Jump to content

Help - Too much Japanese in dialogs & Landscape issue


Recommended Posts

Hi!

 

I can use some help with a couple of problems.

 

 For some reason I am getting way too much Japanese in my dialogues in game.  I have made a new mod compilation to play, but for some reason I am getting a lot of "Japanese" text (?) in my game.  For example, the in game dialogue to request a room is in "Japanese".  This was not the case in my previous mod compilations.  In addition I am getting some responses in "Japanese" also.  Any help you can give would be extremely appreciated.  

 

I was under the impression that the majority of the mods here were pretty much translated into English.

 

My complete load order follows

 

I am using LAPF 1.5 and LAPF Supplemental Plugin Pack 1 and also LAPF_1.5_Patch 1_b02

 

00  Oblivion.esm
01  Windfall.esm
02  Beautiful People 2ch-Ed.esm
03  All Natural Base.esm  [Version 1.34]
04  Francesco's Leveled Creatures-Items Mod.esm  [Version 5.0]
05  Francesco's Optional New Items Add-On.esm  [Version 5.0]
06  Cobl Main.esm  [Version 1.73]
07  Qarls_Harvest.esm
08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.35Beta]
09  Mart's Monster Mod.esm  [Version 3.8b1]
0A  CyrodiilUpgradeResourcePack.esm
0B  FCOM_Convergence.esm  [Version 0.9.9MB8b1]
0C  Armamentarium.esm  [Version 1.35]
0D  Artifacts.esm  [Version 1.1]
0E  Better Cities Resources.esm  [Version 5.5.1]
0F  BetterMusicSystem.esm
10  Lovers with PK.esm
11  LoversCreature.esm
12  CURP_Controller.esm
13  CM Partners.esm
14  x117race.esm
15  Chanpon.esm
16  RealisticLeveling.esm
**  CyrodiilUpgradeResourcePack Vwalk.esp
17  Purger.esp
18  Unofficial Oblivion Patch.esp  [Version 3.5.0]
++  UOPS Additional Changes.esp
++  Oblivion Citadel Door Fix.esp
19  DLCShiveringIsles.esp
1A  Unofficial Shivering Isles Patch.esp  [Version 1.5.4]
++  USIPS Additional Changes.esp
1B  Francesco's Optional Chance of Stronger Bosses.esp  [Version 5.0]
1C  Francesco's Optional Chance of Stronger Enemies.esp  [Version 5.0]
1D  Francesco's Optional Chance of More Enemies.esp  [Version 5.0]
1E  Francesco's Optional Leveled Guards.esp  [Version 5.0]
++  FCOM_Francescos.esp  [Version 0.9.9MB8b1]
++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9MB8b1]
1F  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9MB8b1]
20  Fran Armor Add-on.esp
21  Fran_Lv30Item_Maltz.esp
22  All Natural.esp  [Version 1.34]
23  All Natural - SI.esp  [Version 1.34]
++  All Natural - MMM Patch.esp  [Version 1.3]
24  Immersive Interiors.esp  [Version 0.8.1]
++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.2]
++  Symphony of Violence.esp
25  Storms & Sound.esp
26  All Natural - Real Lights.esp  [Version 1.34]
27  WindowLightingSystem.esp
28  Book Jackets Oblivion.esp
29  See You Sleep DLL.esp
++  Qarls_Harvest.esp
2A  Enhanced Economy.esp  [Version 5.4.3]
2B  FF_Real_Thirst.esp
2C  Quest Log Manager.esp  [Version 1.3.2]
2D  Pas Initial Merged Plugin V2.esp
2E  Streamline 3.1.esp
2F  Map Marker Overhaul.esp  [Version 3.9.3]
30  Map Marker Overhaul - SI additions.esp  [Version 3.9.3]
31  DLCHorseArmor.esp
32  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.8]
33  Compatibility Patch - DLCHorseArmor.esp  [Version 1.0.0]
34  DLCOrrery.esp
35  DLCOrrery - Unofficial Patch.esp  [Version 1.0.5]
**  DLCOrrery Vwalk.esp
36  DLCVileLair.esp
37  DLCVileLair - Unofficial Patch.esp  [Version 1.0.10]
38  See You Sleep DLL - DLCVileLair.esp
39  DLCMehrunesRazor.esp
3A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.6]
**  DLCMehrunesRazor Vwalk.esp
3B  DLCSpellTomes.esp
++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
**  Book Jackets DLC.esp
**  GrimbotsSpellTomes.esp
3C  VipCxj_HighHeels.esp
**  DMRA Stock Clothing Skimpy.esp
**  DMRA Stock Robe Skimpy Replacer.esp
3D  DLCThievesDen.esp
3E  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.12]
3F  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.12]
**  DLCThievesDen Vwalk.esp
40  Cobl Glue.esp  [Version 1.73]
41  Cobl Si.esp  [Version 1.63]
42  FF_Real_Thirst, Cobl.esp
++  Cobl Patch - Hunger Tongue.esp
43  Bob's Armory Oblivion.esp
44  FCOM_BobsArmory.esp  [Version 0.9.9MB8b1]
45  Loth's Blunt Weapons for Npcs.esp
++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]
46  Oblivion WarCry EV.esp  [Version 1.09]
47  FCOM_WarCry.esp  [Version 0.9.9MB8b1]
48  Oscuro's_Oblivion_Overhaul.esp  [Version 1.35Beta]
++  OOO-Water_Weeds.esp  [Version 1.33]
**  Oscuro's_Oblivion_Overhaul Vwalk.esp
**  OMOBS_SI.esp  [Version 2.0]
++  Oscuro's_Oblivion_Overhaul - DropLitTorchOBSE.esp  [Version 2.4]
49  ArmamentariumArtifacts.esp  [Version 1.35]
4A  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.8b1]
4B  FCOM_Convergence.esp  [Version 0.9.9Mb8b1]
++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]
4C  FCOM_RealSwords.esp  [Version 0.9.9MB8]
++  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]
4D  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.8b1]
++  FCOM_LessRats.esp  [Version 0.9.9]
++  Mart's Monster Mod - No Pests.esp  [Version 3.8b1]
++  Mart's Monster Mod - No Swarms.esp  [Version 3.8b1]
++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]
4E  Mart's Monster Mod - Extra Wounding.esp  [Version 3.8b1]
++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.8b1]
++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.8b1]
4F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.8b1]
50  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b7]
51  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b7]
52  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.8b1]
++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.8b1]
53  Creature Diversity.esp
++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]
++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]
++  FCOM_HungersUnitySI.esp  [Version 0.9.9]
**  FCOM_Archery.esp  [Version 1.0]
++  FCOM_ArcheryArmamentarium.esp  [Version 2]
++  FCOM_ArcheryRealSwords.esp  [Version 1]
**  FCOM_ArcheryHunting&Crafting.esp  [Version 1]
++  Mart's Monster Mod - Diverse Wisp and VASE Addon.esp  [Version 3.8b1]
54  Mart's Monster Mod - Diverse Creatures Expansion.esp  [Version 3.8b1]
++  Mart's Monster Mod - RadiantAITweaks.esp
++  MMM4OOO&FCOM- Slofs Horse & DLC Armor.esp
++  Cobl Patch - MMM Gems and Gem Dust.esp
++  Cobl Tweaks - FCOM Mergeable.esp  [Version 1.72]
++  ArmamentariumLL4OOO.esp  [Version 2.01]
++  ArmamentariumLLMagicOOO.esp  [Version 1.35]
55  TalosBridgeGateHouse.esp
56  Akaviri Imports.esp
57  AleswellHomeQuest.esp
58  AleswellCOBLaddon.esp
59  Artifacts.esp  [Version 1.1]
++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]
5A  Better Dark Brotherhood Sanctuary.esp  [Version 3.21]
5B  BDBS - Chapel Memorial.esp  [Version 3.21]
++  BDBS - See You Sleep Patch.esp  [Version 3.21]
5C  HackdirtTheDeepOnes.esp
5D  CastleLegacy_V2.esp
5E  EM_RedRoseManor.esp  [Version 2.0]
5F  EMRedRoseAddonCOBL.esp
60  Abriael_Human.esp
61  Fighters Guild Quests.esp
62  OblivionFarmer'sMarket3.esp
63  ICEXPAND.esp  [Version 5.5.0]
64  OldCrowInn.esp  [Version 5.5.0]
65  LetThePeopleDrink.esp  [Version 2.6]
66  MTCExpandedVillages.esp
**  MTCExpandedVillages Vwalk.esp
67  Region Revive - Lake Rumare.esp
**  Region Revive - Lake Rumare Vwalk.esp
68  Shivering Isles Root System.esp
69  TinyHouse.esp
6A  COBLaddonTinyHouse.esp
6B  VaultsofCyrodiil.esp  [Version 5.5.0]
6C  Apachii_Goddess_Store.esp
6D  Windfall.esp
**  Windfall Vwalk.esp
6E  DLCBattlehornCastle.esp
6F  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.9]
70  DLCFrostcrag.esp
71  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.9]
72  DLCFrostcragReborn.esp  [Version 1.4.7]
73  FrostcragRebornCobl.esp
**  DLCFrostcrag Vwalk.esp
74  Knights.esp
75  Knights - Unofficial Patch.esp  [Version 1.1.4]
++  DMRA BBB Knights of the Nine Replacer.esp
**  Knights Vwalk.esp
76  SM Plugin Refurbish(Merged).esp  [Version 1.30]
77  TOTF.esp
**  TOTF Vwalk.esp
++  TOTF Delayer.esp
78  RTT.esp
79  RTT-Weye Relocation Patch.esp  [Version 2.0.1]
**  RTT Vwalk.esp
++  Blood&Mud - EE patch.esp  [Version 4.2]
**  Blood&Mud Vwalk.esp
7A  The Lost Spires.esp
**  The Lost Spires Vwalk.esp
++  MTCVillages-LostSpiresPatch.esp
7B  PlayerSlaveEncounters.esp
++  Pelham-LostSpires-Fix.esp
7C  Origin of the Mages Guild.esp  [Version 7.3]
7D  The Mystery of the Dulan Cult.esp  [Version 5.5.0]
7E  AFK_Weye.esp  [Version 2.32.COBL]
**  AFK_Weye Vwalk.esp
7F  House of Healing at Weye.esp
80  WeyeOverhaulModsPatch.esp
**  House of Healing at Weye Vwalk.esp
++  FCOM_Knights.esp  [Version 0.9.9MB8b1]
++  FCOM_Ruin.esp  [Version 0.9.9]
++  FCOM_OMG.esp  [Version 0.9.9]
81  FCOM_DulanCult.esp  [Version 0.9.9]
82  Roads of Cyrodiil.esp  [Version 1.0]
++  MTCEV-RoC Patch.esp
++  ROC+Fighters Guild Quests.esp
83  HeartOftheDead.esp  [Version 6.5]
**  HeartOftheDead Vwalk.esp
84  HackdirtAlive.esp
85  ShezriesTownsMaster.esp
**  ShezriesTownsMaster Vwalk.esp
++  Artifacts-ShezriesTowns Patch.esp  [Version 1.2]
86  LostSpires+PellsGate Patch.esp  [Version 1.0]
++  MTCExpandedVillages-ShezriesTowns Patch.esp  [Version 1.1]
87  xuldarkforest.esp  [Version 1.0.5]
++  LostSpires-DarkForest patch.esp
88  xulStendarrValley.esp  [Version 1.2.2]
89  xulTheHeath.esp
8A  xulEntiusGorge.esp  [Version 1.2.1]
8B  xulFallenleafEverglade.esp  [Version 1.3.1]
++  LostSpires-Everglade patch.esp
8C  xulColovianHighlands_EV.esp  [Version 1.2.2]
8D  xulChorrolHinterland.esp  [Version 1.2.3]
**  xulChorrolHinterland Vwalk.esp
8E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.5]
8F  xulBravilBarrowfields.esp  [Version 1.3.4]
**  xulBravilBarrowfields Vwalk.esp
90  xulLushWoodlands.esp  [Version 1.3.2]
91  xulAncientYews.esp  [Version 1.4.4]
92  xulAncientRedwoods.esp  [Version 1.6]
++  ROC+Ancient Redwoods.esp  [Version 1.0]
93  xulCloudtopMountains.esp  [Version 1.0.3]
94  Ravenview-Cloudtop-Patch.esp  [Version 2.0]
95  xulArriusCreek.esp  [Version 1.1.4]
96  xulPatch_AY_AC.esp  [Version 1.1]
97  HeartoftheDead-ArriusCreek patch.esp
++  AFK_Weye Arrius_Creek Patch.esp
98  xulRollingHills_EV.esp  [Version 1.3.3]
**  xulRollingHills_EV Vwalk.esp
99  xulPantherRiver.esp
9A  xulRiverEthe.esp  [Version 1.0.2]
9B  xulBrenaRiverRavine.esp  [Version 1.1.1]
**  xulBrenaRiverRavine Vwalk.esp
9C  xulImperialIsle.esp  [Version 1.6.8]
9D  ULPatchTinyHouse.esp
**  xulImperialIsle Vwalk.esp
9E  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.4]
9F  wb_TBG_RR-LR_UL-II_patch.esp
A0  xulBlackwoodForest.esp  [Version 1.1.0]
A1  xulCheydinhalFalls.esp  [Version 1.0.1]
A2  TearsOfTheFiend-CheydinhalFalls patch.esp
A3  xulAspenWood.esp  [Version 1.0.2]
++  Lakewood+AspenWood Patch.esp  [Version 3.0]
**  xulAspenWood Vwalk.esp
A4  xulSkingradOutskirts.esp  [Version 1.0.2]
**  xulSkingradOutskirts Vwalk.esp
++  ROC+UL Skingrad Outskirts Patch.esp
A5  xulSnowdale.esp  [Version 1.0.5]
A6  FrostcragReborn-Snowdale patch.esp
++  OOO-Snowdale Patch.esp  [Version 1.1]
++  MTCExpandedVillages-UniqueLandscapes patch.esp  [Version 1.0]
A7  xulCliffsOfAnvil.esp  [Version 1.12]
A8  OOO-CliffsOfAnvil patch.esp  [Version 1.2]
**  xulCliffsOfAnvil Vwalk.esp
A9  MMMDungeons-CliffsOfAnvil patch.esp  [Version 1.0]
AA  xulSilverfishRiverValley.esp  [Version 1.0.3]
++  Lost Spires + Silverfish River Patch.esp  [Version 1.0]
AB  xulJerallGlacier.esp  [Version 1.0.1]
AC  OOO-JerallGlacier patch.esp  [Version 1.0]
AD  xulTheEasternPeaks.esp  [Version 1.0]
**  xulTheEasternPeaks Vwalk.esp
++  ROC+UL-II+LtPD Patch.esp  [Version 1.0]
AE  bartholm.esp
AF  bartholm - EE patch.esp  [Version 4.2]
**  bartholm Vwalk.esp
B0  Frostcrag Village.esp  [Version 1.0.7]
**  Frostcrag Village Vwalk.esp
++  DLCFrostcrag Reborn - Frostcrag Village Patch.esp  [Version 1.4.7]
B1  Salmo the Baker, Cobl.esp  [Version 3.08]
++  ROC+RR Patch.esp  [Version 1.0]
++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]
B2  Harvest [Flora].esp  [Version 3.0.0]
++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]
++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]
++  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]
++  Visually Realistic Deadly Lava.esp
B3  AutoBookPlacer.esp  [Version 3.02]
B4  HUD Status Bars.esp  [Version 5.3.2]
B5  HUDCompanions.esp
++  more books teach.esp
B6  LoversSoundCreature.esp  [Version 0.1.0]
B7  LoversAphrodisia.esp
B8  LoversAphrodisiaHUD.esp
B9  LoversAdultPlayPlusforSSP.esp
BA  LoversVoiceSSPplus.esp
BB  LoversRaperS.esp
BC  LoversBed.esp
BD  LoversPayBandit.esp
BE  LoversPayBanditForSlaver.esp
BF  PSE-PayBandit-Patch.esp
C0  Lovers with PK.esp  [Version 96v5]
C1  LoversBitch.esp
C2  PSELoversBitchPatch.esp
C3  LoversCreature.esp
C4  Lovers with PK Extender.esp  [Version 2.4.3]
C5  LoversBackup2.esp
C6  LoversRapeSlave.esp
C7  LoversMagic.esp
C8  LoversLight.esp
C9  LoversTrueCrimeEx.esp
CA  LoversSlaveTrader.esp
CB  LSTBravilUnderground.esp
CC  LSTaddonInH.esp
CD  LoversOrgy.esp
++  PSE-HackdirtAlive-Patch.esp
CE  Enhanced Vegetation [110%].esp
CF  Quest Award Leveller.esp
++  Quest Award Leveller - Battlehorn Castle.esp
++  Quest Award Leveller - Vile Lair.esp
++  Quest Award Leveller - Mehrunes Razor.esp
++  Quest Award Leveller - Knights of the Nine.esp
D0  Alternative Start by Robert Evrae.esp
D1  MadCompanionshipSpells.esp  [Version 2.5]
D2  MCS extension.esp
D3  bgMagicEV.esp  [Version 1.7EV]
++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]
++  bgMagicItemSigil.esp  [Version 1.68EV]
D4  bgMagicBonus.esp  [Version 1.7EV]
++  bgMagicEVAddEnVar.esp  [Version 1.68EV]
D5  bgMagicEVPaperChase.esp  [Version 1.68EV]
++  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]
++  bgMagicShaderLifeDetect.esp  [Version 1.68]
D6  bgMagicLightningbolt.esp
D7  SupremeMagicka.esp  [Version 0.90b]
D8  SM_ShiveringIsles.esp  [Version 0.90]
++  SM_DLCSpellTome.esp  [Version 0.90]
++  SM_OOO.esp  [Version 0.90]
++  SM_MMM.esp  [Version 0.90]
++  SM_COBL.esp  [Version 0.90]
++  SM_Scrolls.esp  [Version 0.90]
++  SM_SigilStone.esp  [Version 0.90]
D9  MidasSpells.esp
++  Let There Be Darkness - Cyrodiil + SI.esp
++  Let There Be Darkness - Knights.esp
++  Let There Be Darkness - Mehrunes Razor.esp
++  Let There Be Darkness - Thieves Den.esp
++  Let There Be Darkness - OOO.esp
++  Let There Be Darkness - Lost Spires.esp
++  Let There Be Darkness - UL Colovian Highlands.esp
++  Let There Be Darkness - UL Lost Coast.esp
++  Let There Be Darkness - UL Brena.esp
++  Let There Be Darkness - UL Blackwood Forest.esp
DA  CM Partners.esp
DB  Blood Elves.esp
DC  DiabloEF 6 in 1.esp
++  Beautiful People 2ch-Ed Disable BandBlindMask.esp
**  Beautiful People 2ch-Ed Sheogorath Eye.esp
++  Beautiful People 2ch-Ed Vanilla Race.esp
++  Beautiful People 2ch-Ed Merged Hair Modules.esp
++  Beautiful People 2ch-Ed Merged Eye Modules.esp
++  Beautiful People 2ch-Ed Merged SKSRENs Hair Modules.esp
++  Beautiful People 2ch-Ed Merged RoseSims Hair Modules.esp
++  x117 Merged SKSRENs Hair Modules.esp
++  Beautiful People 2ch-Ed CustomRace.esp
++  Beautiful People 2ch-Ed Chocolate Elves.esp
DD  Beautiful People 2ch-Ed Ashara's Sirens and Tritons.esp
++  Beautiful People 2ch-Ed Cute Elves.esp
++  Beautiful People 2ch-Ed Nec Mystic High Elf Remake.esp
DE  Beautiful People 2ch-Ed MS Elves - NoSc.esp
++  Beautiful People 2ch-Ed ENG Dialog.esp
++  Beautiful People 2ch-Ed ENG Race.esp
DF  x117race.esp
++  x117Race ENG Race.esp
E0  Lop-ears Elf.esp
E1  AsharasSirensAndTritons.esp
E2  Synx.esp
**  CM Partners Vwalk.esp
**  CM Partners Special NPCs Vwalk.esp
E3  CM Partners NPC.esp
**  CM Partners NPC Vwalk.esp
**  CM Partners Marker NPCs Vwalk.esp
E4  CM Partners Extra NPCs.esp
**  CM Partners Extra NPCs Vwalk.esp
E5  1em_Vilja.esp  [Version 4.04]
**  1em_Vilja OOO FCOM Fix.esp
++  1em_Vilja_as_ Synx_by_Xtudo.esp
++  1em_Vilja_Bruse_Pony.esp
E6  LakesideHome.esp  [Version 2.]
E7  LakesideHomeCOBLaddon.esp
E8  ViljainAleswell.esp  [Version 1.3]
E9  ViljainLakeside.esp
EA  ViljainRedRoseManor.esp  [Version 1.2]
EB  Colourwheels Sexy Oblivion OverHaul.esp
**  DMRA BBB Complete Clothing and Armor Replacer.esp
++  Nephs Stock Shoes Real High Heels.esp  [Version 1.0]
++  Slof's Oblivion Better Beasts.esp
**  bgMagicEV Vwalk.esp
EC  Better Cities Full.esp  [Version 5.5.0]
ED  Better Cities - VWD of the IC.esp  [Version 5.5.0]
EE  Better Imperial City.esp  [Version 5.5.1]
**  Better Cities Resources Vwalk.esp
++  Better Cities - All Natural.esp  [Version 5.5.0]
++  Better Cities - Storms & Sound.esp  [Version 5.5.0]
++  Better Cities B&M - Unique Landscape Barrowfields.esp  [Version 5.1.2]
++  FCOM_BetterCities-Bravil.esp  [Version 5.5.0]
EF  Better Cities - Ruined Tail's Tale.esp
F0  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 5.3.0]
F1  Better Clocks for Better Cities 2_0.esp
F2  Better Cities - Tears of the Fiend.esp  [Version 5.5.0]
F3  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 5.3.0]
++  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 5.3.0]
F4  Better Cities - The Lost Spires.esp  [Version 5.5.0]
F5  Better Cities - Origin of the Mages Guild.esp  [Version 5.5.0]
++  Better Cities - COBL.esp  [Version 5.5.0]
++  Better Cities - Unique Landscape Imperial Isle.esp  [Version 5.3.0]
F6  UVIII.esp
++  bgMagicEVStartspells.esp  [Version 1.68EV]
F7  Pas Addons Merged Plugin V5.esp
**  Sensual Walks.esp
**  Sensual Walks SI.esp
**  Sensual Walks SI DS + GS.esp
++  ROC Standard Road Record.esp
++  Bashed Delayers - MERGE ONLY.esp  [Version 3.1.29b]
++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]
++  Oscuro's_Oblivion_Overhaul - Harvest Containers - SI.esp  [Version 0.99b]
**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.34]
F8  Bashed Patch, 0.esp
F9  LoversIdleAnimsPriority.esp
FA  Lovers3dorgasm.esp
FB  LoversMB2.esp
FC  Lovers3dorgasmMB2.esp
FD  LoversAnimObjectsPriority.esp

 
I also have a landscape issue.  I am using a very heavily modded game, as you can see from the load order, and the PlayerSlaveEncounters.esp with the Pelham-LostSpires-fix.esp corrects the Pells Gate Village house being mostly buried, but the mansion conflicts with a fenced yard and chicken coop.  I can move the mansion to avoid the conflict, but that is the sum total of my modding knowledge - moving items up, down, or left, right to fix floating trees and rocks.

 

Moving the house makes the area acceptable, but the door to the mansion no longer registers or can be activated.  Also, I would like to know if moving the house causes any other problems with Player Slave Encounters.  Also, note that I had to move the PlayerSlaveEncounters.esp and the Pelham-LostSpires-Fix.esp to just below the MTCVillages-LostSpires Patch.esp to make everything work.  I also had to include the Pelham patch in the Bash Patch.  Without doing that the buyable house was buried again.  My old load order for Lovers had the PlayerSlaveEncounters.esp after the LoversRaperS.esp.  Adding the Pelham patch in the Bash Patch required me to enable both the PSE.esp and the Lovers with PK.esm.
 
Not sure if I will have problems with Lovers or not.  Minor testing so far doesn't indicate any.
 
Any help and information would be greatly appreciated!
Link to comment

Which mods are not translated?

All Lovers Mods here are translated, only in some Mods are a few not translated dialogs.

If you use Lovers Mods from Hongfire: first; most not translated and  secondly; not compatible with the Lovers/LAPF System here at LL.

If you use other japanese Mods you can translate the original game locations and dialogs easy with Tes4Edit. Load the Mod with Tes4Edit, click "apply filter fron cleaning" and you see all changed entries, you can drag the original names and dialogs from the Oblivion esm in the Mod esp/esm. (I translate all original game entries in Mods esp/esm from english or japanese  to german)

 

moving Houses: moving a house, trees, rocks no Problem , but doors are "persistent" objects and the Location is stored in the save, so it you have visit the houe the door in in your game save. Best you make such changes befor you play the mod, or you must load a save before you vistited the Mod Location.

You can deactivate the Mod and make a clean save and start the mod again, or you must change the ID of the door (can cause Problems if the door is used in a script ) if you use Tes4Edit the new ID is automatically added to the indoor cell door and AI packages (if NPCs use the door,  lock at night,... )

 

Your Mod list: wow 253 active esp/esm, you know 255 is max, 256 and your game will crash on start.

Link to comment

Yes all Lovers MODs here have been converted to English. Any not done are either from elsewhere or very old versions.

 

If as you say you've actually replaced anything you've found and used from Hongfire, I'd check your Bashed Patch. If you have, as many others have done in the past, included Lovers MODs you will need to rebuild with all disabled, then re-enable them post the rebuild. Easily and best done with OBMM while WB is still open.

 

Next check what you have ticked in Wrye Bash and make sure to disable Merge dialogs, if it is enabled. If it was enabled you'll again need to rebuild your bashed patch. That should at least allow you to then review and determine which MODs are adding the Japanese text.

 

Your landscape issues are a whole other matter entirely. Any time you decide to include multiple patches, there are bound to be issues. I'd start by looking at which patches are truly needed/required, followed by trying to consolidate some ESPs and minimize my total. This helps in loading Oblivion too.

 

As long as you follow some sort of recommended LO, AND use a bashed patch you should be able to exceed the limit of 256. I have in the past, BUT it does require a certain level of skill and knowledge of Oblivion tools and optimization. If you are not ready yet to pursue that path, I'd strongly suggest whittling done how any MODs you have active.

Link to comment

Thanks for the reply Fajeena and Varenne!

 

Guess I'm one of those people who just have to push it to the limits.  I start loading mods and keep finding new ones I just have to have.  :blush:  Anyway, all my downloads for Lovers are from here and others from the Nexus.  I got rid of the majority of the unexpected "Japanese" by moving the LoversBed and LoversPayBandit esps below the LoversPayBanditforSlaver.esp.  Not sure why that is if it has been translated to English?

 

Still have some "Japanese" but way less and more in line with previous experience.  I have never been able to get 255 active mods to work, always crash on startup, but 254 starts fine.

 

I have merged another 57 plugins in the two Pas...esp files.  Have found that some don't merge very well even if no obvious conflict so replace them with others.  What I put up here in load order is working except for the two problems I identified.  At least in my first 8 hours of playing.

 

The "Japanese" is under control, but I would still like to fix the Pell's Manor so it doesn't overlay, the fenced in yard and chicken coop pen, yet still allow access to the Manor.  I did have to enable the PlayerSlaveEncounter.esp and Pelham-LostSpires-Fix.esp in order to unearth the buyable shack in Pell's Gate.  And whether those are enabled or not when building the patch, Pell's Manor still overlays the yard and coop I mentioned.

 

Is there a way to move the house yet keep the connection with the door and its in and out teleport locations?  Also, will having moved the exterior of the house affect any of the locations, activity, scripts, etc. in the interior.  I believe it is an independent world space and therefore, shouldn't be affected, but I'm no expert.  You knowledge and thoughts would be appreciated and helpful.  Thanks!

 

By the way, if there is no way for a novice like me to move the manor and maintain the exterior to interior teleport connection, then I am considering leaving the Manor moved with non-working door until the PlayerSlaveEncounter quests require it, then re-installing it with the conflict doing the quest elements and returning the Manor to the non-conflicting exterior location afterwards.  Think this will work???

 

Thanks again for your help and response.

 

Link to comment

To achieve a build of 254+ you will need to ghost some MODs. I wasn't very clear on that in my last post. This is a two part process where you merge those MODs that WB is reporting as mergable, and also ghost them, or you research MODs and work towards making them mergable. If after merging/ghosting you then open OBMM you'll see those ghosted MODs as appearing as disabled, but in fact they are merged and ghosted. See your WB version documentation for more on this. (This is one feature of WB vs. OBMM that I so wish was better aligned. Be careful not to re-enable a ghosted MOD in OBMM as it can cause issues, if not an outright CTD.)

 

Exterior vs. interior should not see any negative affects as they are separate cells; exterior vs interior. You can do this editing in CS/E (Construction Set + Extender). It takes patience and reading, lots and lots of reading.

 

And the last part about PlayerSlaveEncounter quests, that is what others have done, so it may work. I myself prefer to troubleshoot what is wrong and report back on my findings. But that's just me. I have considerably experience in doing so, as it is part my work as a business and systems analyst-architect, so essentially childsplay.

 

Post a copy of LoversPayBanditforSlaver.esp if that is in fact untranslated, along with notes/links you have on where it is located. Maybe someone here will review and translate it, or find the translated one for you.

Link to comment

As I stated in my previous post the Problem are the "persistent" objects, they are all stored in your save. ("persistent" objects: NPCs, creatures, doors, Map markers, x marker, spawn marker)

post-3205-0-60108000-1406247719_thumb.jpg "persistent" objects

 

You can move a house and the door and the teleport location, no Problem with the indoor cell. Will be work fine with a new game but with a old save all "persistent" objects are at the old positions.

post-3205-0-95203500-1406247765_thumb.jpg with a old save the door and teletort location ( if you use the interior door you'll be placed at this Location) will be in game still at the old Position.

 

If you don't want to start a new game you must change the Door ID (think a door is not in a script, but x markers, spawn markers and NPC/creatures could be in a script, so better not change the ID. Find a Position for the house in which you must not change the Position of  x markers, spawn markers and NPC/creatures,....)

Copy the door, paste in as new door, delete the old door, connect the new door with the indoor cell door.

 

And after you have moved the house check/correct the path grid, or NPCs try to walk through the house.

post-3205-0-58007100-1406248585_thumb.jpg

 

 

Link to comment

Once again GREAT information Fajeena and Varenne!

 

Let me see if I am understanding your input correctly.  If I move the house using the construction set with extender and start a new game, the external door teleport should move with the building, but for any save game the external door would still be in the old location?  I don't need to worry about the interior and its setup.  But in either case I need to check the pathing to make sure npc and critters are not passing through the house after the move and make sure I don't put the house over a critter, npc or other key location?

 

Ah, well Fajeena may have a point about stretching my present competency.  Though nothing ventured, nothing gained and your information has really improved my understanding of many areas that were quite unclear to me.  Thanks so much!  Since I'm only about 10 hours into a game with all the mods that I loaded that probably is just getting started, I will move the house, try and check the pathing and make corrections if needed (and if I'm lucky!!).  Then start a new game and check out this area early to see if the house moved correctly and the door still has its actuator.

 

I believe that changing the door id for this house is a very bad idea for my level of expertise.  There seems to be a good bit of scripting involving the house and npcs arriving if I am interpreting any of it correctly in the PlayerSlaveEncounters esp.  Gosh you two have me talking like I know what's going on.  LOL

 

As for the "Japanese" in the LoversPayBanditForSlaver.esp, well I am including the 7z file I have.  I did some more checking and can't seem to find it here on Lovers, but I'm almost positive I got it from here.  Another little interesting note, in the 7z is a message from you, Varenne, conveying ownership of the translating to the Lovers Community.  The date on this 7z file is June 2, 2012.

 

LoversPaybanditForSlaver_ENG.7z

 

One other thought/question -- Is LoversPayBandit and LoversPayBanditForSlaver exactly the same?  When I read some of the information on Lovers...ForSlaver I get the impression it is meant to enable usage with PlayerSlaveEncounters but I could be mistaken, though that is why I have included it in my game.  As I mentioned, much of the "Japanese" was cleared up by putting the LoversBed.esp and LoversPayBandit.esp after the LoversPayBanditForSlaver.esp

 

Thanks for the help, information and education you two!!!  Along with Gregathit and others you all make this one heck of a GREAT community to be a member of!

Link to comment

"If I move the house using the construction set with extender and start a new game, the external door teleport should move with the building"

You must also move the door and the teleport marker to the new Position ! Then with a new game the door is in the new Position ( and with a old save the door will be still at the old Position)

 

And LoverPayBanditForSlavers; might not function properly, it is for PayBandit ver.1.3.2. and not mention which SlaveTrader Version. So it can be outdated. And I am not sure if it is needed if you use PayBandits v1.4 and SlaveTrader. You can pay Bandits with your Slave, so it seems LoverPayBanditForSlavers is integrated in PayBandits v1.4 ( and the guy how released the LoverPayBanditForSlavers Mod as removed the file from his 4shared page )

Link to comment

Yeah I never play tested the LoversPaybanditForSlaver_ENG.7z ESP since at that time I didn't use that or related MODs. Still, I think as fejeena noted above, that may be an outdated and no longer used or needed file. My last build, which includes PayBandits AND SlaveTrader and Bravil Underground I didn't use it. But just to note, using slaves to pay bandits wasn't functionality I wanted or needed at the time.

 

There was some finalization and expansion going on around those MODs and at least two development forks too, so not surprised it's a bit confusing. LoversPayBandit came first and LoversPayBanditForSlaver was a later addition or add-on, if memory serves me right, so you could make use of slaves to pay bandits. I do believe it was at one point merged together into one all inclusive MOD.

 

 

 

EDIT: Okay did some back tracing and located where that originated from, the work not the actual translated MODs. I'm still looking for those as they should at this point be purged and removed from LL. It all started in this thread, [Outdated] Lovers with PK Package but I cannot seem to find where the 7z files are or were located. My guess is I abandoned translating the ESP as that was merged or replaced with a better all inclusive MOD that payed for bandits.

 

My last suggestion, based on what you're experiencing and have as far as files, you may need to do a review of all of your Lovers MODs to make sure you're not using outdated, no longer supported files. In the 2 years or so when that thread started A LOT has changed and evolved.

Link to comment

Okay, I will take a shot at moving the building, door and teleport marker and see if that causes any pathing problems assuming I can get them all to move appropriately.

 

Thanks for the information on LoversPayBanditForSlaver, I will exclude it from my load.  I am fairly certain that the rest of the plugins from Lovers are reasonably current, since I checked almost all of them before I started this load.  Couldn't find an update for the LoversPayBanditForSlaver so I used one I had downloaded previously, but I will recheck the others as suggested.

 

Once again I thank the two of you for your help and information.  I hope I can follow your pictures and notes with the CS/E and get the house where I would like it.  Will post here if I can get it moved.  May need to work on it for a couple of days since it will be a learning and fixing experience (if I'm lucky!).

 

I will close this after I have made my fix try and post success or not before closing.  If I get it working I will post it here for any who would like to have a non-conflicting Pell Manor in PlayerSlaveEncounters with MTCExpandedVillages, ShezriesTowns, and LostSpires.  I would appreciate the expertise of both of you as to whether I should leave it up and available or not.  I am sure that I could screw up a few important items without even realizing it until way down the line, but dabbling in this way can be fun!

 

Thanks again!

Link to comment

I don't think there is (or ever was) an update for LoversPayBanditForSlaver as the functionality it provided was added to a new version of LoversPayBandit. I'm home for a couple of days so I'll take a look at my build and see if what I'm using has it.

 

I'm not using PayBandit as I'm using LoversTrueCrimeEx and they conflict. In fact I'm starting to remember this now. I took the LoversTrueCrimeEx - beta 1.1 for LAPF v1.3.7z and made a LoversTrueCrimeEx++ version which turns bandits and/or prison rapists into females.

 

I also reviewed the archived copies I have for both LoversPayBandit and LoversPaybanditForSlaver. I looks to me like the LoversPayBandit has scripting available to use followers as payment, so I would just disable LoversPaybanditForSlaver. I also don't feel like mucking with LoversPayBandit as there are now multiple versions. For example a PSE compatible version, and this would only add to the confusion, IMO.

 

As far as the Moving Objects for compatibility with other MODs, I suggest you make it a mini project and make gradual changes, and save and post version releases, with information on what you changed or altered. For example, move say either a subset or all of the Pell Manor objects, save it and test it in-game yourself. Then post that as version a1 (alpha one) so others that may wish to use can test it. (I also got into the habit of adding the version, author, date information directly in the ESP via CS/E or Wrye Bash for tracking purposes.) You may not get much of a response from testers though, so it may be you will only test it. I think establishing a new project post in the Lovers DL forum, with a link back to this thread for this would be good too. Check via a PM to gregathit for his input too as to a preferred/best location.

 

You then repeat the steps you learn about moving objects for those remaining ones, making version saves along the way, a2, a3, a4, etc. and publish them here. That way you have a running record here on LL to support your project. If at some point along this development path you discover a error or issue, you can potentially go back to a prior version, and update your post(s).

 

Once you've completed all changes, mark it as B1; beta one, and write up a (comprehensive) readme as to what your version addresses. It is a best practice to do this initially in or on your OP project page, then transfer it later to a readme. If others do step up to test it you can then eventually make it a final release.

 

As far as moving objects I use the functionality in CS/E that provides a pop-up X, Y, Z Object box. The process is basically locate the object, click on it once, then double click on it and it will open this pop-up. You can then experiment with entering coordinate data directly, but it does take a little practice. There are also some short cut keys too for working with moving objects, but I don't recall them of the top of head. Been a while since I've done this type of work.

Link to comment

Thanks for the info Varenne!

 

You advice is appreciated and if I have any success in my initial attempts I will endeavor to follow your advice about doing it in stages and posting as I go.

 

I didin't realize that LoversTrueCrimeEX and LoversPayBandit conflict.  I haven't run into any conflicts that I have noticed yet.  Not sure what to do or for what to watch out about them.  I've used LoversPayBandit in the past but not LoversTrueCrimeEX.  Of course my last usage was with a minimalist mod load. 

 

Your advice, once again, has been extremely helpful!

Link to comment

I think it was gregathit that modernized LoversTrueCrimeEX for compatibility to LAPF. I don't know if LoversPayBandit ever was. I also dropped using PSE due to experiencing in-game issues with that, so I never used the PSE compatible version of LoversPayBandit either.

 

Based on memory they both provide very similar functionality and were the initial release of a much much larger MOD by Odema called DarkBloodlines. They are completely different development forks by totally different members. The current version of LoversTrueCrimeEX provides you with bandits in certain areas throughout the Oblivion world, which you can take their heads and turn them in for a reward. You also have prison rapists that trigger if your PC gets sent to jail.

 

PayBandit at the very least has the game world bandits and headcutting/rewards too. Not sure if it has prison rapists, or if it was updated to be compatible with LAPF. As mentioned above there were some issues with it (I don't recall what they were) and when I discovered the newer version of LoversTrueCrimeEX I went to that as I wanted a 100% compatible LAPF environment going forward. That and to eventually try out Deadly Reflex or UV2.

Link to comment

Lovers Pay Bandits is in the Lovers Supplemental Plugin Pack (all updated for LAPF)

Lovers Adult Play Plus for SSP
Lovers Backup 2
Lovers Bed
Lovers Light
Lovers RapeSlave
Lovers Voice SSP Plus
Lovers Escape Rape V Player
Lovers Help Rape V Player
Lovers Paybandit 1.4a

--------------------------------------------------------

With  LoversTrueCrimeEX you can not bribe Guards (or Bandits) with sex, it only adds Prisoners in the prison cell of the Player (prison rapists) And it adds new "Bandits" = Robbers you can pay with sex.

With Lovers PayBandits you can bribe Guards and original-game-Bandits (Highwayman )  with Sex ( or offer your companion ) No changes in the prisons. And it adds Headhunting.

I don't see a conflict, only PayBandits change the vanilla arrest dialogs and vanilla Highwayman dialogs. Not a single original dialogue which occurs in both mods.

Link to comment

 


I don't see a conflict, only PayBandits change the vanilla arrest dialogs and vanilla Highwayman dialogs. Not a single original dialogue which occurs in both mods.

 

Yes, you're right. It was DarkBloodline that has potential conflicts with both of these MODs and also MB2. Especially the head cutting function. I don't install and have enabled any MODs that share or have similar scripts, as a rule of thumb. Duplicate functionality from scripts can lead to some really bad headaches. Especially as your LO total grows.

Link to comment

Hi Varenne and Fejeena!

 

Thanks for the incremental information.  Luckily I'm not using DarkBloodLines at the moment, because I was afraid that it duplicated some of the functionality of my other mods.  Looks like I was correct for a change.  I do try to check out the posts before loading and before trying anything new, but it's not easy finding the specific information one needs.  Anyway, I will continue for now with LoversTrueCrimeEX and LoversPayBandit based upon the input from you both.

 

I have not yet tried to fix the building we talked about.  After perusing your comments, suggestions and screenshots I was in the process of backing up my game when company arrived.  They just left so hopefully I will get a chance to try and make some modifications to fix the issues I mentioned with PSE and Pell's Manor. 

 

I also found a land tear seam involving the same esps leading to the Archaeology building on the other side of the river.  It isn't very long but at the end it's too high of a separation to jump from the lower ground to the taller ground.  I assume I should use the CS/E for fixing that also.  Will see if I can figure it out.

 

Thanks again for your continued support and information!

Link to comment

"I assume I should use the CS/E for fixing that also."

 

Yes.

 

Something you could do is make a list of those objects with placement issues, go back to an ESP that doesn't have them and make a record of the correct X, Y, Z coordinates for that specific object. Then use those correct coordinates to quickly make corrections to the ESP with the ones out of place. It sounds or reads like a lot of work, but once you become comfortable with navigating in CS/E and the world view it goes fairly quick. Only downside is having to bounce back and forth between the two or more ESPs in your Oblivion build, since they need to be in there to actually work on them in CS/E.

Link to comment

Thanks Varenne I will try that if I can get CS/E working.  

 

Seems that I only had the CS installed but had previously downloaded the Extender.  Installed it per the instructions and "what a disaster that proved to be".  After the install, both the CS/E and Oblivion itself would hardly even start to load.  The command window would flash open and closed and that would be it.  

 

Went back to Nexus to re-download the Construction Set Extender and what do I find "File Under Moderation Review" and not accessible.  Not sure what is going on, but I had to delete and reload from my backup of Oblivion to get it to work again.  I'm not the best at backing up files, but this time I had actually done it, thank goodness.

 

CS seems to be working without the Extender, but my mouse wheel is so sensitive that it is a nightmare trying to use it.  Going to check to see if I can adjust sensitivity and see if there is an alternative to using the mouse wheel as the "middle mouse button".  I seem to push and turn and turn and release at the same time; makes things jump all over the place.  Makes it almost impossible to use the move keys to place or re-size and object.

Link to comment

Extender is good because it helps to stabilize CS and prevent it from crashing so much. The script user interface is also, IMO greatly improved. There's a few other improvements but I cannot recall them off the top of my head. The older versions are okay with I think OBSE 19 & 20, but the 6.x versions require 21, based on memory. I tried the latest 6.x version and hated what they did with some of the user interface windows, so I went back to a 5.x version.

 

I don't use my mouse for moving objects, just the keyboard keys. If you do decide to go mouse check for advanced drivers and a user interface program for your specific mouse. Even with the default drivers for Windows you should be able to adjust sensitivity. An advanced program design for that mouse would just give you more options.

 

 

Link to comment

I never thought of using the keys, Varenne.  That seems to be an excellent way to solve my movement problems with the mouse.  I hate changing sensitivity even if it would be possible to set up uniquely for each program.  I, like many, want what I'm used to.

 

Unfortunately, like I indicated, I can't use the Extender.  For whatever reason it trashed my oblivion folder and backing up and restoring is another thing I wish to minimize.  Can I seal land tears and move buildings, pathing, etc. just with the CS to accomplish what I've indicated above?  

 

By the way, is there a secret to how to install the Extender?  I followed the instructions that came with it to install, but it sure screwed everything up!

Link to comment

Sure, you can just use CS and no /E. But I'd then recommend more frequent saves as your rework the ESP. CS is notorious for crashing, but in my experience especially when working within the world view and manipulating object placement. My guess is it has something to do with CS memory limits, much like Oblivion.

 

No secret to install /E, that I can remember. Just need to make sure OBSE is the right version. I'll take a look at the install instructions and see if I remember any gotchas.

Link to comment

i understand you completly  dragonlofti    i could not install extender to try out some Scripting .  could not spend time to look and make it work . (anyway i am not a scripter)

 

  but for CS  i applyed the 4go patch  on exe    and it was working better  .             also the probleme with CS it can not recompile  the script text   as it does not recognised obse coding.

Link to comment

simply install

CSE (of course after you have installed CS)

CSE51  OBSE20

CSE62 OBSE21

You know you need the OBSELoader.exe ( yes also with a Steam Oblivion Version), Create a Desktop shortcut, right click and click properties and rename the desktop Icon path to .....\Oblivion\obse_loader.exe" -Editor

post-3205-0-68052700-1407362867_thumb.jpg can show you only a german Version, sorry.

After the " must be a space then -Editor

You can also use CSE51 with OBSE21 by adding -oldinject to obse_loader.    \Oblivion\obse_loader.exe" -Editor -oldinject

With OBSE the CS recompile  new OBSE scripts.

 

And you must not change your mouse sensitivity. Change the movement sensitivity in the CS Settings.

post-3205-0-77948300-1407362232_thumb.jpg

1. click  file

2. Preferences

3. Change these Settings: Movement and Rotation Speed ( I use 0.5)

And also the camera Zoom Speed ( 0.5)

Then click Apply, then Close.

 

Edit: I use CSE51 and I remember only two crashes in the last 2 years.

Install CSE51 (readme)

1. Extract this archive to any folder and then copy the contents to Oblivion's folder.

2. Extract Construction Set v1.0’s executable from its installer into the game’s root directory and rename it as ‘TESConstructionSetOld.exe’. [The installer can be downloaded separately from the CS wiki]

3. Open the ‘ConstructionSet.ini’ file in your ‘Documents\My Games\Oblivion’ directory and set the ‘bAllowMultipleEditors’ key’s value to ‘1’.

 

Instructions #2 and #3 need to be carried out only if the lip sync tool is sought after.

 

Since CSE is an OBSE plugin, the CS must be run through the OBSE loader

---------------------

So you don't need step 2 and 3 ! simply install CSE and create a OBSEloder.exe shortcut and rename the path.

 

 

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use