes a huge amount of work to put together.

Q) Is WMK compatible with [insert name of mod here]?
A) It's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between WMK and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees. I have, however, listed the base objects edited by this mod in the 'Conflicts/Known Issues' section below, to help users and modders determine for themselves whether a mod will directly conflict with WMK or not.

Q) What about mods that change the appearance or stats of the vanilla weapons in Fallout 3? Are they compatible with WMK?
A) I can't give much more info than in the above Q&A point, but some general guidelines: When it comes to appearance-altering mods, WMK should work fine alongside those - but you'll likely notice that the modified weapons will look like the vanilla Fallout 3 weapons (only with the relevant attachments/modifications, of course). Mods that retexture the existing weapons should work just fine though, for the most part. As for mods that change weapon stats; if they do this by directly editing the base weapon objects then it should work fine alongside WMK (as long as they don't change the ObjectIDs), but again the modified weapons will not mirror those changes.

Q) Why are the textures for objects included in the mod not displaying properly or at all?
A) Please follow the 'bInvalidateOlderFiles' part of the installation instructions above. This is required for a wide range of Fallout 3 mods, and only needs to be performed once. I forgot to include information on this in the readme originally included with WMK version 1.0 - apologies.

SAVE GAMES
- Activating or de-activating this mod should not have any negative effects on your existing save game/s - but as always, it is good practice to keep backups.
- Follow the Uninstallation instructions above if you wish to de-activate this mod.

CONFLICTS / KNOWN ISSUES

- Due to the way Fallout 3 calculates the *display* in the Pip-Boy of damage dealt by a weapon, some modified weapons may appear to do drastically more damage than their unmodified counterparts. The actual damage done by weapons was only changed for silenced weapons (it was slightly reduced for these weapons). Don't be concerned if you see very high damage numbers in the Pip-Boy (particularly for weapons modified with auto-fire mechanisms) - it is only a visual bug.

- There is a bug in the GECK that prevents the selection of the correct reload animation for the Combat Shotgun if it has been altered to fire in full-auto. Due to this issue there is a purely visual bug when reloading Combat Shotguns that have been modified with an Auto-Fire Mechanism Mod Kit.

- The laser sights on weapons do not create a laser dot in the world that you can aim with, and the laser beam effect does not point at the crosshair.

- The Weapon Mod Workbench menu is not as streamlined as I had originally intended. Certain limitations in the GECK/Fallout 3 made this difficult to avoid.

- Efforts were made to make this mod as conflict-free as possible, but it will conflict with mods that also alter these base objects:

- ClutterMilitaryValue (Leveled Item)
- Flak (NPC)
- LootGunRiflesAll (Leveled Item)
- LootGunRiflesGunpowder (Leveled Item)
- Raider3WeaponGun (Leveled Item)
- RaiderLoot (Leveled Item)
- RaiderWeaponRifle (Leveled Item)
- Talon2WeaponGun (Leveled Item)
- Talon3WeaponGun (Leveled Item)
- TalonLoot (Leveled Item)
- Shrapnel (NPC)
- SniperRifleBulletProjectile
- Weap10mmPistolSilenced
- Weap44MagnumScoped
- WeapUniqueBlackhawk

- If you do not want to lose the changes made by another mod to the above Leveled Items, load that mod later in your plugin load order than WeaponModKits.esp. It may make it more difficult to find Weapon Mod Kits if you do this, but the Mod Kits will still be available from merchants and can still be found lying around in certain pre-defined locations.


- Only 'Small Guns' are affected by this mod. Energy Weapons may be added in a later version. 'Big Guns' are also a possibility, but less likely.

- At this point modified weapons cannot be used to repair their unmodified counterparts (or each other). This is to allow compatibility with mods that expand the repair lists. Unmodified weapons can be used to repair modified weapons, however.

CREDITS
- Credit goes to banjo for his excellent Classic Lever Rifle.
- Credit goes to Bethesda Softworks for the assorted weapon models I chopped and changed for this mod.
- Credit goes to joefoxx for his/her excellent Scoped Hunting Rifle.
- Credit goes to Nopheros for his/her great Laser Pointer beam effect.
- Thanks go to Bek and Luchaire for their invaluable suggestions and help beta-testing the mod.

MODDER'S RESOURCE INFO
- With the exception of the assets made by the specific authors noted in the Credits section above (see them and/or their mod readme files for permissions in those cases), the weapon models used in this mod are based on Bethesda-made models - and are free to use in other Fallout 3 mods without asking my permission.

- Please ask my permission before releasing mods that alter or are based on the Weapon Mod Kits mod.

CONTACT AND INFORMATION
My e-mail address is josephlollback@hotmail.com

I often hang out at CanadianIce & Howndog's Morrowind/Oblivion forum, under the alias 'Antistar': http://canadianice.ufrealms.net/forum2/index.php

LEGAL STUFF/ DISCLAIMER
By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

VERSION HISTORY
Version 1.0 (27-01-09)
- Initial public release.
- More Weapon Mod Workbench menu refinements.

Beta 03 (25-01-09)
- Added chance that high level Raiders, Talon Mercs and Regulators will carry a modified weapon.
- Further refined Weapon Mod Workbench menu.
- Changed Mod Kit recovery chance formula to be less brutal.

Beta 02 (24-01-09)
- Reduced chance that Mod Kits will be carried by Raiders, Talon Mercs and Regulators.
- There is now a chance (based on PC's Repair skill) that recovering Mod Kits from modified weapons will fail and the Mod Kit will be destroyed.
- Auto-Fire modified weapons now have increased weapon spread.
- Refined Weapon Mod Workbench menu slightly.

Beta 01 (23-01-09)
- Initial implementation of features.

Version 1.0
Date: 27-01-2009
Author: Antistar (Joseph Lollback)
E-mail: josephlollback@hotmail.com

Weapon Mod Kits

Item Image

 Downloads offline


Allows you to use a Weapon Mod Workbench to modify your favourite 'Small Guns' firearms with a range of handy attachments.

I strongly recommend checking the Fallout Interoperability Program (FOIP) page for compatibility patches that allow WMK to work more smoothly alongside other popular mods.

Download contains compatibility patches for
AA-12 Combat Shotgun Replacer
Broken Steel
Mothership Zeta
Operation Anchorage
Point Lookout
The Pitt

- Auto-Fire Mechanism (AF): Adds full-auto firing capability to most guns that do not have it otherwise (also increases weapon spread by around 50%).
- Extended Magazine/Clip (EC): Doubles magazine/clip capacity.
- Laser Sight (LS): Increases accuracy (reduces weapon spread by around 33%).
- Scope (SC): Can use scope to sight targets, increases range by 30%.
- Silencer (SI): Makes weapon silent, decreases damage (by around 10%).

In addition, the loving attention bestowed upon your weapon during modification results in durability improvements. Each successive mod applied to a weapon increases its durability by 25% (of its base durability).

Here is a list of weapons that can be modified; and which Mod Kits can be applied to them. Unique variants of these weapons can be modified in the same fashion as the standard variants:

.32 Pistol
- Silencer

Chinese Pistol
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Silencer

10mm Pistol
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Silencer

.44 Magnum Revolver
- Laser Sight
- Scope
- Silencer

10mm Submachine Gun
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Combat Shotgun
- Auto-Fire Mechanism
- Extended Magazine

Assault Rifle
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Chinese Assault Rifle
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Hunting Rifle
- Extended Magazine
- Scope
- Silencer

Lever Rifle
- Laser Sight
- Silencer

Sniper Rifle
- Extended Magazine
- Laser Sight
- Silencer

To modify a weapon, take it - plus one or more applicable Weapon Mod Kits - to a Weapon Mod Workbench. These special workbenches resemble the regular variety, but are coloured orange rather than blue. They can often be found near regular workbenches, and are more reliably found in high population centres and military outposts.

Step One when using a Weapon Mod Workbench is to select which type of weapon you want to modify. (If you cannot see the desired weapon immediately, click on 'Next Page' until it is displayed.)

Step Two is to select the precise weapon you want to modify. (This step is needed in case you are carrying, for example, a modified Assault Rifle and an unmodified Assault Rifle - so you can choose which one to modify.)

Step Three is to select which Weapon Mod Kit to apply to the specified weapon - as long as you are carrying an appropriate Kit. At this point you can also choose to dismantle a previously modified weapon and receive back both the weapon and any Mod Kits that had been used on it. There is a chance, however, that recovering a Mod Kit will fail and the Mod Kit will be destroyed. The higher your Repair skill, the more likely you are to successfully recover Mod Kits. (This is a percentage chance equal to 50 plus half of your Repair skill).

Note that the condition of the weapon you are left with after modifying it is dictated by your skill at Repair (in the same fashion as the weapons constructed at regular workbenches).

Your Pip-Boy will keep track of the modifications added to a weapon by appending its display name with the appropriate initials for each Mod Kit (as described above). For example, a 10mm Pistol with a laser sight and silencer attached will be listed as '10mm Pistol (LS, SI)'.

INSTALLATION
- Extract the contents (everything - ALL files and folders) of the WeaponModKits.7z archive file to your Fallout 3Data directory. If asked if you want to overwrite files and folders, click 'Yes to all'.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - place a tick in the box next to WeaponModKits.esp.
- If you have not done this already (this is needed for a wide range of mods), go to your My DocumentsMy GamesFallout3 directory, make a backup of the Fallout3.ini file there, and then:
- Open the Fallout3.ini file and change the line "bInvalidateOlderFiles=0" to "bInvalidateOlderFiles=1". Save changes.

Uninstallation

- If you wish to keep any weapons with modifications applied to them, you will need to remove all modifications from those weapons before you save your game.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - clear the tick in the box next to WeaponModKits.esp.
- If desired, delete all files copied to your Fallout 3Data directory during installation (check the WeaponModKits.7z archive file to identify these files).
- Load your save-game, and continue playing.

PLAYING THE MOD
Weapon Mod Kits can be found in the Wasteland - particularly amongst military supplies - but be prepared for an intensive search: they are not common. Some Raiders, Talon Company Mercenaries and Regulators are also known to carry Mod Kits - but again, they are rare and highly prized. Moira Brown, Flak and Shrapnel, and Lucky Harith carry (and periodically restock) some Mod Kits, but they are not cheap.

Lever Rifles are non-unique, less powerful versions of Lincoln's Repeater. Some Raiders carry them, and they can be found in some gun cabinets. Flak and Shrapnel and Lucky Harith also sell them.

44 Magnum Revolvers are no longer scoped by default - they need to be modified with a Scope Mod Kit like any other weapon that can have a scope attached.

FREQUENTLY ASKED QUESTIONS (FAQ)
Q) Can I criticise you for implementing something in WMK in an 'unrealistic' way?
A) Well I can't stop you, but I might save you from wasting your time by telling you now that I won't care. This mod does not attempt to be perfectly 'realistic' - it is intended to make gameplay additions to Fallout 3; no more or less.

Q) But you can't silence revolvers! Why have you included silenced revolvers?
A) While it requires more than just attaching a screw-on silencer to a 44 Magnum to achieve it, there does exist such a thing as a silenced revolver (see for example the Nagant M1895 revolver) - and that was close enough for me. (See above Q&A point). There's more in those Silencer Mod Kit boxes than just a screw-on silencer, you see... ;-)

Q) Will you include Energy Weapons and Big Guns in WMK?
A) I do plan to do this for future versions of the mod, but it takes a LOT of work, so it may not happen for a while.

Q) Can I make suggestions for inclusions in WMK?
A) I do appreciate hearing suggestions - and am even likely to agree with you that 'it' (whatever 'it' may be) would be cool - but understand that I can't promise anything. As I mentioned above, this mod (at least with its current implementation) takes a huge amount of work to put together.

Q) Is WMK compatible with [insert name of mod here]?
A) It's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between WMK and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees. I have, however, listed the base objects edited by this mod in the 'Conflicts/Known Issues' section below, to help users and modders determine for themselves whether a mod will directly conflict with WMK or not.

Q) What about mods that change the appearance or stats of the vanilla weapons in Fallout 3? Are they compatible with WMK?
A) I can't give much more info than in the above Q&A point, but some general guidelines: When it comes to appearance-altering mods, WMK should work fine alongside those - but you'll likely notice that the modified weapons will look like the vanilla Fallout 3 weapons (only with the relevant attachments/modifications, of course). Mods that retexture the existing weapons should work just fine though, for the most part. As for mods that change weapon stats; if they do this by directly editing the base weapon objects then it should work fine alongside WMK (as long as they don't change the ObjectIDs), but again the modified weapons will not mirror those changes.

Q) Why are the textures for objects included in the mod not displaying properly or at all?
A) Please follow the 'bInvalidateOlderFiles' part of the installation instructions above. This is required for a wide range of Fallout 3 mods, and only needs to be performed once. I forgot to include information on this in the readme originally included with WMK version 1.0 - apologies.

SAVE GAMES
- Activating or de-activating this mod should not have any negative effects on your existing save game/s - but as always, it is good practice to keep backups.
- Follow the Uninstallation instructions above if you wish to de-activate this mod.

CONFLICTS / KNOWN ISSUES

- Due to the way Fallout 3 calculates the *display* in the Pip-Boy of damage dealt by a weapon, some modified weapons may appear to do drastically more damage than their unmodified counterparts. The actual damage done by weapons was only changed for silenced weapons (it was slightly reduced for these weapons). Don't be concerned if you see very high damage numbers in the Pip-Boy (particularly for weapons modified with auto-fire mechanisms) - it is only a visual bug.

- There is a bug in the GECK that prevents the selection of the correct reload animation for the Combat Shotgun if it has been altered to fire in full-auto. Due to this issue there is a purely visual bug when reloading Combat Shotguns that have been modified with an Auto-Fire Mechanism Mod Kit.

- The laser sights on weapons do not create a laser dot in the world that you can aim with, and the laser beam effect does not point at the crosshair.

- The Weapon Mod Workbench menu is not as streamlined as I had originally intended. Certain limitations in the GECK/Fallout 3 made this difficult to avoid.

- Efforts were made to make this mod as conflict-free as possible, but it will conflict with mods that also alter these base objects:

- ClutterMilitaryValue (Leveled Item)
- Flak (NPC)
- LootGunRiflesAll (Leveled Item)
- LootGunRiflesGunpowder (Leveled Item)
- Raider3WeaponGun (Leveled Item)
- RaiderLoot (Leveled Item)
- RaiderWeaponRifle (Leveled Item)
- Talon2WeaponGun (Leveled Item)
- Talon3WeaponGun (Leveled Item)
- TalonLoot (Leveled Item)
- Shrapnel (NPC)
- SniperRifleBulletProjectile
- Weap10mmPistolSilenced
- Weap44MagnumScoped
- WeapUniqueBlackhawk

- If you do not want to lose the changes made by another mod to the above Leveled Items, load that mod later in your plugin load order than WeaponModKits.esp. It may make it more difficult to find Weapon Mod Kits if you do this, but the Mod Kits will still be available from merchants and can still be found lying around in certain pre-defined locations.


- Only 'Small Guns' are affected by this mod. Energy Weapons may be added in a later version. 'Big Guns' are also a possibility, but less likely.

- At this point modified weapons cannot be used to repair their unmodified counterparts (or each other). This is to allow compatibility with mods that expand the repair lists. Unmodified weapons can be used to repair modified weapons, however.

CREDITS
- Credit goes to banjo for his excellent Classic Lever Rifle.
- Credit goes to Bethesda Softworks for the assorted weapon models I chopped and changed for this mod.
- Credit goes to joefoxx for his/her excellent Scoped Hunting Rifle.
- Credit goes to Nopheros for his/her great Laser Pointer beam effect.
- Thanks go to Bek and Luchaire for their invaluable suggestions and help beta-testing the mod.

MODDER'S RESOURCE INFO
- With the exception of the assets made by the specific authors noted in the Credits section above (see them and/or their mod readme files for permissions in those cases), the weapon models used in this mod are based on Bethesda-made models - and are free to use in other Fallout 3 mods without asking my permission.

- Please ask my permission before releasing mods that alter or are based on the Weapon Mod Kits mod.

CONTACT AND INFORMATION
My e-mail address is josephlollback@hotmail.com

I often hang out at CanadianIce & Howndog's Morrowind/Oblivion forum, under the alias 'Antistar': http://canadianice.ufrealms.net/forum2/index.php

LEGAL STUFF/ DISCLAIMER
By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

VERSION HISTORY
Version 1.0 (27-01-09)
- Initial public release.
- More Weapon Mod Workbench menu refinements.

Beta 03 (25-01-09)
- Added chance that high level Raiders, Talon Mercs and Regulators will carry a modified weapon.
- Further refined Weapon Mod Workbench menu.
- Changed Mod Kit recovery chance formula to be less brutal.

Beta 02 (24-01-09)
- Reduced chance that Mod Kits will be carried by Raiders, Talon Mercs and Regulators.
- There is now a chance (based on PC's Repair skill) that recovering Mod Kits from modified weapons will fail and the Mod Kit will be destroyed.
- Auto-Fire modified weapons now have increased weapon spread.
- Refined Weapon Mod Workbench menu slightly.

Beta 01 (23-01-09)
- Initial implementation of features.

Version 1.0
Date: 27-01-2009
Author: Antistar (Joseph Lollback)
E-mail: josephlollback@hotmail.com


top