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File Name: GGNaughtyTrading

 

File Submitter: galgat

 

File Submitted: 02 Feb 2015

 

File Category: Misc Sex

 

Requires: FallOutNV, SexoutNG, SexOutCommonResources, The Mod Configuration Menu, Female Player

 

Mod Name: GG_Naughty_Trading
Author: Galgat
Version: 1.06

 

Requirements: FallOutNV, SexoutNG, SexOutCommonResources, The Mod Configuration Menu (Newest Versions) Female Player
And what ever they need to function Properly

 

Installation: just drop the GGNaughtyTrading.ESP in your FONV Data folder or use Fomm, Go to MCM Menu, and turn it on, the (DLC Safe Option), is off to have wilderness event, and On to turn them Off.

 

You will know when one of the Wilderness events happen, I just hope they work Okay for you.

 

NOTE::If Playing a DLC be sure to turn On the "DLC Safe" Option this stops the wilderness events, and they could mess you up in a DLC.

 

Updating: I think should be okay to just let the new over write the old, but sense there is not quest yet, I would suggest, you wipe the old, make a new save with out NaughtyTrader installed, and then re install the new version.

 

**********************************
NEW IN 1.04: This very Beta, and is Just for Proof of Concept.

 

I have added my following routines from Oblivion, took some tweaking in places, and they do not work quite as well, but they do okay, I am still working with them, but here is the beginnings of what I hope to make a much larger Quest in this one, not much right now, but a sample of something I am planing.

 

To start it talk to anyone, don't enter any of the casino's until you talk to someone, the Greeting will jump past the forced greet from the casino floor manager, and it will crash, just talk to someone first before entering any casino's to start the quest. Map markers should get you going after that, and the greeting will never pop up again, so casino's are safe after that.

 

THIS SOULD BE FIXED AS OF 1.06
NOTE ONE: This one very important you probably have your attack Key set to the left mouse button. I disable attack while you are a slave, after all slave's can not attack anyone, they are submissive toy's.

 

Now that said, you will not be able to click on topics on your screen with the attack button, but just move your Mouse over the Topic Text, and hit the enter key, unless you have some really strange Keyboard set up this will still activate the topic choices, and will also be the way you will have to select things in the MCM menu. This is only when you are Enslaved. once you are free all control's are returned to you.

 

If your using a hand held Controller, I am not sure if enter will still work, I don't use one, so that could be a problem, I just do not know.

 

At least this is what works for me, I think it will work for everyone, I am still new to FONV so it may be that some people set there control's up in ways I don't know about.

 

NOTE TWO: the follow routines work pretty well right now outside, Inside try to stay close to your master (with out a dependable UPDATE3D to many moveto's can cause the invisible PC If moveto sets you to close to a wall, a sex act or cell change will normally fix this), I have left you some left, and right control, and you may when not directly pulled by the leash still move back, and forth. If you get stuck do not worry to much if your character is running, you will very shorty be moved next to your Owner.

 

NOTE THREE: The Collar constantly fights to keep you in control, when first placed on you, your character will fight, and try to run away but you will lose the battle, and the Collar will take control.
Also at times when the collar realizes you are to far from your Owner, and teleports you to them. There is a break in the Synaptic signaling from the Collar to your Brain, again you may try to escape, but the Collar will soon gain control again, you can not escape you are a slave.

 

If you feel you are to far behind your Owner you may tap the always run key, and catch up, once you catch up it will normally set you back to walking. However distance is the corrector on this so sometimes you may be able to run if you don't get to far from your Owner, but it will reset.

 

NOTE FOUR: almost forgot this I figure you would sort this one out anyway, but sometimes you master will stop, and you may wonder what is going on. He may have stopped just short of an invisible marker. You may have to wander around just a bit for the distance check to get right, and then you Owner's Dialogue should fire.

 

THAT ABOUT COVERS IT: I am still tweaking, and porting some of My tweaks from Oblivion to improve it, but I think this little testing Quest is solid enough for some of you to try. If causes to much trouble, just delete it, call me ugly name's, and use the old version, or get so mad you just don't even want to look at anything I do ever again. It's okay I do it to sometimes. Just please remember it's free, and if your system Explodes I take no blame for that.

 

This little quest as it is sort of a test is repeatable, I may stop that as I advance the quest, but for now it is repeatable just talk to the Slaver again

 

Conflict's: any mod that modifies 188 Trading post has the potential to cover up the little trap door I placed under the bridge, this could be a problem for the Quest, as It would block My slaver from entering, and leaving.
**********************************
ABOUT:
I made this because I truly love all the mods that many others have made, but they don't always allow you to get frisky early in the game, and for easy checking that everything sexout is working like you want, and I hated waiting so long, or traveling so far just to start my prostitution habit.

 

************************************************************************************

 

ABOUT:
I made this because I truly love all the mods that many others have made, but they don't always allow you to get frisky early in the game, and for easy checking that everything sexout is working like you want, and I hated waiting so long, or traveling so far just to start my prostitution habit.

 

************************************************************************************
This is a pretty simple Mod I made for my self, it allows me to Trade sex to almost any NPC that I am able to talk to for cap's. I have been pretty generous with the Cap's payed for services, I do not see this as a problem, as I figure everyone here knows how to edit there Cap's anyway. Not totally over board with the cap's but good pay for your services, however there is a random to this so sometimes the pay can be very low also.

 

Right now no one will ever turn you down, they will always trade cap's for sex. This may be modified in the future, but for now it is always going to allow some sort of action to happen

 

I have quite a bit of varying dialogue, so it is not quite so repetitive, and Have allowed female client's with varying taste's ( will be adding to this hopefully), also some text pop ups in the Pipboy corner from time to time.

 

I have used it in HonestHeart's and it worked there just fine, the dialog is not lore friendly there, but to make it so It would or could have lore friendly Dialogue I would have to make HonestHearts DLC a dependancy, and I would rather not do that, or I could check for it being loaded, but I did not want to get that deep in it at this time, and dependancy would actually be better. Any way it did work in HH, so I have no reason to believe it will not work in any other DLC where you have male, and female characters that you can talk to, but I only tested it in HH.

 

I have been running it for some time, with no problems. It may have bug's I have not found, but I feel it is pretty solid for what it does.

 

MCM: Right now has two options, Off or On, one turns the mod on, and the other when Off allows the possibility of a wilderness event happening, this second one should be On if you are playing one of the Official DLC, and not in the Default New Vegas Game Area. Both Are Off by Default when first loaded. to use mod, must enter MCM, and turn on trading, and to use the possible wilderness event, you must have "DLC Safe" Off.

 

I used an MCM script from another mod I am tinkering with, and pruned it down to get the two option's I needed at this time.

 

For some reason The MCM is very slow or labor bound, I may look into this latter, but it works okay, Just takes awhile to make the single Option visible, and when you click to turn it on, just do that once, and wait, I have seen it take up to 25 sec to swap from Off to ON, but once it register's On, the mod is active, and ready to use. This is fixed now

 

If for some reason it conflicts with another Mod go to the MCM and turn Off the "Naughty Trading", or just disable the mod in your mod load order. ( I see no real reason why the Trading would conflict, but if playing a DLC, or get tired of being Pillaged in the wilderness be sure to turn On the "DLC Safe" Option)

 

Point Of Interest: To keep it from conflicting with other mod's I have not used any getfirstREf, GetNextRef loop's as I am sure I would conflict with many SexOutNG Mod's if I did this to make NPC come to you, and ask for sex. So you have to Talk to NPC to do your Naughty Trading.

 

Also if you don't see the Strap on, when you should It may be your NPC female clothing is set to always strip, this can cause the Strap on to not be seen, set on the NPC, not the player, the female dressing to "Use undress list".

 

POSSIBLE FUTURE: If I Have time, I may add some Quest's to It over time, as in special trick's, serve as a party favor, unique trading situations, what ever, but My time is really limited a lot of late, so any additions would be over time.

 

Credits:

 

Of course Ashal, he has been a good friend, and helped me a lot.
Odessa Has really stepped in and been a very big help with the differences between OBSE, and NVSE and FONV scripting in general
Neutron_rus Helped, me, and is helping me with the Sexout 97 changes problems,,Much thanks :shy:
A.J. for helping me spot a problem in my MCM early on
Prideslayer for his very friendly SexOutNG, I am just and idiot when it comes to proper syntax
DoctaSax he has just always been good to answer my questions
RitualClarity really great moral support

 

ZAZ (Chriss) He's Wonderful bondage stuff is always fun to play with, I remember when he made his Horse ride you for Oblivion, trading scripts to make his special animation work better. His stuff is a blessing for all the rougher style of Adult modding.

 

Many others I will add as I remember, and some I am sure I have forgoten SoRrY

 

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  • Submitter
  • Submitted
    02/02/2015
  • Category
  • Requires
    FallOutNV, SexoutNG, SexOutCommonResources, The Mod Configuration Menu, Female Player

 

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Thx U RitualClarity, I have just not really posted anything new in a long time, this was just sort of a helper, mod for me, but I got to thinking some others might like it as well, and I do have Idea's for enhancing it with a few quest's, and other things maybe latter. I have just resently gotten a little more time, something I did not have much of a few months back.

 

   Maybe I can actually find a little time for modding now. I have to play catch up again, I forget so much between times when I can mod, and times when I do not have time :(

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Thx you ritualclarity. 

 

I have managed to get all my Enslavement script's moved over to FONV now, and they seem to be working almost as well as in Oblivion, I miss not having my special animations with hand's behind back, and Sexy Walk, but the enslavement works very well, and once My character is enslaved.

 

she follows her master around like a little puppy dog. It was a pretty easy transition. Except for one thing, in the dialogue fragment, using "getself", or "This" was causing my func when I called it "call ggntEnslave this playerRef" to not find the name of the Master. Using

printToConsole "GGNTEnslave1: %n is the master of %n" rMaster rSlave "to see what was happening"

I would get "No Name is the master of Naughty Girl" instead of there name which would not assign owner to the Master, and I had no Reference to follow. Confused me for awhile.

 

I had to add this to the Dialogue fragment to avoid this.

 

 

 

Ref rMaster
set rMaster to 0
set rMaster to This
 
;then i could call my function
 
rMaster.call GGNTEnslave rMaster PlayerRef
 
;this snapped everything into place properly, and My character was enslaved perfectly
;And followed her Owner as she should

 

 

 

And oddity. But I have them working, It will take some time testing, and tweaking them, but should soon be able to add Enslavement to my Mod, with My Enslavement scripting. If you ever played one of My Oblivion Mods you would know how well they work.

 

   Just and Update, will be some time before I use them in my Mod.

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Well after you get the basic scripting and other problems done you might check with Pride etc and see if there is a way to import that animation or perhaps make one similar if necessary. I am sure others might like to be able to use an animation like that for parts of their mod as well. It could be a resource

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I am not sure how well, they would work here, in Oblivion you had a special folder, that became available from OBSE, which allowed special animations, these would be separate from the game animation's, which made it possible to have many different walk styles for the ladies, and man that did not change the walk or run or attack styles of any other NPC in the game. it was a nice thing.

 

  If it is available in FONV I do not know about it or have not seen it in any FONV mods I have tried yet. I have become afraid to ask in the Help section, I can never ask questions right I guess there.

 

But My Player turned into a slave is working very nicely, I left her following the traders for a few hour's, and when they run, she run's, when they stop she stop's, when they walk, she walks, and no crashes, is actually smoother here, I think because the nav-mesh is much better in FONV. Is working very good. I have tweaked the teleport if she gets stuck, which can happen some, but I have a 6 to 20 sec delay ( depends on the event at the time) , and she teleports to the Owner, so it is not very noticeable. I also have her tweaked to jump if it is a minor thing like a small wall or rock she will jump over it, and then I disable jump again.

 

   If they enter a cell, she will teleport to them. It works just as it did in Oblivion. I am happy with it, I just have to start building quest's that use it.

 

 But like you said, the enslavement Animation walk would be nice. I have been looking around to see if any are available, and if it is possible to set there walk to only the player.

 

  I worked with thomthom when he came up with this way of doing enslavement, we swapped many Idea's, and shared our finding's, and script's, improving it, but it was ultimately his original Idea, but I was always given free reign to use, and abuse it, and sense he left, I have just continued to build on it.

 

Edit >> Nice new alien face, make's me think of Xcom

 

EDIT>> another catch to the animation is according to pridslayer the Update3D does not work here, and it was very much needed for the special animations.

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Played around a bit with this as I was loading up a new game and very nice so far use it to compliment soliciting and tryout for the characters they don't cover.

 

The notes are a nice addition really enjoy them not everyone pays but I just treat it like solicitings nasty mobs

 

particular fav was the AtM with the text between the acts that plus the txt in the upper corner def keeping this in my loadout good work hope you can continue with your work on it haven't run into any wilderness ones yet but thats because I forgot to turn them on like a fool but after I had a good laugh about the AtM I had to come by to give a big thumbs up mostly because Chet was the one who said it and I hate him and was like yep Chets an ass hole.  IDK why I just hate that guy always have always will lol.

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Spyder2200, glad you are having fun with it.

 

I am working on it, I have Managed to convert all my Enslavement scripts over to FONV now from Oblivion, I have a proof of concept nearly ready, as I am starting to add quests to it, but I want to test some more, and I would like to extend my Enslavement quest's a little further before I Upload it.  The follow routine's are a little buggy at times, big problem is the "UPDATE3D" command does not function right here, and the "setforcerun" does not work as it should, I have had to re-script that to use a tapkey and am getting around it ok though.

 

  The follow routines are working reasonably well, I am still tweaking those. But I think they are working well enough for now.

 

I was not sure if anyone even read those little Pipboy comment's..LOL this game unlike Oblivion does not allow much freedom with text on the screen, I could place text most anywhere on the Oblivion screen, but here I seem to be limited to just that little bitty window in the upper left corner, or I have to put a full fledged Dialogue with a click OK to close, that limits my text abilities a lot.

 

I had functions I called during sex in oblivion that would force dialogue, and text on the screen at most any time I wanted, but here so far my attempts to incorporate those functions into FONV have failed, I am still looking at that though.

 

  Any way I will be adding more random comments to those over time, and hopefully more random Trick response's, and events, but right now I am working on some Enslavement quest's, don't worry mine are never the long drawn out kind ( and I very seldom ever mess with the player inventory ), they will tend to be over pretty quickly with some humiliating party favor endeavor or some abusive forced usage, all in fun, and not intended to be taken seriously.

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 Any way I will be adding more random comments to those over time, and hopefully more random Trick response's, and events, but right now I am working on some Enslavement quest's, don't worry mine are never the long drawn out kind ( and I very seldom ever mess with the player inventory ), they will tend to be over pretty quickly with some humiliating party favor endeavor or some abusive forced usage, all in fun, and not intended to be taken seriously.

 

Not drawn out? You are the maker of "Blackmail" and "Crowning Isles", aren't you? :lol: But I liked those, though as always I think modders are indeed better off making smal-scale mods with stories instead of too big things that potentially never get finished (and yeah, that was a slight unpolite jab at your conscience to someday get back to work at Oblivion ... I am so cruel, I know...)

 

Anyway, that was in good fun, I just wanted to say: I think your kind of modding, stories, dialogue etc might work even better in the strange, weird, sometimes surreal post-apocalypse then in Oblivion, so just let loose...

 

And one last question: I was trying this mod lately and was wondering: Those encounters in the wilds, I made sure to check them in MCM but...is there a trick to trigger them? Do I have to simply wait, be really lucky, meet some requirements? I am not so sure, and I hate to run around the desert for hours only to realize later I was missing some important information

 

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.

 

And one last question: I was trying this mod lately and was wondering: Those encounters in the wilds, I made sure to check them in MCM but...is there a trick to trigger them? Do I have to simply wait, be really lucky, meet some requirements? I am not so sure, and I hate to run around the desert for hours only to realize later I was missing some important information

 

 

1.  In the MCM I tried very hard to explain them, The reason the "DLC_Safe" Is named that is the wilderness events, which right now are all in the same spot. but anyway. That MCM command was named that way because I knew if I used a MOVETO command in one of the downloadable DLC it would screw your game probably Big time.

 

  That said to have wilderness events turn the DLC_Safe Off. It has to be Off for the events to have a chance of happening.

 

If you go play a mod like HonestHearts, or OldWorldBlues, Turn it on. When it is on the wilderness events should not happen.

 

  Your not missing much, there just something that I was trying out, I wanted to see if, I could without to much trouble make a long range moveto, and still fire the SexOut animations, it can be buggy sometimes, but it was working pretty well for me, if not called to often or rather to rapidly.

 

2. Yes I do need to finish Blackmail, I had so many problems, My Brother has finally started to help me with Mum, and Pop, and I actually have some time to mod, not as much as I need, but enough I can at least do some modding. But I am going to wait on Blackmail, I am enjoying FONV right now.

 

   I hope to get back to it, as I get time.

 

3. Thx U very much for even trying this one, I am still very new to FONV, and Pridslayer points this out to me every time I try to get a question answered in the technical section. I have sort of given up on asking anyone for help, except people I know in PM's that can help me.

 

  And there are some very nice people here that are giving me some really good information, and Pridslayer is one of them, he is just very sticky about syntax in question asking I guess.

 

   I seem unable to ask a question right in the Help section, I seem to get ridicule for not asking right, and no answer.

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   I seem unable to ask a question right in the Help section, I seem to get ridicule for not asking right, and no answer.

Keep on plugging on the questions. The thread I have seen shows they are really trying to help because they really do care and really do want to help. I know I have been here for sometime and communicating with the Fallout modders so I can tell if they are annoyed or just playing with you and making fun of you. They are not. They really want to help get you up to speed and they realize there might be some communication error and accept that. You had several higher skilled members trying to help you several times. Please keep on trying. I have confidence both you and them will start to learn how to communicate with each other.

 

My pathetic questions and attempts at understating modding and scripting cause the same types of comments from them. This has gone on for .. well almost since I have been a member here and not once have they been hostile or resentful to me. I have every confidence if I post a script question or such I will get a quick response .. or in our case .. an attempt to help :P.. If you want to see someone else having some issues .. just read some of my scripting, modding PHP etc tech questions.. :P You will want to smile.

 

Unlike me. You do have skills in scripting .. more than me. You have many mods from Oblivion you are an established modder here and just need to get on your feet with how Fallout works to get your work done. I am sure they will continue to try and take time to help. In the end they will only benefit after all how many new modders are coming to create for FNV ;)

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Thx U RogueMage, I do intend to set some random, or disposition disapproval latter, but as i was originally only using it for my SexOutNG testing, that is not there right now, it is actually and easy thing to add, but I would rather wait a bit.

 

 

  I have just Uploaded Version 1.04 I have renamed the ESP to GGNTNaughtyTradingSlavery as it now has a very small start of a quest I intend to make much larger, I am releasing this mostly for Proof of Concept in my following scripts. Other changes are in it as well. It is still touchy, but I think the quest will give and Idea, as to many things I have in mind. Very short start up of the quest I am doing, more or less just a small taste. please delete or disable any other version's before using this one. a clean save would be a good Idea.

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Gave the quest a test noticed a few very minor things nothing game breaking and all found ways of resolving themselves was able to get to finish what was in so far gave the follow feature a test and works fine.  Bellow are the notes on a few things I did notice, cheers keep up the good work and interested to see how this quest progresses!

 

 

 

1.04 Does come with a slight quirk if you start a new character it breaks Docs scripting my character also woke up very violently  not sure if that has anything to do with your mod but the only diffrence from my testing profile and my play profile was an update to 1.04.

 

Doc's Scripting breaks when you sit on the couch instead of going through his questions he talks about your quest then goes to his default chat selection after exiting out of the chat he will resume questioning you slightly after so not to big a deal as it doesn't break anything since that is an area I'm sure some people click to go through the text faster they may miss the fact that it is your quest text and not the opening lines.

 

Stairway down needs a little roof work you can see through it. 

 

Jack after getting to locations both times didn't want to start conversing till I ran away and got teleported back

 

And Leaving got me stuck in a curb but due to how things work I was teleported to Jack after he went far enough away.

 

Jack did run into a lot of clutter on the way out and had to be pushed around objects a lot but they may have been due to electro city adding some flavor clutter near where some engineers were working.

 

Even with those issues I mean they all found ways of resolving themselves interested in seeing where things are going to go from their.

 

 

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1. Doc's Scripting breaks when you sit on the couch instead of going through his questions he talks about your quest then goes to his default chat selection after exiting out of the chat he will resume questioning you slightly after so not to big a deal as it doesn't break anything since that is an area I'm sure some people click to go through the text faster they may miss the fact that it is your quest text and not the opening lines.

 

Yes I think would be better to have you new character made, and exited doc's place before ever activating this mod, this falls under the forced dialogue I spoke about if you enter one of the casino's before talking to some one.

 

2. Stairway down needs a little roof work you can see through it.

 

You may have been teleported into a wall, is no problem as my scripts will shortly move you to the Owner after his distance reaches a certain point, and your character starts running. But I will check it, I may have fat fingered something :(

 

3. Jack after getting to locations both times didn't want to start conversing till I ran away and got teleported back

 

You probably did not have to run away, just wander around in there a bit, it is a distance check, that for some reason does not catch until you get just the right distance from on of the sinks. The cal is "Player.getdistance ObjectRef <= 200 I think, but for some reason it needs you to be just right.

 

I mentioned this in the Main readme. that the owner might stop, and you might have to wander about to find the right place for the distance check to kick in.

 

4. And Leaving got me stuck in a curb but due to how things work I was teleported to Jack after he went far enough away.

 

  As far as I know there is no way to place a Package on the Player in FONV, I know there is not in Oblivion. That said I have to use point at the owner, and The distance I am tweaking some. this means the player will follow according to my scripts at a certain distance, inside buildings in tight places you have some control, and it is best to try to stay close to your Owner.

 

My scripts will teleport you to them, providing the owner gets far enough away, but the better option is to try, and keep up with the Owner in tight, or over cluttered area's.

 

5. Jack did run into a lot of clutter on the way out and had to be pushed around objects a lot but they may have been due to electro city adding some flavor clutter near where some engineers were working.

 

I don't really know about this, the AI will try to avoid other NPC, and follow the Nav mesh shortest path, but any items added by another Mod, may be setting on top of the nan mesh where the Owner wants to go, I can not script to allow for things Not normal to the map.

 

6. Even with those issues I mean they all found ways of resolving themselves interested in seeing where things are going to go from their.

 

heck even in skyrim where i can actually add and AI package to the Player it is still screwed up especially if the player is climbing stairs, the nav mesh for stairs, and AI package controlled Players in skyrim is a real buggy thing, as is the pile up you can get at doors in Skyrim for AI package controlled Players.

 

 

I really appreciate you testing it a little, I will be working on it more, But as I have many interior cells to make, and maybe a large exterior, it will be some time before I move on with it, this was mostly just to get people familiar with the enslavement, and how best to work with it. It is not perfect. But I think it does pretty well.

I am still tweaking some, but some things will always be troublesome.

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 Galgat, one thing to consider, if you feel you are being treated disrespectfully, is that you

frequently deliberately insult your own intelligence in your posts. If you say, (as an example),

"I'm so stupid, I can't understand things" people will have a tendency to treat you with contempt

because someone is calling you 'stupid' all the time, and unfortunately the person calling you

bad names is actually YOU :(

 

 So, stop insulting yourself in front of other people all the time; it can only improve your relations

with other people. I don't normally give this sort of advice out on forums, but it has been distressing

to me to see you beat yourself up.

 

 Sermon over.

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You may be right panthercom I just feel rather inadequate, I mean when I started modding, funky's old forum before wolflore forum, we were just all people that wanted to make mod's. We had no idea what we were doing, and we just tried stuff until it worked.

 

   Now I see people get on here telling how they are professional programers. I am just a fumbling Code monkey, I have a heck of a Time explaining, or understanding Syntax. I build routines, when I get them to work, I add them to my Library, and when I need them, I look for them.

 

   I don't memorize this stuff, I have to many other responsibilities in real life, I just code by the trial, and error method, I get the error, and go back to the CS to try something else, and if that does not work I try something else, sometimes I get lucky, and it works :) .

 

I have modded lot's of games, all this stuff run's, together on me (many under another name), I have trouble separating functions I used in Dragon age origin's, and bethesda, and even quake, and UDK, age of mythology, as well as my dabbling in other game scripting languages.

 

   I see a new command, and realize hey! that could really be helpful, but then I try and figure just how the syntax for it need's to be, and realize, darn, I don't know how exactly to use it or enter it. [ many wiki for game scripting lack any real examples, that offer variable usages, and some lack any real examples at all ] I really need to see examples Picture worth a thousand word's, and all that

 

So I wind up trying to ask people I consider brainy, or that built the function, and I get zapped, because I don't seem to be able to ask it in the proper way, I try to dot all the eye's, put the ducks in a row as best I know how.

 

but suddenly I get all these Negative responses, and still do not get and answer. just insulted or sarcastic responses for either asking what they say is a poor question, or because I did not ask it using the proper code. Some of my questions require only a yes or no, and yet.

 

no answer.

 

But I will try to keep in mind what you are saying.

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