Hallo, ich habe mich entschlossen zur bessern Übersicht einen Thread aufzumachen, wo ich den Stand der noch ausstehenden Übersetzungen angebe, Wünsche und Kritik empfange, fertige Projekte präsentiere etc.
Ich habe es mir "zur Aufgabe" gemacht, die Mods von Giskarduk und des Dragon Caption Teams zu übersetzen und der Allgemeinheit zur Verfügung zu stellen.
Work in Progress:
___________________________________________________________
Ich werde hier eine Auflistung der Übersetzungsrelevanten Bestandteile aufschreiben zusammen mit dem momentanen Stand
Grün = Erledigt
Orange = In Arbeit
Rot = Noch nicht erledigt
1
Origin of the Mages Guild MC King, Vogt, Kyuubi no Youko, (Neurosis404?) Adrenalinjunkee
After you take control of the mages guild, restore the knights of the lamp and the Bruma mages guild. Seach for lost Mages Guild treshures and defeat Mannimarco once and for all, totally revamps Arcane Univercity. Restore the Guild to its proir power!
Klick
Eine sehr, sehr lange Aufgabe, vom Aufwand etwa vergleichbar mit dem Elder Council etc.
esp Stand:
60+ Skripts
55 Bücher die teilweise über 12 Wordseiten gehen...
170+ NPCs
120+ Zellen Stoff
ca. 200 Dialoge
70 Questlogs
ca. 120 Verschiedenes
___________________________________________________________
2
[REL] The Imperial Township of Sutch Reborn (Biulding3015): Terry
http://www.tesnexus.com/downloads/file.php?id=16815
Bereits begonnen, frühes Stadium
Esp Stand wird noch eingefügt
___________________________________________________________
3
Kingdom of Almar MC King Revan Tair
Bereits begonnen, frühes Stadium MOMENTAN Inaktiv, da sich der Übersetzer nicht meldet!
Esp Stand wird noch eingefügt
___________________________________________________________
4
Kvatch Rising...
___________________________________________________________
Updates sind momentan in Arbeit für:
Momentan kann ich für keine Updates garantieren, da es zwischen den Evlern große Konflikte gibt.
The Elder Council - Temple of the one (von mir übersetzt, momentan cleaning etc.)
Kvatch Aftermath (Neue Version vom Dragon Captions Team u.a. mit neuem Museum etc. dauert aber noch)
Giskarduk und Team sind wieder da, ob wir auch die neuen Mods übersetzzen müssen ist aber noch nicht klar. Infos folgen.
Später folgen eventuell:
Cyrodiil Upgrade Overhaul
The famous cyrodiil upgrade overhaul adds new weapons armor and fighting styles for enemies. removes leveled creatures, be ready for anything! Klick
[REL]Pride of Wolf's Gate (Biulding3015 and Otellino):
http://www.tesnexus.com/downloads/file.php?id=16220
[WIP] A Saints Tale: The Legend of San Kor (Biulding3015)
Sequel to Glory of Eagles Pass from what I know it is a series!
[WIP] Farms of Kvatch ( Building 3015)
biuldings note- this mods is on the back burner... it may not be realsed for a LONG time
[WIP] The Town of White Pass (Doombuggie41)
adds the village of white pass near gnoll mountain. Includes guild halls, a viscount, merchants, and more.
[WIP] Sheogoraths_Accords_of_Madness V1.1
Kvatch Rising V1.3
Spartans Projekt
Weiterhin arbeite ich an de Übersetzung einigen anderen kleinen Projekten die ich hier nicht weiter erläutern möchte.
___________________________________________________________
Fertige Deutsche Versionen der Giskarduk / Dragon Captions Team Mod´s :
------------------------------------------------------------------
1
Dragon Captions The Elder Council Version 2.03
Release Thread
Direkt Download:
Elder Council V. 2.03
------------------------------------------------------------------
2
The Elder Council - Temple of the one
Releasethread
Download Link 1
Download Link 2 (Scharesoft)
------------------------------------------------------------------
3
Die DV des Dragon Captions CUO (Cyrodiil Upgrade Overhaul) ResourcePack V.1.5.4b
Releasethread
Direkt Download:
Teil 1
Teil 2
Teil 3
Teil 4
------------------------------------------------------------------
4
Fort Akatosh Final (sowie COBL Version)
Releasethread
DOWNLOAD Fort Aktosh 1.6 DV
Dies ist eine alte Version, die auch nicht mehr upgedated oder supported wird.
------------------------------------------------------------------
5
Guards of Cyrodiil Version 1.21 (sowie COBL Version) DV
Releasethread
Direkt Download
Dies ist eine alte Version, die auch nicht mehr upgedated oder supported wird.
------------------------------------------------------------------
6
DC The lost Knights of the Dragon
Diese einfache Mod, fügt 6 rekrutierbare Begleiter in das Tiber Septim Hotel ein
Download
Releasepost
------------------------------------------------------------------
7
Dragon Captions - A Saints Tale - The Glory of Eagles Pass
Download
Releasethread
------------------------------------------------------------------
8
Kvatch Aftermath DV Version 7.3
Download
Releasethread
------------------------------------------------------------------
9
DC County Kvatch- Kvatch Guard Towers DV
Releasethread
Direkt Download
------------------------------------------------------------------
10
DC Imperial Fortress of Weye DV
Thread
Direkt Download
___________________________________________________________
11
The Necromancer DV
Thread
Direkt Download
___________________________________________________________
12
Fighters Guild Contracts DV
Thread
Direkt Download
___________________________________________________________
Ich suche/ brauche noch
- Leute die mir beim Übersetzen helfen, dort leute die sich entweder auf ein Themenbereich bei der Übersetzung spezialisieren (z.B. Bücher etc.) oder selbst die übersetzung einer der kleineren Mod´s beginnen.
- Korrekturleser / Betatester
- Patcher
Im Team:
MC King: Leitung, Hauptübersetzung, etc
Giebi: Korrekturlesen, Übersetzungen Inaktiv
Vogt: Übersetzungen
Stefanu: Übersetzungen
Kyuubi no Youko: Textübersetzungen schwer beschäftigt
TheGreatPane: Übersetzungen Inaktiv
Stoff: Übersetzungen/Korrekturlesen Inaktiv
Revan Tair: Übersetzungen Inaktiv[
(Neurosis404: Textübersetzungen) Inaktiv
der dunkelfürst: Betatests/Übersetzungen ???
Terry: Übersetzungen
Adrenalinjunkee: Textübersetzungen
Ich bitte um Hilfe.
Ich werde diesen Thread updaten sobald es etwas neues zu berichten gibt, bitte gebt mir bescheid, wenn ihr bei einer der Übersetzungen mitarbeiten möchtet/ bzw. eine übernehmen möchtet.
Ich habe es mir "zur Aufgabe" gemacht, die Mods von Giskarduk und des Dragon Caption Teams zu übersetzen und der Allgemeinheit zur Verfügung zu stellen.
Work in Progress:
___________________________________________________________
Ich werde hier eine Auflistung der Übersetzungsrelevanten Bestandteile aufschreiben zusammen mit dem momentanen Stand
Grün = Erledigt
Orange = In Arbeit
Rot = Noch nicht erledigt
1
Origin of the Mages Guild MC King, Vogt, Kyuubi no Youko, (Neurosis404?) Adrenalinjunkee
After you take control of the mages guild, restore the knights of the lamp and the Bruma mages guild. Seach for lost Mages Guild treshures and defeat Mannimarco once and for all, totally revamps Arcane Univercity. Restore the Guild to its proir power!
Klick
Eine sehr, sehr lange Aufgabe, vom Aufwand etwa vergleichbar mit dem Elder Council etc.
esp Stand:
60+ Skripts
55 Bücher die teilweise über 12 Wordseiten gehen...
170+ NPCs
120+ Zellen Stoff
ca. 200 Dialoge
70 Questlogs
ca. 120 Verschiedenes
___________________________________________________________
2
[REL] The Imperial Township of Sutch Reborn (Biulding3015): Terry
http://www.tesnexus.com/downloads/file.php?id=16815
Bereits begonnen, frühes Stadium
Esp Stand wird noch eingefügt
___________________________________________________________
3
Kingdom of Almar MC King Revan Tair
Bereits begonnen, frühes Stadium MOMENTAN Inaktiv, da sich der Übersetzer nicht meldet!
Esp Stand wird noch eingefügt
___________________________________________________________
4
Kvatch Rising...
___________________________________________________________
Updates sind momentan in Arbeit für:
Momentan kann ich für keine Updates garantieren, da es zwischen den Evlern große Konflikte gibt.
The Elder Council - Temple of the one (von mir übersetzt, momentan cleaning etc.)
Kvatch Aftermath (Neue Version vom Dragon Captions Team u.a. mit neuem Museum etc. dauert aber noch)
Giskarduk und Team sind wieder da, ob wir auch die neuen Mods übersetzzen müssen ist aber noch nicht klar. Infos folgen.
Später folgen eventuell:
Cyrodiil Upgrade Overhaul
The famous cyrodiil upgrade overhaul adds new weapons armor and fighting styles for enemies. removes leveled creatures, be ready for anything! Klick
[REL]Pride of Wolf's Gate (Biulding3015 and Otellino):
http://www.tesnexus.com/downloads/file.php?id=16220
[WIP] A Saints Tale: The Legend of San Kor (Biulding3015)
Sequel to Glory of Eagles Pass from what I know it is a series!
[WIP] Farms of Kvatch ( Building 3015)
biuldings note- this mods is on the back burner... it may not be realsed for a LONG time
[WIP] The Town of White Pass (Doombuggie41)
adds the village of white pass near gnoll mountain. Includes guild halls, a viscount, merchants, and more.
[WIP] Sheogoraths_Accords_of_Madness V1.1
One of the more frustrating things about the Shivering Isles once the main quest ends is most of the locations in it have served their purpose and are no longer of interest. A handful of side quests remain and most of those are pretty dull. You are a god of realm that is rather boring after you finish the plot. So I thought what the hell, lets allow the player to really rule this place and be a god. As with Kvatch Aftermath when you got to be Count, this aims to be Lordly, giving you the power to decide things in a mad god kind of way. Since you are supposed to be a mad god too, some of those powers will be GODLY powers but they will only work inside the Shivering isles for ballancing reasons with the rest of the game.
Recruiting new followers to your side, increasing your powers as a result, building things that allow you to gather magicka on an industrial scale and build huge devices to do things that no small enchantment could ever do will be features of this mod. Dagon used similar things to open up the oblivion gates. Time for you to do something just as impressive in your own realm.
This mod also overhauls the Shivering Isle in an all in one kind of way. The Overhaul element works like CUO in that it unlevels everything and uses its own creatures. But it edits most of the spawn points too and the original guards so its no where near as compatible as CUO was.
By default Shivering Isles is kind of rushed, beth really made a nice world but it is clear most of it was auto generated and not really well planned. You can see this when you see Scalons which are water creature high in the mountains. Or Gnarls a wilderness creature in or near the water. So I went though all the spawn points 1 at a time and moved or replaced them so wilderness creatures spawn in wilderness locations, water creatures spawn in water locations and then added special PATH spawns so I can adjust the difficulty of things that spawn on the paths. Unlike Cyrodiil, Beth never bothered with that sort of detail for the shivering isles so one of the things I am doing is correcting that mistake.
Unfortunately the Shivering Isles does not have the same number of creature choices as Cyrodiil and it would be a breach of the game lore to add creatures that did not fit in a mad gods realm. But I will be looking at creating ZONES of activity and adding variety that way. For example, the area around Vitharn might become an undead area later just to spice things up a bit smile.gif
You will find everything has its place now and you will see water creatures near water ALL the time now and not in some mountain range. Also you will see a greater number of creatures around too, especially at higher levels. And all those creatures are Unleveled like CUO so you may run in to a level 1 or a level 40 creature. So be careful.
The guards were also overhauled, all guards are level 20 now and the officers level 40. I edited the original "none quest" guards so the default guards get an upgrade but left the quest guards alone so not to interfer with the ballance of main quest. All the upgraded guards have lootable armour now, the armour is middle of the range so if you want the best version of that armour, you must now do the quest as a high level character and get it as a reward. I felt offering the middle of range armour as loot made the reward armour you get at higher levels more special.
Recruiting new followers to your side, increasing your powers as a result, building things that allow you to gather magicka on an industrial scale and build huge devices to do things that no small enchantment could ever do will be features of this mod. Dagon used similar things to open up the oblivion gates. Time for you to do something just as impressive in your own realm.
This mod also overhauls the Shivering Isle in an all in one kind of way. The Overhaul element works like CUO in that it unlevels everything and uses its own creatures. But it edits most of the spawn points too and the original guards so its no where near as compatible as CUO was.
By default Shivering Isles is kind of rushed, beth really made a nice world but it is clear most of it was auto generated and not really well planned. You can see this when you see Scalons which are water creature high in the mountains. Or Gnarls a wilderness creature in or near the water. So I went though all the spawn points 1 at a time and moved or replaced them so wilderness creatures spawn in wilderness locations, water creatures spawn in water locations and then added special PATH spawns so I can adjust the difficulty of things that spawn on the paths. Unlike Cyrodiil, Beth never bothered with that sort of detail for the shivering isles so one of the things I am doing is correcting that mistake.
Unfortunately the Shivering Isles does not have the same number of creature choices as Cyrodiil and it would be a breach of the game lore to add creatures that did not fit in a mad gods realm. But I will be looking at creating ZONES of activity and adding variety that way. For example, the area around Vitharn might become an undead area later just to spice things up a bit smile.gif
You will find everything has its place now and you will see water creatures near water ALL the time now and not in some mountain range. Also you will see a greater number of creatures around too, especially at higher levels. And all those creatures are Unleveled like CUO so you may run in to a level 1 or a level 40 creature. So be careful.
The guards were also overhauled, all guards are level 20 now and the officers level 40. I edited the original "none quest" guards so the default guards get an upgrade but left the quest guards alone so not to interfer with the ballance of main quest. All the upgraded guards have lootable armour now, the armour is middle of the range so if you want the best version of that armour, you must now do the quest as a high level character and get it as a reward. I felt offering the middle of range armour as loot made the reward armour you get at higher levels more special.
Kvatch Rising V1.3
This is the first attempt I know about at a strict Kvatch Lore mod, dealing with facts taken from official sources and not Arenas taken from forum sources. What you will see in this kvatch is actual Colovian and Kvatch Lore presented in various ways from "Direct Quotes" to sub plots, quests and rumours. The idea is to completely immerse you in a lore friendly kvatch with a believable castle design and real city life.
To make this work, I did a lot of research first and my notes are included in this archive for you to read if your interested.
Kvatch Rising is designed to auto update the city as you go through the Oblivion main quest but not present you with a finished city until AFTER the Daedric invasion of Tamriel has been defeated. But I know many of you will want the city right away so I have included an NPC that will allow you to choose the phase of developement you wish to use without waiting. Currently this can be anything from the original Kvatch, a No Fires Kvatch, A weed infested kvatch, a Kvatch in the process of being restored or a fully functional 4th era kvatch, you can choose but Lore fans will want to leave it up to my quest to update it so not to break the immersion of game lore created by the oblivion main story line.
As Kvatch falls in to ruining you will see refugees around Cyrodiil, with stories of that terrible night, as you start to beat back the Daedric and close the Oblivion gates, they will start returning to Kvatch and eventually help rebuild it.
Inside Kvatch during these dark days Bandits are looting the ruins, Wild life make their homes in the ruins and weeds, trees and bushes start to appear in this once proud city, leaving with with a realistic feeling of what was list when this city was destroyed. A feature added to support the main oblivion story line that also promotes this very feeling.
At the end of the Oblivion main quest the city starts to be rebuilt without you, if you visit kvatch at any point you will see the state of repair it is in. At the end of the main plot, scaffolding appears, workers are hammering and sawing and trying to get the city back in to shape. After a short time because I know you hate waiting too long the 4th Era Kvatch appears.
The city has a new count that lives in fear of assination, a Dark Brotherhood Cell that accept contracts from the count and his rivals and make a nice living out of killing off both sides in this story. The Mages Guild inside Kvatch dedicate them selves to Daedric studies to prevent any more invasions by any Dagon forces in the future and a Council of Battlemages appears in the city in the hope of preventing any further sakings of this great city.
As Archmage visiting kvatch you will find your Guilds staff worried about the Necromancer issue and you will get the chance to put the whole issue back on Trial and set policy for the Mages Guild just as Traven did. Given choices such as "ignore the necromancers" or "maintain the ban" and depending on your decisions, the world of the Kvatch Necromancers will either be revealed to you or stay hidden.
The Thieves Guild is fully supported in Kvatch already with respawning loot chests, prisons, guards and other things to make life as a thief interesting inside Kvatch. As a member of the Thieves guild you will get the chance to carry out contracts for a free or do a little freelancing of your own.
The Dark Brotherhood Cell mentioned above, also have contacts waiting to be done, your targets are inside Kvatch, they have routines of their own that you will have to learn before you can strike.
If you excell in these things, the people of Kvatch will read about it in the local paper, hearing about the crime wave or serial killer in their city.
Kvatch is a city of 2 halfs, one half is rich or middle class area, well patrolled and fairly safe. The other half is dark seedly area where thieves, murderers and necromancers rule. Just as the city is divided in to 2, so is the day and night cycles. The guards patrol during the day, guard enterances and exits and ensure everybody is safe, their are church meeting on Sundas and Arena days where the people of Kvatch get to see mythic dawn agents fight for their lives inside the arena. Not to mention the market day events.
At night the guards return to their barracks, leaving only 2 on guard at the main gate, the Castle Kvatch is locked down for the night, the port cullis dropped, nobody gets in or out until dawn. This is the time of the thieves, murders and necromancers for the night time in kvatch believes to them. Those who go out after dark risk their very lifes and those who fail to lock their door risk losing everything they own.
The residence of Kvatch use one of 3 pubs posh upper class one, a middle class pub with a mage theme and seedly pub where assassins and thieves meet before they go out in to the night to earn their living.
Surrounding you is the game lore that makes Kvatch the city it always was, from the Colovian Leather maker proud of the fact he and his ancestors where once recognized as the best Armour makers in the whole of tamriel, to the names of streets and pubs that reflect famous history names from Kvatchs past. At every level, your immersed in to Kvatch and Colovian Lore and in case you miss it, there is a Lore Master waiting to give you some of the highlights in the Kvatch Library where the official sources can be found in game.
To make this work, I did a lot of research first and my notes are included in this archive for you to read if your interested.
Kvatch Rising is designed to auto update the city as you go through the Oblivion main quest but not present you with a finished city until AFTER the Daedric invasion of Tamriel has been defeated. But I know many of you will want the city right away so I have included an NPC that will allow you to choose the phase of developement you wish to use without waiting. Currently this can be anything from the original Kvatch, a No Fires Kvatch, A weed infested kvatch, a Kvatch in the process of being restored or a fully functional 4th era kvatch, you can choose but Lore fans will want to leave it up to my quest to update it so not to break the immersion of game lore created by the oblivion main story line.
As Kvatch falls in to ruining you will see refugees around Cyrodiil, with stories of that terrible night, as you start to beat back the Daedric and close the Oblivion gates, they will start returning to Kvatch and eventually help rebuild it.
Inside Kvatch during these dark days Bandits are looting the ruins, Wild life make their homes in the ruins and weeds, trees and bushes start to appear in this once proud city, leaving with with a realistic feeling of what was list when this city was destroyed. A feature added to support the main oblivion story line that also promotes this very feeling.
At the end of the Oblivion main quest the city starts to be rebuilt without you, if you visit kvatch at any point you will see the state of repair it is in. At the end of the main plot, scaffolding appears, workers are hammering and sawing and trying to get the city back in to shape. After a short time because I know you hate waiting too long the 4th Era Kvatch appears.
The city has a new count that lives in fear of assination, a Dark Brotherhood Cell that accept contracts from the count and his rivals and make a nice living out of killing off both sides in this story. The Mages Guild inside Kvatch dedicate them selves to Daedric studies to prevent any more invasions by any Dagon forces in the future and a Council of Battlemages appears in the city in the hope of preventing any further sakings of this great city.
As Archmage visiting kvatch you will find your Guilds staff worried about the Necromancer issue and you will get the chance to put the whole issue back on Trial and set policy for the Mages Guild just as Traven did. Given choices such as "ignore the necromancers" or "maintain the ban" and depending on your decisions, the world of the Kvatch Necromancers will either be revealed to you or stay hidden.
The Thieves Guild is fully supported in Kvatch already with respawning loot chests, prisons, guards and other things to make life as a thief interesting inside Kvatch. As a member of the Thieves guild you will get the chance to carry out contracts for a free or do a little freelancing of your own.
The Dark Brotherhood Cell mentioned above, also have contacts waiting to be done, your targets are inside Kvatch, they have routines of their own that you will have to learn before you can strike.
If you excell in these things, the people of Kvatch will read about it in the local paper, hearing about the crime wave or serial killer in their city.
Kvatch is a city of 2 halfs, one half is rich or middle class area, well patrolled and fairly safe. The other half is dark seedly area where thieves, murderers and necromancers rule. Just as the city is divided in to 2, so is the day and night cycles. The guards patrol during the day, guard enterances and exits and ensure everybody is safe, their are church meeting on Sundas and Arena days where the people of Kvatch get to see mythic dawn agents fight for their lives inside the arena. Not to mention the market day events.
At night the guards return to their barracks, leaving only 2 on guard at the main gate, the Castle Kvatch is locked down for the night, the port cullis dropped, nobody gets in or out until dawn. This is the time of the thieves, murders and necromancers for the night time in kvatch believes to them. Those who go out after dark risk their very lifes and those who fail to lock their door risk losing everything they own.
The residence of Kvatch use one of 3 pubs posh upper class one, a middle class pub with a mage theme and seedly pub where assassins and thieves meet before they go out in to the night to earn their living.
Surrounding you is the game lore that makes Kvatch the city it always was, from the Colovian Leather maker proud of the fact he and his ancestors where once recognized as the best Armour makers in the whole of tamriel, to the names of streets and pubs that reflect famous history names from Kvatchs past. At every level, your immersed in to Kvatch and Colovian Lore and in case you miss it, there is a Lore Master waiting to give you some of the highlights in the Kvatch Library where the official sources can be found in game.
Spartans Projekt
Weiterhin arbeite ich an de Übersetzung einigen anderen kleinen Projekten die ich hier nicht weiter erläutern möchte.
___________________________________________________________
Fertige Deutsche Versionen der Giskarduk / Dragon Captions Team Mod´s :
------------------------------------------------------------------
1
Dragon Captions The Elder Council Version 2.03
Release Thread
Direkt Download:
Elder Council V. 2.03
------------------------------------------------------------------
2
The Elder Council - Temple of the one
Releasethread
Download Link 1
Download Link 2 (Scharesoft)
------------------------------------------------------------------
3
Die DV des Dragon Captions CUO (Cyrodiil Upgrade Overhaul) ResourcePack V.1.5.4b
Releasethread
Direkt Download:
Teil 1
Teil 2
Teil 3
Teil 4
------------------------------------------------------------------
4
Fort Akatosh Final (sowie COBL Version)
Releasethread
DOWNLOAD Fort Aktosh 1.6 DV
Dies ist eine alte Version, die auch nicht mehr upgedated oder supported wird.
------------------------------------------------------------------
5
Guards of Cyrodiil Version 1.21 (sowie COBL Version) DV
Releasethread
Direkt Download
Dies ist eine alte Version, die auch nicht mehr upgedated oder supported wird.
------------------------------------------------------------------
6
DC The lost Knights of the Dragon
Diese einfache Mod, fügt 6 rekrutierbare Begleiter in das Tiber Septim Hotel ein
Download
Releasepost
------------------------------------------------------------------
7
Dragon Captions - A Saints Tale - The Glory of Eagles Pass
Download
Releasethread
------------------------------------------------------------------
8
Kvatch Aftermath DV Version 7.3
Download
Releasethread
------------------------------------------------------------------
9
DC County Kvatch- Kvatch Guard Towers DV
Releasethread
Direkt Download
------------------------------------------------------------------
10
DC Imperial Fortress of Weye DV
Thread
Direkt Download
___________________________________________________________
11
The Necromancer DV
Thread
Direkt Download
___________________________________________________________
12
Fighters Guild Contracts DV
Thread
Direkt Download
___________________________________________________________
Ich suche/ brauche noch
- Leute die mir beim Übersetzen helfen, dort leute die sich entweder auf ein Themenbereich bei der Übersetzung spezialisieren (z.B. Bücher etc.) oder selbst die übersetzung einer der kleineren Mod´s beginnen.
- Korrekturleser / Betatester
- Patcher
Im Team:
MC King: Leitung, Hauptübersetzung, etc
Giebi: Korrekturlesen, Übersetzungen Inaktiv
Vogt: Übersetzungen
Stefanu: Übersetzungen
Kyuubi no Youko: Textübersetzungen schwer beschäftigt
TheGreatPane: Übersetzungen Inaktiv
Stoff: Übersetzungen/Korrekturlesen Inaktiv
Revan Tair: Übersetzungen Inaktiv[
(Neurosis404: Textübersetzungen) Inaktiv
der dunkelfürst: Betatests/Übersetzungen ???
Terry: Übersetzungen
Adrenalinjunkee: Textübersetzungen
Ich bitte um Hilfe.
Ich werde diesen Thread updaten sobald es etwas neues zu berichten gibt, bitte gebt mir bescheid, wenn ihr bei einer der Übersetzungen mitarbeiten möchtet/ bzw. eine übernehmen möchtet.
Zuletzt bearbeitet: