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Skyrim SE for Beginners - V 3.2.6 (3BBB / HDT-SMP / HPH)


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1 hour ago, mknn said:

Yeah, the Bijin stuff is weird. You have to install all 4, then disable the plugins for the NPC, Warmaidens, and Wives. It's basically a nice workaround to reduce the number of slots the Bijin stuff takes up. I've removed it, but someone else may be able to provide a screenshot of what it ends up looking like.

 

As a rule, only merge if you are explicitly told to merge, at least until you're more comfortable with how it all works.

@mknn
so, i need to install them, activate, then install the USSEP from wives, rename when the promp comes up, and finally deactivating the others ESP 
BUT the one from USSEP?



pd: all of the mods that have asked me to merge, replace, rename.. i have been going with merge unless the guide said otherwise, do i need to start again? Or i shouldnt be a problem? 
 

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On 12/7/2020 at 4:22 PM, wakawakaw said:

 

Thanks for the info.  I did see IAFT and plan on using that instead, I also saw an updated version of My Home is Your Home (MHYM 2?).  Will I be able to change individual npcs looks in-game with what is listed, or is there something else I will need for that?  I see a mod to make most followers have 3BBB 3BA bodytype, that and other bodytype mods should go where?  Will that mod make all of the characters the same, or will they still be different based off weight?

 

Sorry for all the questions, it has been a very long time since I have messed with any of these types of mods. 

Body type mods go where they are now, you mentioned new bodyslides, is this a mod of outfits you need to make bodyslides for, or the bodyslides you made? If it's the first it still goes in armor section, if the latter it's 4th from the bottom with FNIS/Nemesis below that, Dyndolod Textures below that and your very last mod will be the Dyndolod output. I tend to use different races (@Trykz has some really awesome races.) I really should check up on and see if there are new versions of the ones i use.  I use MHIYH just so i can paark all of the people in one fucking house and not go to a million different places to find that one follower i want. So i don't use a multi-follower mod, I kinda prefer it that way. I also use a mod that if you die you go back to a spawn point or at at shrine (not after you are dead, must be bound before death), but you lose all of the stuff you are carrying, including clothes, you respawn with prisoners rags and a good luck. I've only lost ALL of my stuff once in the last week. I didn't know where i was killed at and couldn't make it back to my stuff before mr epic dragon came along and froze me like a popsicle and killed me a second time. Hmm.. I started rambling and forgot what i was getting to.. oh well  

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2 hours ago, Blazeofdragon said:

@mknn
so, i need to install them, activate, then install the USSEP from wives, rename when the promp comes up, and finally deactivating the others ESP 
BUT the one from USSEP?



pd: all of the mods that have asked me to merge, replace, rename.. i have been going with merge unless the guide said otherwise, do i need to start again? Or i shouldnt be a problem? 
 

alright, mine does not show the disabled ESP's (i hide them) I'll show you how to hide them. right click the mod and at the bottom click information.

Spoiler

image.thumb.png.b56329c0538bf46545854221ce393aa8.png

so now it shows general info about the mod. 

Spoiler

image.thumb.png.a8f366fc1b2df31ee4fe867ee4bd2857.png

click the Optional esp tab at the top.

Spoiler

image.thumb.png.99417e2a6d49f161145610776cdc6a5e.png

we now see the esp for that mod. (mine is on the left already, it will be on the right on yours.) Click it and either drag it or click the bottom arrow to move it to an optional esp, once you do that it disappears from the right side. under plug-ins, it's a way to clean up your mods. You can merge all 4 together if you wanted to, and make the npc, wives and warmaiden esp's optional. Really the only reason to do so is to clean up the left side, totally extra, totally not needed.

 

That being said, installing a mod that then pops up a replace, merge, rename is USUALLY a patch, or a similar named mod, since the auto install on MO2 tends to use the first 2 words of a mod to describe it based on the name of the zip file. so if you have 5 mods named amazing textures 1, amazing textures 2, etc, mod organizer will put up the naming as amazing textures and forget the 1, 2, 3, etc. Usually not an issue. Until i update amazing textures 1. Now you need to reinstall amazing textures 1 and all the rest again. (i think, if i merge a mod i usually don't update it.)

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1 hour ago, jaeos said:

alright, mine does not show the disabled ESP's (i hide them) I'll show you how to hide them. right click the mod and at the bottom click information.

  Reveal hidden contents

image.thumb.png.b56329c0538bf46545854221ce393aa8.png

so now it shows general info about the mod. 

  Reveal hidden contents

image.thumb.png.a8f366fc1b2df31ee4fe867ee4bd2857.png

click the Optional esp tab at the top.

  Reveal hidden contents

image.thumb.png.99417e2a6d49f161145610776cdc6a5e.png

we now see the esp for that mod. (mine is on the left already, it will be on the right on yours.) Click it and either drag it or click the bottom arrow to move it to an optional esp, once you do that it disappears from the right side. under plug-ins, it's a way to clean up your mods. You can merge all 4 together if you wanted to, and make the npc, wives and warmaiden esp's optional. Really the only reason to do so is to clean up the left side, totally extra, totally not needed.

 

That being said, installing a mod that then pops up a replace, merge, rename is USUALLY a patch, or a similar named mod, since the auto install on MO2 tends to use the first 2 words of a mod to describe it based on the name of the zip file. so if you have 5 mods named amazing textures 1, amazing textures 2, etc, mod organizer will put up the naming as amazing textures and forget the 1, 2, 3, etc. Usually not an issue. Until i update amazing textures 1. Now you need to reinstall amazing textures 1 and all the rest again. (i think, if i merge a mod i usually don't update it.)

About the ESPs, thanks man, im the kind of people who always hit this limit on all my mod install runs. This is gold. 

So, if i understood correctly "merge" becomes a problem only when you change one of the "convined" mods? So, to avoid that its better to use rename, since that option keeps child mods as separate mods, instead of..well, merging all of them in one. 
 
Merge: only overwrites files that need to be overwritten.
Replace: delete the original mod and totally replace it with just the patch 
Rename: Keeps both mods like any other mod.

Btw:  should my ESP bijin thing should looks like this? I cant quite tell based on your screenshots. 
image.png.8e981981e37427f9b07c0b935ca63e04.png 

In the mod list it just says 
image.png.6d0968f6756787a68976d9f4a4e0599e.png

But in the description for said mod..
image.png.60dea3784323a7a72d94bde993dcdc0f.png
I downloaded the AIO - YBMT (For Original AIO), since i think thats the correct one, but it is?
Sorry for always having questions but i get confused easily.

 

image.png

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13 minutes ago, wakawakaw said:

So I believe I have followed everything accurately, however, when I make my bashed patch, it doesn't deactivate any of the plugins.  Am I doing something wrong, or potentially not clicking an option I don't see? 

It shouldn't deactivate any plugins. The only time I've seen it happen for me is when I go over the mod limit

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2 hours ago, Blazeofdragon said:

About the ESPs, thanks man, im the kind of people who always hit this limit on all my mod install runs. This is gold. 

So, if i understood correctly "merge" becomes a problem only when you change one of the "convined" mods? So, to avoid that its better to use rename, since that option keeps child mods as separate mods, instead of..well, merging all of them in one. 
 
Merge: only overwrites files that need to be overwritten.
Replace: delete the original mod and totally replace it with just the patch 
Rename: Keeps both mods like any other mod.

Btw:  should my ESP bijin thing should looks like this? I cant quite tell based on your screenshots. 
image.png.8e981981e37427f9b07c0b935ca63e04.png 

In the mod list it just says 
image.png.6d0968f6756787a68976d9f4a4e0599e.png

But in the description for said mod..
image.png.60dea3784323a7a72d94bde993dcdc0f.png
I downloaded the AIO - YBMT (For Original AIO), since i think thats the correct one, but it is?
Sorry for always having questions but i get confused easily.

 

image.png

Yes. your first screen is correct, and now since they are turned off you can go in and hide them, then they will not show up, and yes the first one for the original AIO. Then almost all the NPC's look like should be in the miss skyrim pageant.

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6 hours ago, Blazeofdragon said:

[...]flower Girls[...]

Bathing Beauties or Beefcake - Luxury Suite

Flower Girls is another animation framework. I would not use it together with SexLab at the same time. You might get away with it but it will certainly put a strain on your system.

 

And Luxury Suite is a big dumpster fire that should rot in its own circle of hell. Unless someone burned it down and rebuild it from the ground up it most certainly is not worth the hassle.

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4 hours ago, alaunus01 said:

Flower Girls is another animation framework. I would not use it together with SexLab at the same time. You might get away with it but it will certainly put a strain on your system.

 

And Luxury Suite is a big dumpster fire that should rot in its own circle of hell. Unless someone burned it down and rebuild it from the ground up it most certainly is not worth the hassle.

Got it, i though it was just one of those addons.

lol, noted, avoid it like the plague 


what about https://www.nexusmods.com/skyrimspecialedition/mods/37765?tab=description  
My bet its that it shouldnt break anything, since it just add 3BBBSMP to some follower mods that im using. 
 @alaunus01

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@Blazeofdragon The Miss Skyrim line just means they will look attractive. Probably more glamorous than is realistic, but like I've said before it's only really updating like 0.0001% of Skyrim's population so I don't find it too out of the ordinary that that percentage of people would be goofy-stupid-unreasonable-hawt.

 

(Also we're playing a game with mother fucking dragons in it, so ...)

 

Like alaunus said, Flower Girls doesn't use Sexlab. Or maybe just not Sexlab Aroused. Been a while since I've used it. Had to learn that the hard way. I mean, it should work with the list. I'd put it somewhere in the sexlab options, probably towards the bottom. It's fun to play through the goofy sex quests at least once. All of the dialogue options seem to assume you're playing a male NPC, which is kind of beyond the point of the list and most mods ever created since the dawn of mankind.

 

Regarding the mod you listed, I really don't see it as necessary. You can choose choose through the in-game spell who you want to have 3BBB applied to. Takes two seconds. If you want Aela to have 3BBB, just use the spell on her and she'll have 3BBB applied.

 

@ascendentkunglao Are you talking about banging him as a werewolf? Aroused Creatures has a setting where you can just ask him or any other werewolf for sex. But finding a time when he's going to be a werewolf is tricky. But I thought SLEN straight up has a dialogue choice for "I want to bang you in your werewolf form." He may have to be an "actual" follower, not just a tagalong for the Cairn quest.

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7 hours ago, alaunus01 said:

Flower Girls is another animation framework. I would not use it together with SexLab at the same time. You might get away with it but it will certainly put a strain on your system.

 

And Luxury Suite is a big dumpster fire that should rot in its own circle of hell. Unless someone burned it down and rebuild it from the ground up it most certainly is not worth the hassle.

FWIW, I'm running FG and SL together with no discernible problems. My issues early on were all traced back to IW, not FG.

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17 hours ago, Blazeofdragon said:

what do you mean with "Then almost all the NPC's look like should be in the miss skyrim pageant."

And, since im already bothering you, is flower Girls (the one on Nexus) compatible? I mean it should be, since i dont see any word against it anywhere. But just to make sure..
same with Bathing Beauties or Beefcake - Luxury Suite 

@jaeos

@wollboi is correct, i guess it bothers me in that regard since it would seem to concentrate that model look to 2-3 cities (Riverbend, Solitude, and Whiterun) with the odd good looking one elsewhere (Riften) rather than taking this one store clerk in some little shit hole and making her just as easily the 10/10 even though you might see her 2-3 times your entire playthrough. Kinda like seeing Alexis Texas or Bree Olson at the local whataburger (i'm from Texas, so are the two pornstars mentioned and so is whataburger.) 

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People that Use/Want More Interaction With/Want Multiple Followers:

(Not trying to steal Aylis's thunder here, but most people are gonna play with followers, so they might as well do it right. This is intended to be an addendum, sort of, to the list, for proper follower management)

 

Intro/Disclaimer:

Spoiler

The following follower control/testing mods are useful to essential. I completed testing them over the weekend with this list, and found no issue.  First, I looked at things, as is, in xEdit. Then, what happens in the bashed patch in xEdit(and also, for those of you who use it, smashed patch or merged patch). Thus far, I've found no errors or meaningful conflicts(some uilib stuff. TLDR: it's fine. If you want the whole story, ask.) 

 

What I have not game tested: NFF(as well as Manipulator) lets you turn just about anyone into a follower. I have not tested any NPCs added by JK's Skyrim or Dawn of Skyrim. I have read the code that I can(/scripts folders, if .psc files were available), and I don't see anything that would cause a problem. However: if you use NFF or Manipulator with quest-oriented NPCs, you can easily break their quests.

 

 

General rule for beginners: don't make anybody a follower that isn't designed, vanilla or mod, to be one. (When I refer to AddItem, that's Here). Let's go:

 

Nether's Follower Framework(Essential) 

Requirements: Already on this list, except one(Console Utility)

Load Order: this must be near the end, just before FNIS. I have it just before my Bodyslide output mod on the left, and, above FNIS.esp(the dummy .esp that nemesis creates, per Aylis instruction), on the right. Remember: if you use the NFF no team damage add-on, that .esp has to go AFTER the main .esp, because it installs it out of order, so currently it looks like:

Spoiler

// rest of list above

3BBB.esp (or not, if you use SL Triggers, that .esp is here, or potentially the ABC patch, etc.)

nwsFollowerFramewok.esp

nwsFF_NoTeamMagicDamage.esp

Fnis.esp

// rest of list, like FNISspells,esp, DynDOLOD_Textures.esp, etc.

Why?: Best follower control mod, period. Author is extremely responsive to bugs/questions and still active. Trade 3 list mods for 1(same .esp count)

Notes(Read if you use this or be sorry??

Spoiler

Makes Follower Trap Safety, My Home is Your Home, Multiple Floors Sandboxing from this list, and really, anything follower-related(except Manipulator), redundant. The follower wait/controls alone are worth it. TIP: configure your extra mouse buttons/wheel click to NFF hotkeys and smile, things just a lot got better. Teleport stuck followers out of messes. The auto-loot feature is great, and if you work at configuring it and do it right, it saves at ton of time and hassle. Another big win: forcing followers to use the armor and weapons you want. Using it with 1 follower? Sill worth it. This thing has 100+ features. Last big one: control how close your followers follow + it has automatic better stealth behavior, so they don't give you up. Put the time in to learn it, and be rewarded. I won't play Skyrim without it. If it came down to NFF vs. any mod on this list, that mod loses. 

 

IMPORTANT: listen to the mod author about followers that have AI adds like Recorder, Inigo, Mirai. Don't import them into NFF. Some AI-add mods, like Sofia, are integrated to NFF. Read very carefully, search the comments, pay attention. I use Celestine, because NFF does not break her AI, and she fits my play, but that's an exception. The general rule is: only import the vanilla followers, or, appearance-only mod followers that don't add AI. You can still use AI-add followers alongside this, just don't import them into it.

 

The Manipulator(Useful)

Requirements:  Already on this list

Load Order: Anywhere under Sexlab Aroused on this list.

Why?: Top 3 reasons: Testing, Testing, and Testing. Testing what? All the other stuff that's on this list, and, anything that many of you are bound to add on your own. More than a few sexlab mods and some nexus, that ostensibly have nothing to do with NPC appearance, have random NPC edits that they shouldn't. See notes.

Notes:

Spoiler

This tool is invaluable for testing NPCs/Followers in game, before you really begin playing. Checking for neck seams, bodies working, configure CPBC physics, hair, etc. I use it in the new game/opening cell of Life Another Life. Use console commands to bring NPCs in there(get ref id via wiki then player.placeatme) to check for black face bugs. Before I even think about playing a real game, I run this dark face checker script in xEdit. Why? Even well-tested mods, like High Poly NPC Overhaul have bugs(currently has 1, and possibly 2+ more depending on optional mods you've installed from this list, Dark Face bugged NPCs, as of this post). This script does give some false positives, so, test them in game.  Manipulator can strip them naked, so you can see what's going on with them body-wise(is it them, is it the armor?), and see if all these mods are working/if you added something that broke them. Example: Dibella Cult is notorious for random NPC appearance edits that are out of its scope. I have yet to see a clean version of it. If you use it, this process is your friend.

 

Use Manipulator's Racemenu integration to morph/monkey with NPCS. Also, use Manipulator Racemenu to get things that are only supposed to work on your PC, to work on NPCs too(handy bonus). (DO NOT CHANGE HAIR, with this mod, or any mod. I can give a long, technical explanation why...let's skip that. Don't do it. Aylis gave you KS Hairdos (Physics), so use the wigs from that if you must change hair-->good rig required). Check their inventory/Use this mod + AddItem and give them armors/weps, see if it looks right. Test to see if you did Bodyslide right via morphing them, etc. Use this + AddItem + NFF in the starting cell, port in a follower, AddItem some armor you want to use, make them a follower, given them the armor, force equipment, see if it all works as intended.

 

Why do this? Nothing sucks more than getting into a real play-through, running into an NPC armor-related appearance bug/CTD, and wondering if the fix you're going to have to make...is going to kill all your saves, and force you to start a new game. This lets you check potential problem NPCs/appearance/armors out first, and fix them: now. Then, load up the start cell and observe if the fix worked. This + AddItem also lets you cheat in crafting materials, then armors, craft or temper things, and see if anything causes a CTD. xEdit is great, but seeing/catching everything in it is difficult for a beginner, especially with wild edits. Testing in game is easier, more tangible, and probably faster for a beginner.

 

Is this a "Cheat Mod"? Absolutely. I don't recommend cheating with it all, or using it much in a real game. I do recommend testing with it. You can always uninstall it after you're done testing(without re-running animation output, or DynDOLOD. YOU WILL NEED to re-run wrye if you had this mod enabled when you created your bashed patch). Some of the features of this mod overlap with NFF. DO NOT USE BOTH to do the same thing. Pick one, stay with it.

 

Even if you follow this list to the letter, I'd still suggest adding Manipulator as a way to test/fix/work around bugs/annoyances in game, because nobody, not even Aylis, can test for everything, and/or keep that testing current. And, Aylis can't test that armor/follower/etc. that you added, that isn't on this list. Read the description for the rest of what this does.

 

Standalone EFF Cosmetic Menu(Useful)

Requirements: Already on this list

Load Order: End of the UI separator(after UI extensions)

Why?: Light weight alternative to Manipulator, better for in-game NPC editing.

Notes: 

Spoiler

This mod only does one thing: allows you to change NPC appearances(once again, not hair, and once again: never do that, use wigs), via spell, rather than MCM, and, the entire scope of manipulator. Doesn't let you strip them or modify their equipment, etc. Read description + posts, consider, and follow instructions. I'd leave tattoos to slave tats, but, technically, body paint == tattoo. If you do a tat/paint in one, you'll see it in the other(and usually the thing from the other is greyed out and disabled, which is a good thing). This is less about testing and more about in-game changes. Purely superficial though: ask yourself how often you're really going to be changing NPC looks, and thus whether this .esp is worth it. 

 

Use AddItem to get the spell books if you don't want to be a thief, because they are in the thieves den. Not sure if Opulent Thieves Den erases them(can't see that part). But if you use that, and it does? Again, AddItem. AddItem haters who don't want to be thieves: You should be able to get into the den and get the books before the changes start happening to it, then just decline the thieves quests. Thieves Guild Requirements from this list should help out with this. That's what I see in the code, but I can't see all of it.

 

Disable Follower Collision(Essential)

Requirements: Already on this list.

Load Order: SKSE separator, below Address Library for SKSE Plugins

Why?: This mod removes the reasons Aylis, or any of us, hate using followers, and doesn't cost an .esp slot

Notes:

Spoiler

If you've ever had a follower knock you off a ledge, or bump into you when you're just about to take that perfect shot? You hate followers. You want to use more than 1 follower to carry stuff and fight, or, do more than one quest in an area at time, or whatever, you hate followers because they get bunched up and nobody can move through the doorway. This removes all of that. And, read the description: you can turn it off with a single console command. You move past followers like they aren't there. No more Lydia blocking the door, then having to order her to get her large ass out of the way. Like NFF, I won't play Skyrim without this.

 

I only ever turn it off for dragon riding, and I only do that based on advice, as I've never had an issue personally. For the "immersive purists": spare me. Vanilla follower behavior is the exact opposite of immersive. Period.

 

That's it: this thing removes 100% of follower annoyance, doesn't mess up sexlab, and it's written by the same author who did DAR. It's good, it's quality, and no .esp.

 

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15 hours ago, lRaven said:

TML is gone, we realy need this?

Unless I'm mistaken, I believe Lanterns of Skyrim sorta encompasses? TML and/or has a version of TML now in it. So, the fist .esp is that version, and then, patches are actually for that LOS II version of TML. That's what I think this means. 

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*peeking out of cover*

 

And now to something completely different (Cyberpunk 2077):

Spoiler

I guess some of you will be interested in Cyberpunk 2077.

 

First of all:

If you're a fan of the genre -> get it

If you just like RPG              -> wait 2-3 months 'til CDPR fixes all the bugs

 

Also it is a RPG first - NOT a shooter like some trailer make it look like!

 

Pro:

Visuals

very likable (or hateable) NPC

great side quests (feel more like 'real' quests and make Skyrim/FO4 look like a REALLY lazy hackjob)

runs on lower hardware (aka even with my Radeon 570)

believable city that feels real

you can actually get the weapons and armor the enemies used against you

 

Contra:

Car driving is atm BS

minor pop ins of random NPC

loot feels like a bad Diablo (way too much rubbish)

seems to be a bit rough and unfinished in some parts

you can't setup your own customized controls - which makes it VERY hard for me

 

So far, even with its draw-backs, i love it!

*reloading gun*

 

*Going back in*

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Don't want to waste space quoting all of @babalooch's very much appreciated post. Two things leap out at me: first, a fully echo the endorsement of NFF; second, that's a helluva recommendation for DFC, enough for me to add it.

 

My novice(ish) experience so far is that an expanded housecarl, 2 -3 sophisticated companions [Inigo, Recorder, etc], a dedicated healer and a dedicated tankmule works well for post-dragon-killing celebrations.

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So, im installing mods while Cyberpunk download and the 3060 arrives. 
For the time being i will order a dich of mods with a confused me on top.

the dish:
image.png.712dc0ba165ae7f8d720aeab0b541ecc.png   
I have no clue what RoM -ISC + MLU patch is.   Nor i can find it with the all powerful Cntrl + F.
I guess NW VAR ISC stands for NordWar Vanilla, what i  dont get is the ISC part.
I dont use Your own thoughts, guess i can skip it. 
                                                                             
 (and to be fair, at the very end of the armor part i installed a replacer for most clothes and armors in the game. So maybe this bit its uncesary, but better safe than sorry)

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@Blazeofdragon

 

These are Patches witch could or could not be installed prior to this mod (Audio Overhaul - Immersive Sounds Integration). This Section in the guide tells you to move these Patches to this Place (Slot), so that they work correctly.

 

Example: RoM - ISC + MLU ... is a Patch from the Reliquary of Myth - Artifact Overhaul. If you already installed it you need to reinstall it so that the Auto Patcher from the RoM Mod recognizes the new (later installed) Mods.

 

For MO2: Just right click on the mod and pic Re-Install. After the Re-Install you need to look over your .esp Load Order, the new Ones will be at the bottom. Just place them where the guide tells you and you should be good.

 

As an Example, one of my Load Orders (might not be perfect :))grafik.png.049eaef3ebd13919619a4a7d16327b9a.png

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1 hour ago, Tzentach said:

@Blazeofdragon

 

These are Patches witch could or could not be installed prior to this mod (Audio Overhaul - Immersive Sounds Integration). This Section in the guide tells you to move these Patches to this Place (Slot), so that they work correctly.

 

Example: RoM - ISC + MLU ... is a Patch from the Reliquary of Myth - Artifact Overhaul. If you already installed it you need to reinstall it so that the Auto Patcher from the RoM Mod recognizes the new (later installed) Mods.

 

For MO2: Just right click on the mod and pic Re-Install. After the Re-Install you need to look over your .esp Load Order, the new Ones will be at the bottom. Just place them where the guide tells you and you should be good.

 

As an Example, one of my Load Orders (might not be perfect :))grafik.png.049eaef3ebd13919619a4a7d16327b9a.png

I guess when the prompt at "re-install" ask me to rename, merge or replace i should pick replace, but its really vital for the mod list? the game (in this case audio)  will broke if i dont install those 3 purple patches?  And i need to leave the main ESP for Relicary of Myth where it was (armor) or get it down to the sound parts? same goes to the mod itself (relicary), what about those ISC.esp that i see on your list?
Im confused as usual

and thanks for helping me out

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