The game uses multiple different bodies and textures for different ages and for regular NPC's vs Raiders and some settlers (there is a 'dirty' version of the texture) So, if you use Bodyslide and replace EVERY outfit in game with your newly designed body, everything should be OK, if not, then you'll have to manually check whether the texture/body replacer you are using only does normal NPC's (i.e clean skin, middle aged) or whether it replaces ALL skin variations. Rar password unlocker windows 10 64 bit. And make sue they either replace, or are compatible with, ALL texture files (body, hands, face, plus the three files for each = Diffuse, Normal and Specular
That is what is causing all these texture errors. a mismatch in what is replaced and what is vanilla. AFAIK there aren't any body/texture replacers that use anything other than the default CBBE UV map or the 'Vanilla' UV map, so check the mod page and see which one your mods use.
BTW do NOT use NMM to install textures and bodies, it doesn't work 95% of the time. Install them manually or use the batch build function in Bodyslide and replace EVERYTHING.
It was a long, long wait for Playstation 4 owners to finally get in on the wasteland modding action, and when it arrived, Fallout 4 fans weren't exactly pleased by the extra limitations above and beyond what's found on the Xbox One edition.
Even now, months after mods have been available, the number of PS4 entries continues to lag far behind what's on tap over on the other side of the console fence. Sadly, due to the restrictive nature of what's allowed on console mods, it's unlikely we're going to get an epic total conversion like you'd see on the PC.
The lack of space and inability to add in huge new assets just won't allow for such major changes to the base game. Don't let that kill your enthusiasm for PS4 modding entirely though, as there's still several overhaul mods that significantly change up the Fallout 4 experience on the Playstation platform.
Over the next several slides we cover some of the best of the best in PS4 overhaul mods that you should be trying out immediately.
Unified Clothing Overhaul
For a change in the game's aesthetics and how you can make your character look while stomping across the Commonwealth, this is the mod that should unquestionably be downloaded straight away.
The UCO mod completely opens up the clothing opportunities, allowing you to craft essentially any outfit you can imagine while still have the benefits of armor. If it's something that appears in the game anywhere on any NPC, you can now equip it as your outfit.
Don't like how your current armor looks but prefer its stats? No problem, with UCO you can make exterior clothing invisible, so the defensive qualities remain while the cosmetics are shifted to whatever style you prefer underneath.
Overgrowth Forest Overhaul
Like a much more invasive and complete version of the Simple Green mod (see the next slide), this Overgrowth offering turns most areas of the Commonwealth into a much more verdant forest.
It makes the entire Fallout 4 experience less dreary and empty-seeming, with vegetation overtaking the Boston area long after the radiation has subsided 200+ years after the bombs first dropped. The color scheme is probably the most frequently sited visual problem with the modern Fallout games, and mods like this handily take care of that concern.
Simple Seasons - White, Red, Green, and Yellow
A clever way of getting around some of the restrictions on adding new external assets in PS4 modding, this series of mods tweaks the colors of grass, trees, objects, and vegetation to let you change the Commonwealth to whatever season you desire.
While it may not radically change the game in terms of content or weaponry, it does completely alter the feel of the story with a different season overtaking areas rather than just having everything be that washed out brown/gray color.
Shown above is an example of Simple White, which takes us from eternal nuclear winter to actual, regular old winter. Even more striking is Simple Red, which sets the trees afire with fall leaf colors for a much less monochromatic playthrough.
Wacky Weapons Workshop
The lack of external assets really hampers weapon mods on the PS4, but one forward-thinking player put together something really interesting just by changing how weapons can be crafted.
Now you can put together just about any combination imaginable - including some that really shouldn't exist, like adding a fatman launcher to a revolver. Who doesn't want to launch nukes from their handgun?
The mod also lets you manually add in multiple legendary effects to a wackified weapon, allowing you to craft some truly outrageous guns and melee weapons without having to kill legendary monsters and hope you randomly get something good.
Remember seeing some of the more bizarre robotic companions when Automatron first came out and laughing at how ridiculous some combos could become? Get ready for that, in weapon form.
Scrap That Settlement
Having primarily played Fallout 4 on the PC, it didn't occur to me until seeing this mod that console players are still having to deal with Bethesda's terrible settlement system in its original form. My sincerest apologies, console peons, because that sounds like a real bummer.
If you want more control over how your settlements look, this very nifty mod lets you scrap almost everything -- grass, rocks, bodies, and all sorts of objects that weren't originally scrappable.
New versions of this mod are slated to land soon that will allow you to scrap whole creatures and structures as well.
Zombie Walkers
The feral ghouls in the Fallout universe have always flirted with being zombies, but they never quite go the whole way there. Putting you in an episode of The Walking Dead (or any given classic zombie flick), this overhaul mod takes ghouls and makes them into a shambling horde of the living dead.
Unfortunately, this PS4 version is a bit stripped down from the PC mod of the same name, but it still gets the job done for console players. Feral ghouls are renamed to zombies, sprinting is disabled, and health is modified so that head shots appropriately take them out. A few animations are also tweaked as well for more of a horror feel.
These modified ghoul zombies also come in big herds that you don't want to get caught in! Needless to say, this pretty drastically changes the feel and tone of a Fallout 4 playthrough. Hiding under a dumpster won't keep you safe here.
Outfield Retreat Home
Fallout 4 Dirt Mod Download
Don't care for the home options in Diamond City or want to have everything at your fingertips in one centralized location?
This RV home not only looks fantastic -- complete with Nuka Cola themed knick knacks all across the outside -- but also has multiple connected crafting locations, storage space for your bobblehead collection, clean water for survival runs, and a bed offering the well rested bonus.
Plenty 'O Exploration
This is an overhaul mod that fans have to put together every time a new Bethesda entry arrives, especially in the Fallout universe. You'd think eventually the developer would get on this without the players having to do it..
The game maps are always huge, with tons of areas to explore, but then you arrive at a specific location and most of the buildings and hallways can't be accessed and are just cosmetic. Whether doors that can't be opened or piles of rubble blocking your way, there's a distinct lack of indoor exploration.
Fallout 4's rendition of this perennially needed fix, Plenty 'O Exploration, is currently in beta for PS4, but still provides a drastically needed service by adding in many new interior segments for a huge increase in the amount of area actually available to explore.
Cheatmaker
Last but not least is Cheatmaker, which overhauls the game by putting everything at your fingertips with no effort required whatsoever! After crawling out of the vault, the Sole Survivor can craft anything at all with no materials required. Want some sweet power armor straight off the start? No problem!
There are a whole lot more Fallout 4 mods out there ready and waiting to be downloaded than the nine PS4 overhaul mods we've covered here. What's your favorite PS4 overhaul mod we should try out? Let us know in the comments section!
If you're still on the hunt for even more ways to modify your Commonwealth wasteland experience, be sure to also check out these mods as well:
Published Apr. 11th 2017
For other articles about water, see water. |
Dirty water
effects
Crafting information
compon. of
Berserk syringe
Iguana soup
Lock Joint syringe
Mirelurk egg omelette
Noodle cup
Purified water
Reactor coolant
Slocum's Buzzbites
Squirrel stew
Vegetable soup
Chicken noodle soup
Nuka-Free
Iguana soup
Lock Joint syringe
Mirelurk egg omelette
Noodle cup
Purified water
Reactor coolant
Slocum's Buzzbites
Squirrel stew
Vegetable soup
Chicken noodle soup
Nuka-Free
Technical information
weight
Dirty water is a consumable item in Fallout 4.
CharacteristicsEdit
A carton of plain river water, contaminated by radioactive fallout. Typically one would only drink this in an emergency.
At a cooking station, dirty water can be used to make various stews and soups, when combined with other ingredients. Three cartons of dirty water can also be turned into one purified water.
At a chemistry station, dirty water is used in the construction of the berserk syringe and Lock Joint syringeammunition for the syringer.
Survival modeEdit
In Survival mode, dirty water can be drunk to reduce the Sole Survivor's thirst.
Additionally, dirty water can be generated by using the 'Fill Bottle' option when they are next to a water site (river, stagnating water..) and they have empty bottles in their inventory. The empty glass containers that can be used can be found on empty bottle.
VariantEdit
LocationsEdit
- Can be sold by food and drink vendors at player settlements. Up to nine can be sold in restaurants.
- Ten in total can be found at Weston water treatment plant: five at the reception desk and two in the room directly behind it.
- Eight in The Third Rail.
- Seven at the Railroad HQ.
- Five around Power Noodles.
- Five at Daisy's Discounts.
- Five bottles in Dunwich Borers.
- Five in Park Street station
- Five inside the Shamrock Taphouse.
NotesEdit
- Dirty water is considerably scarcer throughout the Fallout 4 world than purified water.
- Dirty water is cleaner than any water drank directly from the source.
- The action of drinking directly from a source grants the player character 3 rads and 5 HP, so a proportional amount needed to heal as much as the dirty water item itself would inflict 12 rads.
- Glass bottles are used (and consumed) in the 'refill' process; the item acquired is the cardboard tetra-pak.
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MOD REQUEST FOR FALLOUT 4
Simple, really. Are you tired of walking around Sanctuary Hills after scrapping every possible thing there was to scrap, and thinking, man, these sidewalks still look like crap? Ever wonder why your character took all the time to build fantastic houses for your settlers, but never took one of the dozens of tools laying around and cleared the sidewalks and streets of the unsightly dirt piles?
Well, how about a mod to clean that crap up? What, are we animals in the future? The Minutemen are all about rebuilding and blah, blah, blah, but you know what? I've never seen Garvey do an honest day's work with a shovel or a broom. No, he just walks around all day talking about the good ol' days, and oh, by the way, word came in of another settlement that needs our help.
Call it a beautification project. The sidewalks and driveways and streets should be cleaned up. Why, you ask? Well, that brings me to my second mod request:
How about working motorcycles? Or any vehicles for that matter? Who doesn't want to fly one of the vertibirds, blasting away at smoked out dope fiend raiders taking pot shots at you from the rooftops? But mainly, I want to be able to ride around Sanctuary Hills on my newly cleaned roads on the back of a shiny red motorcycle like I'm James Dean. Plenty of coolant still laying around in bottles--you mean to tell me no gearhead has come along in 200 years and said, you know, I bet I can get one of those old motorcycles to run? There's nothing like running down raiders in a suped up motorcycle with the radioactive wind blowing in your hair.
So, please, would someone kindly take this under consideration when deciding what new mods to make when using the brand spanking new GECK?
Thank you!
Also, attached is a picture of an unsightly dirt pile in the middle of the road. Garvey, quit walking around and grab a damned shovel!
Simple, really. Are you tired of walking around Sanctuary Hills after scrapping every possible thing there was to scrap, and thinking, man, these sidewalks still look like crap? Ever wonder why your character took all the time to build fantastic houses for your settlers, but never took one of the dozens of tools laying around and cleared the sidewalks and streets of the unsightly dirt piles?
Well, how about a mod to clean that crap up? What, are we animals in the future? The Minutemen are all about rebuilding and blah, blah, blah, but you know what? I've never seen Garvey do an honest day's work with a shovel or a broom. No, he just walks around all day talking about the good ol' days, and oh, by the way, word came in of another settlement that needs our help.
Call it a beautification project. The sidewalks and driveways and streets should be cleaned up. Why, you ask? Well, that brings me to my second mod request:
How about working motorcycles? Or any vehicles for that matter? Who doesn't want to fly one of the vertibirds, blasting away at smoked out dope fiend raiders taking pot shots at you from the rooftops? But mainly, I want to be able to ride around Sanctuary Hills on my newly cleaned roads on the back of a shiny red motorcycle like I'm James Dean. Plenty of coolant still laying around in bottles--you mean to tell me no gearhead has come along in 200 years and said, you know, I bet I can get one of those old motorcycles to run? There's nothing like running down raiders in a suped up motorcycle with the radioactive wind blowing in your hair.
So, please, would someone kindly take this under consideration when deciding what new mods to make when using the brand spanking new GECK?
Thank you!
Also, attached is a picture of an unsightly dirt pile in the middle of the road. Garvey, quit walking around and grab a damned shovel!
Attached Files
- 13103345_2031189680439708_4222527183670293995_n.jpg128.57KB1 downloads
Have you been wondering why people after hundreds of years still haven’t moved the rubble out of the way? Do you wish you could remove the annoying vegetation or the dirt inside buildings? Do you miss being able to just remove things you didn’t like with the disable command? Does the “Picked Non Ref AV Object” error drive you mad? Then this mod is for you!
Description
No more “Picked Non Ref AV Object”! Remove shrubs, rubble, rocks, trucks or even entire buildings!
This mod makes it possible to target and disable/delete any object in any settlement using the console. Make your settlement look like you want it to!
No more “Picked Non Ref AV Object”! Remove shrubs, rubble, rocks, trucks or even entire buildings!
This mod makes it possible to target and disable/delete any object in any settlement using the console. Make your settlement look like you want it to!
USE WITH CAUTION, KNOW THESE THINGS BEFORE YOU USE THIS MOD
* This mod is only recommended for users who have experience in using the in game console.
* Always save before cleaning/disabling any object.
* This mod enables you, as a user, to make mistakes. I cannot be held responsible if you accidentally disable the wrong object. Use on your own risk.
* I do not recommend having this mod activated at all times, only when you need it. See the “How to use the mod” section for further information.
* You can only get a disabled object back by loading an old save or by enabling it right after you have disabled it. Deleted objects can only be restored by loading an old save.
* This mod edits cells, and will therefore include all bugs associated with cell editing mods (same as the mod Scrap Scrap). If you have it activated and leave and return to your settlement, all preset furniture items will have their values reset. Power Armors in the settlement will have their stats reset to the lowest level. This is an engine bug and not something I can change without the GECK.
* For some reason, overridden cells are sometimes not possible to sprint in after fast travelling to them. Another engine bug I can’t do anything about.
* None of these bugs should bother you as long as you deactivate the mod after you’ve done your settlement cleaning.
* This mod is only recommended for users who have experience in using the in game console.
* Always save before cleaning/disabling any object.
* This mod enables you, as a user, to make mistakes. I cannot be held responsible if you accidentally disable the wrong object. Use on your own risk.
* I do not recommend having this mod activated at all times, only when you need it. See the “How to use the mod” section for further information.
* You can only get a disabled object back by loading an old save or by enabling it right after you have disabled it. Deleted objects can only be restored by loading an old save.
* This mod edits cells, and will therefore include all bugs associated with cell editing mods (same as the mod Scrap Scrap). If you have it activated and leave and return to your settlement, all preset furniture items will have their values reset. Power Armors in the settlement will have their stats reset to the lowest level. This is an engine bug and not something I can change without the GECK.
* For some reason, overridden cells are sometimes not possible to sprint in after fast travelling to them. Another engine bug I can’t do anything about.
* None of these bugs should bother you as long as you deactivate the mod after you’ve done your settlement cleaning.
Other than that, I hope you enjoy this mod! Android 8.1 emulator 64 bit. It can make your settlements look so much nicer.
If you find any objects that cannot be selected or disabled, leave a comment and I’ll see if I can fix it.
If you find any objects that cannot be selected or disabled, leave a comment and I’ll see if I can fix it.
How to use the mod
This mod basically adds full functionality back to the disable command while in settlements. The steps below explain how to use it, if you don’t have much experience from before:
This mod basically adds full functionality back to the disable command while in settlements. The steps below explain how to use it, if you don’t have much experience from before:
1. Go to the settlement you want to clean in game.
(It’s recommended to do this before activating the mod, as this enables you to run and prevents you from resetting power armor)
2. Activate the mod in Nexus Mod Manager.
3. Open the console and click on any object in the settlement that you want to remove.
4. Write “disable” without quotes and hit enter, and the object should disappear. (I do not recommend MarkForDelete, even if it increases performance)
If the wrong item got disabled, write “enable” while you still have the item selected and it will come back when you exit the console.
5. Keep selecting and disabling any objects you want.
6. (OPTIONAL BUT RECOMMENDED) When you’re done, deactivate the mod in Nexus Mod Manager and restart the game, the objects will still be gone when you return. This allows you to avoid any cell bugs while playing. Activate it back when you want to do some cleaning again.
(It’s recommended to do this before activating the mod, as this enables you to run and prevents you from resetting power armor)
2. Activate the mod in Nexus Mod Manager.
3. Open the console and click on any object in the settlement that you want to remove.
4. Write “disable” without quotes and hit enter, and the object should disappear. (I do not recommend MarkForDelete, even if it increases performance)
If the wrong item got disabled, write “enable” while you still have the item selected and it will come back when you exit the console.
5. Keep selecting and disabling any objects you want.
6. (OPTIONAL BUT RECOMMENDED) When you’re done, deactivate the mod in Nexus Mod Manager and restart the game, the objects will still be gone when you return. This allows you to avoid any cell bugs while playing. Activate it back when you want to do some cleaning again.
Installation
Install the esp with Nexus Mod Manager or manually.
I will not explain this further as I expect you to be somewhat experienced in using mods in order to use this. This is for your own safety.
Install the esp with Nexus Mod Manager or manually.
I will not explain this further as I expect you to be somewhat experienced in using mods in order to use this. This is for your own safety.
Uninstallation
Uninstall through Nexus Mod Manager or remove the esp manually.
Uninstall through Nexus Mod Manager or remove the esp manually.
Incompatibility
This mod is incompatible with mods that change the settlement cells landscape-values (LAND), but I do not believe any other mod does this at the moment.
This mod is incompatible with mods that change the settlement cells landscape-values (LAND), but I do not believe any other mod does this at the moment.
Known issues
Since the GECK is not released yet, mods that edit CELLS in the game cause a particular set of bugs when they are enabled. The ones I know are listed here in the known issues section.
Since the GECK is not released yet, mods that edit CELLS in the game cause a particular set of bugs when they are enabled. The ones I know are listed here in the known issues section.
• When you jump to another cell, for example by fast travelling, all pre-existing furniture items (FURN) will reset. This includes power armor frames and the parts attached to them.
To prevent this, load straight into settlement/cell you want to work with. If you’re close enough it should also be possible to walk into the settlement.
To prevent this, load straight into settlement/cell you want to work with. If you’re close enough it should also be possible to walk into the settlement.
• When you jump to another cell, for example by fast travelling, you will not be able to run while inside the cell. The reason for this is unknown.
To prevent this, run into the cell you want to work with or load straight into it.
To prevent this, run into the cell you want to work with or load straight into it.
Tools used
FO4Edit:
FO4Edit:
Edited cells
ABERNATHY FARM:
AbernathyFarmExt
AbernathyFarmExt2
ABERNATHY FARM:
AbernathyFarmExt
AbernathyFarmExt2
BOSTON AIRPORT:
BostonAirportExt01
BostonAirportExt02
BostonAirportExt03
BostonAirportExt04
BostonAirportExt05
BostonAirportExt06
BostonAirportExt07
BostonAirportExt08
BostonAirportExt09
BostonAirportExt10
BostonAirportExt11
BostonAirportExt12
BostonAirportExt13
BostonAirportExt14
BostonAirportExt15
BostonAirportExt16
BostonAirportExt01
BostonAirportExt02
BostonAirportExt03
BostonAirportExt04
BostonAirportExt05
BostonAirportExt06
BostonAirportExt07
BostonAirportExt08
BostonAirportExt09
BostonAirportExt10
BostonAirportExt11
BostonAirportExt12
BostonAirportExt13
BostonAirportExt14
BostonAirportExt15
BostonAirportExt16
BUNKER HILL:
BunkerHillExt
BunkerHillExt02
BunkerHillExt03
BunkerHillExt
BunkerHillExt02
BunkerHillExt03
THE CASTLE:
TheCastleExt
TheCastleExt02
TheCastleExt03
TheCastleExt04
TheCastleExt05
TheCastleExt06
TheCastleExt07
TheCastleExt08
TheCastleExt
TheCastleExt02
TheCastleExt03
TheCastleExt04
TheCastleExt05
TheCastleExt06
TheCastleExt07
TheCastleExt08
COASTAL COTTAGE:
POIMCamp01
POIMCamp02
POIMCamp01
POIMCamp02
COUNTY CROSSING:
CountyCrossing
CountyCrossing
COVENANT:
CovenantExt
CovenantExt02
CovenantHQExt
CovenantExt
CovenantExt02
CovenantHQExt
CROUP MANOR:
CroupManorExt
CroupManorExt02
CroupManorExt03
CroupManorExt
CroupManorExt02
CroupManorExt03
EGRET TOURS MARINA:
EgretToursMarinaExt
EgretToursMarinaExt02
EgretToursMarinaExt
EgretToursMarinaExt02
FINCH FARM:
FinchFarmExt
FinchFarmExt
GRAYGARDEN:
GraygardenExt
GraygardenHomesteadExt
GraygardenExt
GraygardenHomesteadExt
GREENTOP NURSERY:
GreentopNurseryExt
GreentopNurseryExt
HANGMAN’S ALLEY:
FensRaiderCampExt
FensRaiderCampExt02
FensRaiderCampExt
FensRaiderCampExt02
JAMAICA PLAIN:
JamaicaPlainExt
JamaicaPlainExt02
JamaicaPlainExt03
JamaicaPlainExt04
JamaicaPlainExt05
JamaicaPlainExt06
JamaicaPlainExt07
JamaicaPlainExt08
JamaicaPlainExt09
JamaicaPlainExt
JamaicaPlainExt02
JamaicaPlainExt03
JamaicaPlainExt04
JamaicaPlainExt05
JamaicaPlainExt06
JamaicaPlainExt07
JamaicaPlainExt08
JamaicaPlainExt09
KINGSPORT LIGHTHOUSE:
KingsportLighthouseExt
KingsportLighthouseExt02
KingsportLighthouseExt03
KingsportLighthouseExt04
KingsportLighthouseExt
KingsportLighthouseExt02
KingsportLighthouseExt03
KingsportLighthouseExt04
MURKWATER CONSTRUCTION SITE:
POIBryanB01
POIBryanB01
NORDHAGEN BEACH:
NordhagenBeach
NordhagenBeach
OBERLAND STATION:
OberlandStation
OberlandStation
OUTPOST ZIMONJA:
RelayOutpostZimonja
RelayOutpostZimonja
RED ROCKET TRUCK STOP:
RedRocketExt
RedRocketExt02
RedRocketCaveExt
RedRocketExt
RedRocketExt02
RedRocketCaveExt
SANCTUARY HILLS:
SanctuaryExt
SanctuaryExt02
SanctuaryExt03
SanctuaryExt04
SanctuaryExt05
SanctuaryExt06
SanctuaryExt07
SanctuaryExt08
SanctuaryExt09
SanctuaryExt10
SanctuaryExt
SanctuaryExt02
SanctuaryExt03
SanctuaryExt04
SanctuaryExt05
SanctuaryExt06
SanctuaryExt07
SanctuaryExt08
SanctuaryExt09
SanctuaryExt10
THE SLOG:
TheSlogExt
TheSlogExt02
TheSlogExt03
TheSlogExt04
TheSlogExt
TheSlogExt02
TheSlogExt03
TheSlogExt04
SOMERVILLE PLACE:
SomervillePlace01
SomervillePlace02
SomervillePlace01
SomervillePlace02
SPECTACLE ISLAND:
SpectacleIslandExt
SpectacleIslandExt02
SpectacleIslandExt03
SpectacleIslandExt04
SpectacleIslandExt05
SpectacleIslandExt06
SpectacleIslandExt07
SpectacleIslandExt08
SpectacleIslandExt09
SpectacleIslandExt10
SpectacleIslandExt11
SpectacleIslandExt12
SpectacleIslandExt13
SpectacleIslandExt14
SpectacleIslandExt15
SpectacleIslandExt16
SpectacleIslandExt17
SpectacleIslandExt18
SpectacleIslandExt
SpectacleIslandExt02
SpectacleIslandExt03
SpectacleIslandExt04
SpectacleIslandExt05
SpectacleIslandExt06
SpectacleIslandExt07
SpectacleIslandExt08
SpectacleIslandExt09
SpectacleIslandExt10
SpectacleIslandExt11
SpectacleIslandExt12
SpectacleIslandExt13
SpectacleIslandExt14
SpectacleIslandExt15
SpectacleIslandExt16
SpectacleIslandExt17
SpectacleIslandExt18
STARLIGHT DRIVE IN:
StarlightDriveInExt
StarlightDriveInExt02
StarlightDriveInExt03
StarlightDriveInExt04
StarlightDriveInExt
StarlightDriveInExt02
StarlightDriveInExt03
StarlightDriveInExt04
SUNSHINE TIDINGS CO-OP:
SunshineTidingsExt
SunshineTidingsExt02
SunshineTidingsExt
SunshineTidingsExt02
Do not demean others. It is a curated space to talk about additions to canon in a larger perspective—incorporating analysis of the story being told and the real life factors around it in order to best theorize what comes next.Please be reasonable and open-minded. Ben and rey archive.
TAFFINGTON BOATHOUSE:
TaffingtonBoatHouseExt
TaffingtonBoatHouseExt
TENPINES BLUFF:
TenPinesBluff
TenPinesBluff
WARWICK HOMESTEAD:
WarwickHomesteadExt
WarwickHomesteadExt02
WarwickHomesteadExt03
Authors:WarwickHomesteadExt
WarwickHomesteadExt02
WarwickHomesteadExt03
drdanzel