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Posted
1 hour ago, LongDukDong said:

I JUST LOST MY GAWDAMN ANIMATION FILE!!!!

Ouch! That's been one of my problems with all the versions I save, accidentally deleting something

 

6 hours ago, LongDukDong said:

Oooh... looks like satin or something.  Some clipping of her nice plump thighs can be seen.   The red satin kinda fits for a lady in the red light district. ;)  Though now you have me wondering if other dyed fabrics could be in play... mebby some gold stitching along the front and cuffs.

 

Is she single?

Does sort of look satiny, but just a basic coloring. I thought the same thing when I started this. High class clothing probably would have fancy trim. Now that the basic forms are done, adding will be much easier.

 

Yes, she is single.?

 

Finally got everything in game and tested.

     Male outfit was not smoothed or totally fitted, but it worked. Female outfit needs re-weighting. The bone weighting wasn’t good on either top. I thought that the update selected feature would only change the body half that was selected, but does the whole garment. Will have to chose the faces to weight in the lower half of the shirts.

     Put both outfits in the same slot in the CSE. When given to a female, she got the female version. A male got the male version, and gave it to an argonian, dark elf and the male skin was proper. I don’t think that works on the HGEC body for other races, but will check next time.

 

Got a much better understanding of how these old programs work.?

Posted (edited)

Not a case of deleted...  something happened during saving which corrupted the file.

 

*sigh*  I do have a sort of backup... the file in a fully organized format, but without ANY of the new slots I had created.  Fejeena is aware of it from a PM two weeks prior (or so).

 

It'll take time to re-introduce all those dang slots... again.

Edited by LongDukDong
Posted (edited)
2 hours ago, fejeena said:

( or roast in hell you fucking piece off shit.  )

:tounge_xd:

 

Serves me right for not backing up my progress, eh?  So... reworks and reworkings in the process.

 

Now, a little information... 

 

The LAPF edition of the LoversIdle esp is 780KB in size.   The same for LC2.0's LoversIdle as it only contains must a few more animations.

 

The current LoversIdle esp for LoversCreatures 2.5+ is 807KB in size.  This due to the increase in poses for defensive animations.

 

My current working (and tested) version of LoversIdle is.... 683KB in size.

 

HOW?  Well, one needs to recognize certain facts of the animations in the IdleAnimations file. 

 

For the sPos entries for NPC-to-NPC animations, the entry would contain two sets of action animatics... the offensive actions and the defensive actions.    Whoever was the aggressor would use the offensive and for the submissive.... well... you get the idea.

 

But for creatures, it is different.  A creature sPos is one where the Creature is the aggressor or the NPC is the aggressor.  No creature sPos allows for both.  For example, a Creature sPos of 2704 is designed so the Creature is the aggressor and the NPC is the submissive.  In no way can the NPC be the agressor using sPos 2704.  However, sPos 2750 is reversed... the Creature being the submissive while the NPC is the aggressor.

 

OffDef.jpg

 

It sounds quite simple, doesn't it?  

During the design phase of Lovers, it appears that certain Creature sPos entries contained entries for both offensive and defensive actions.  Clearly, an aggressive Creature's sPos would never run the defensive creature actions, said entries never being triggered and quite useless.  There were actually, a good number of these and I targeted them for removal.

 

After their removal, I re-ran Oblivion and got an Imperial woman (size 1.0 scale) borked hundreds of times to ensure that no errors occurred with the .esp.  As I started over, I used older .ini files... so whatever I saw that was blown... well, I gotta fix up the positioning again. :P

 

But the Phase 1 - Cleaned ESP has now been saved.

 

Phase 2 - Defense Start ...  whereby  at least 1 Defense sPos per creature is created now begins.

 

.... I got Brood mother installed.  I wonder what she's gonna have by the end of this. :wacko:

Edited by LongDukDong
Posted

I won, first place!  :classic_smile:  Mine is 873KB   
:classic_laugh:

 

 

Have you tried to fix the corrupted esp with TES4Edit?

I once worked on an Quest esp and after two and a half weeks of work (without backups) the CS crashed at start , CTD.

So I used TES4Edit to delete the changes from the previous day. I work with CS and TES4Edit . I didn't know exactly with which program I made the mistake. But the day before I had mainly worked with TES4Edit.

So I lost a day's work instead of two and a half weeks' work.

 

A short time later I found out that I had made the mistake with TES4Edit. ( with another esp * )

Because you can't give AI packages to NPCs with the CS since Windows10  I did all the AI work with TES4Edit.

And a wrong setting in a AI package caused a CTD when starting the CS. Yes a fucking wrong AI setting !

I don't know why AI packages are so important when loading an esp? Why doesn't the esp load and then you get a warning message?  The CS does it with wrongly placed objects, wrong pathgrids, missing Persistent flags,...  Why not with AI packs?

A AI Pack you can't even watch/ play in the CS, but it crash the CS at start  :classic_angry:

 

* all I did in this esp was create and add AI packs so I knew immediately what caused the CS crash.

 

Posted (edited)

:tounge_xd: I cranked mine up to 11. ;)   as in 1100+K  Twas.... fun.  Actually took 5 seconds to save thanks to ShadeMe's patch

 

Oh, it's been nuked. The corruption was bad enough.  I couldn't even look at it with CSE..... that bad.

 

Now on the bright side.  Within the xLanims501 to xLanims4799 range for NPCs, there is at least 1 creature submissive slot available.  Granted, making the slots for the NPCs is easier... having to place  the individual sPos entries for creatures within their own specific creature/spos folder and use creature-mesh based pathways...  But half of the 1-minimum submissive pose slot work has been done.

 

One thing odd I have noticed... and ever since even LC2.0.  If I was to start getting with a Horse using sPos 2202 (one where the horse is standing still, the npc underneath rocking itself back n forth on big dick), the animation runs fine.  However, if I switch from one animation to sPos 2202 (even if I started with 2202), the resulting animation has the horse lying sideways on the ground with the NPC standing upright rocking back and forth...into nothing.   'Tis been that way for me for years... even on previous PCs and installs.  Still wonder why.

 

And I still need to figure some way to have certain sPos animations identified as Oral while not of sPosGroup 4.  I mean, you gotta be REALLY GOOD to get knocked up by a blowjob.

 

 

 

EDIT:   Regarding...

4 hours ago, LongDukDong said:

.... I got Brood mother installed.  I wonder what she's gonna have by the end of this. :wacko:

Had a bouncing baby girl.  Pregnancy was a bitch thanks to her father being a damn skeleton.  Undeadness was draining the shit outta me.  Fortunately, she got cuteness from me and didn't get any looks from the bonehead that boned me.

 

And 'SO FAR SO GOOD'  Ran a test of the animations after adding the NPC portion of defense positions... nothing wrong.  Granted, I didn't do Creature Defensive pose tests.  But nothing current is wrong.

 

Hrm...  Tell me.  Does it appear that the Lich, Skeleton and Spriggan use many of the same animations? If so... the Tentacle Monster might be up for an animation upgrade.  I think that while these have different skeletons... they may have been duplicated or slightly augmented.   Thinking same for a few others.  Finding some defensive poses for some might not be as limited as first thought.

 

Edited by LongDukDong
Posted

I always use CSE and of course in my post above it was CSE that crashed.

But have you tried TES4Edit to fix it ?

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

 

Yes the horse is sometimes tired.  But ani works if it is selected first, just dont switch ani during sex.

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

 

the Lich, Skeleton and Spriggan use  completely different skeletons

3skele2.jpg

 

And copied all 3 in one nif

3Skele1.jpg

 

You see different height, shoulder width, hip width.

But similar enough that the same animations could work with a 3 skeletons.

The 80KB size ani from skeleton and Lich seems to be the same ( both all 4 kf  files 80KB and both Def ani , doggy position ) and looks good in NifSkope with with swapped Skeletons.

But the Spriggan has no ani with all 4 files 80KB

I only checked a few ani in NifSkope. Maybe there are more ani that can be used by two or all three different creatures.

 

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

 

And the Tentacle monster can have 200 ani, it's  human, human skeleton with added tentacle bones.

With the human ani only the tentacles are not animated ( in defauld position )

You can use the Tentacle Monster without the tentacle (The creature use 3 nif, body, spinearmor and tentacle )

Spoiler

Ten1.jpg

 

I don't remember a ani that use the tentacle for sex, they use the futa dick.  But I haven't had sex with Tentacle Monster for a long time.

Okay a tentacle Monster without tentacle is silly.  The only Mod that use tentacle monster is Crowning Isle and there the name is "Soul of a Whore",  they would be okay without tentacles but with 200 new animations.  ( I never use LoversCreatures Summon spells. Only forn ani testing. So they are not really used in LC  )

Posted
53 minutes ago, fejeena said:

I don't remember a ani that use the tentacle for sex, they use the futa dick.  But I haven't had sex with Tentacle Monster for a long time.

I do.   The supposed 'Submissive' pose for the Tentacle Monster, it actually forces itself on the NPC, first in the air, and then lying down with one tentacle poking its way into the NPC's privates.  The third stage, the Tentacle Monster finally sits on top and rides the NPC's dick to finale while still tentacling the NPC.  Technically, it could be a double-creampie.

 

Still, that's neither here nor there as I'm going to focus on the creature folder submissive poses next.  NPCs now have 1 creature submissive minimum... Creatures next.

 

 

Posted (edited)

Work work work....

 

Phase 2 - Defense Start which began adding a bare minimum one(1) aggressive NPC entry for each submissive creature sPos value was finished last night.  It was the easier stage for implementing the Submissive Creature sPos as all animations are in the _male/idleanims/ani2 folder... and no where else.

 

Phase 3 - Defense End  whereby each creature was assured to have a bare minimum one(1) submissive Creasture entry for each submissive creature sPos has now been completed.  Tougher, each creature had its own folder to enter.  And each animation had to be defined within its own {creaturename}idleanims/ani2 folder.  So being repetitive with the animation kf file was not entirely possible.

 

To finish Phase 3, I ran more tests with Ilya, my Imperial ponytailed bimbo with stretchmarks (I never play Imperials :P ).  There are no issues with any of the existing animations.  Woot!

 

Phase 4 - Extension Minimums will be the next phase, and to ensure that each creature does have at least one(1) aggressive extension entry.  As an example, none of the LoversCreatures unique critters (Hitode, Tentacle Bitch) has an extended aggressive entry, no 4801, 4901 or 5001.  Comparatively, this should be a bit faster to accomplish.

 

EDIT:   Phase 4 - Extension Minimums Complete...  Well, 30 minutes was nothing in comparison.

 

I think I should start Phase 5 by increasing Defensive poses to 2 slots rather than 1 as a minimum.

 

 

 

 

Edited by LongDukDong
Just finished Phase 4
Posted (edited)
On 3/29/2022 at 3:28 PM, LongDukDong said:

I think I should start Phase 5 by increasing Defensive poses to 2 slots rather than 1 as a minimum.

Phase 5 - Adding a second NPC aggressive pose for defensive Creatures completed.  Of course, this needs to be followed up with a matching set of Creature submissive poses to match.  But this will mean that there will be no less than 2 Defensive Creature sPos. And some creatures that already had existing Defensive sPos now had their number increased by 1 more on top of those existing.

 

I want to point out that... non-stop ... it took 2 1/2 hours for the easier NPC entries to be created.  Phase 6 to create the Creature entries for their respective Defensive sPos will take longer.  *sigh*

 

LC2.0 file size:        780KB

Prev 2.5 size:          807KB

Current file size:  789KB
 

* So I did cleanup of the file, removed content that could never actually execute among creature files, added more poses, and its still smaller than the current LC2.5 file?  Nice.

 

Time for a sammich.

 

EDIT:  It didn't take all 7 hours since posting.  I had a bit of fun gaming.  But now, the IdleAnimation mod now holds viable entries for two(2) defensive creature animations as a minimum. And those that already had defensive/submissive creature animations has one more on top.

 

Current file size:  830KB

Edited by LongDukDong
Posted (edited)

Jumping ahead, I moved to Stage 7 - 5-min Extended Aggressions Phase 1 :cool:

 

Essentially, every creature will have no less than five(5) Extemded Aggressions.  And if they already reached four or more extended aggressions before I get to them, their entries increase by two more.  For example, the Baliwog already held extended sPos entries 501 to 506, so it now has entries 507 and 508.  I continued down the list to the Daedroth whereby it only had 901, now increasing his up to 905.

 

Entries were made for both the NPC animations and individual creature animations within their respective folders.  And I again ran my Imperial to boff them to ensure no hangups or errors appeared with currently running animations.  In essence, taking time.

 

Stage 8 on up will continue working on 5-min Extendeds of course... likely continuing down the line starting with the Deer. ?

 

BUT... enough of that.  I think I will focus on something else for 'today', lest I burn myself out.

 

Current file size:  858KB by only increasing animations to 5 creatures. :D

Edited by LongDukDong
Posted

Stage 8 - 5-min Extended Aggressions Phase 2 now completed.  Granted, this is just being over 1/4th through the list of creatures.

 

I just went through creatures from the Deer through to the Frost Atronach, ensuring that they have no less than five extended animations.  And for most of them, this meant adding four new entries each.  The Dog already went beyond five, so the dog received two more empty entry slots.

 

Not sure if I intend to perform Stage 9 right now or not...  I'm getting kinda hungry.  But if I do, it will be from the Gatekeeper to the Grummite... maybe to the Hunger or Imp. 

 

Current file size:  896KB by increasing animations to six more creatures.

 

 

Posted

Keep getting closer, but done for this day.

 

I fixed the skirt fit, then decided to switch to the male outfit. Tried creating my own vertex groups to keep the fit tight and one piece. Wasn’t working. I looked at a lot of clothing, both generic and stuff like the AGS and most that looked like one piece were actually multiple meshes to keep gaps from showing and help with the fit.

 

Split the shirt into two meshes, resized the bottom half, added a seam (eventually will be gold trim) and have almost got it to work. There is still a bit of poke through at the back bottom, part way up from the knees, when walking, but not much. Everywhere else is good.

 

Hopefully, will have the male shirt fit tomorrow and will know exactly what to do to the female shirt.

Posted (edited)
1 hour ago, fejeena said:

hungry.? eat a Hunger.     :classic_biggrin:   Just fry briefly.

Really?   They look so damn stringy and tough.  :tounge_xd:

 

Got a large pot?  Steamed Land Dreugh.  A bit of Apple Cider Vinegar and some Apple Juice may make the meat sweeter than Lobster.

 

 

 

Edited by LongDukDong
Posted

Well, I took some time off yesterday from working on the animation sPos to focus on other things.  And today, I opted to have some work done on my car.

 

That being said, the remainder of my time... nine hours of it... were either me tinkering with MessageEx durations which was no problem, or me trying to upload a 28MB file in LoversLab with no joy.  Before it was noon, I was working on the upload.  And sporadically tried here and there.  It is now dark outside, and I only succeeded in the upload half an hour ago.  Throughout most of the daylight hours it took to upload a 28MB file.

 

I hope this can get fixed, and fixed soon.  Sure, the esp and sounds for LoversCreatures will be 1MB in size.  But adding new animations means increasing the size of the Meshes download which is already 49MB in size, larger than the file I've had issues uploading for a day.

Posted

I got so burned out last week, that I took the weekend off. Had too many files in my import/export folders and was getting everything mixed up.

 

I had the thought that the way the Robert’s body was weight mapped might be contributing to the fit issue, or maybe the pants. I had the thought that the way the Robert’s body was weight mapped might be contributing to the fit issue, or maybe the pants.

 

So, switched to the female outfit to try some different ideas.

 

The female outfit works fairly well. ? A bit of distortion in the same area as the male shirt, but no poke thru. Put the female shirt on scaled down MBP to full size Nords and it sized as expected. Tomorrow will go back to the male outfit and try a few different ideas.

Posted

Well... after some time (and some other mod updates), I went back to adding more empty sPos entries into the Idle Animations esp file.  This time, I focused upon the GateKeeper (sPos 1602+) to the Grummite (sPos 2102+).  For every creature within the range, I added four new entries... except the Ghost.  That creature already exceeded five (5) extended sPos, so he merely gained one additional.  In total, I added 21 new empty sPos entries today.

 

How long did this take?  GLAD YOU ASKED!!!  I have a breakdown which you can see in the below spoiler.

 

Spoiler

NPC Animation Section:
======================

 

Mechanics Phase:
Creation of base sPos and Defense Branch   3 mins
Application of Defense Condition           3 mins
Application of sPos to base Branch         4 mins
Creation of 4-Stage Branches               3 mins
Repair accidental deletion                 3 mins
Application of 4-Stage Conditions          7 mins
Application of .kf pathways               13 mins
========================================= =======

Time for initial creation                 36 mins

 

Naming Standards Phase:
Renaming of 4-Stage Branches               8 mins
Renaming of Defense Branches               1 min
Renaming of base sPos Branches             1 min
========================================= =======

Time for renaming sequence                10 mins

 

Creature Animation Section:
===========================

 

Mechanics Phase:
Creation of base sPos and Offence Branch   1 min
Application of OffenceC Condition          2 mins
Application of sPos to base Branch         3 mins
Creation of 4-Stage Branches               3 mins
Application of 4-Stage Conditions          7 mins
Application of .kf pathways               13 mins
========================================= =======

Time for initial creation                 29 mins


Naming Standards Phase:
Renaming of 4-Stage Branches               8 mins
Renaming of OffenceC Branches              1 min
Renaming of base sPos Branches             1 min
========================================= =======

Time for renaming sequence                10 mins

 

 

In general, it took roughly 1 1/2 hours to fully create 21 sPos entries today.  And that's it for the Idle Animations work for today.

Current file size:  933KB

 

♦       ♦       ♦

 

NOW... I may focus upon LoversHooker.

 

I have run into occurrences where hooker greetings do not readily appear from an approaching NPC, this because some optional quest may also have a high enough priority to take the desired dialog's place.  It is unnerving and aggravating.

 

However, I do have a solution in mind.

 

Instead of relying on the actual GREETINGS topic for the intended pick-up lines by NPCs, I am thinking of having a completely NEW TOPIC for that content.  Or course, this means I have to (Grrr) rewrite all the freakin' greetings I already penned into the new topic... or move them if that is possible (I haven't checked that possibility).

 

Now if this relies on a NEW TOPIC, how would this work? 

 

Well, the NPCs that are approaching the Player are carrying an 'approach' token that has a continually running script.  I may merely need set a condition, one that will trigger the NPC to use the NEW TOPIC dialog when within literal speaking distance... a few feet away. This would prevent the NPC from using anything else BUT the desired pick-up lines and no further issues with Heightened Priority quest dialog would be an issue.  And this would only affect the NPC when actively trying to get the Player 's attention.

 

Sound good? :D

 

Posted

I think I finally figured out the problem with the male outfit. One leg would just keep poking thru no matter what I was trying. Refit that area of the pants and got better but would not go away. Weight painting changes-no go.

 

Got on the Nexus and read all the forum posts. Turns out there is supposed to be a fullbody nif for modders, but was not part of the package, and I had everything. When I double checked the downloads, there was a Blender ready d/l. After getting it, and exporting the “Full Body”, and loading it up, there was indeed a difference between the upper/lower out of the original package, and the blender replacement in the area I was having issues with.

 

Looks like I will have to fix the pants and refit part of the shirt, but things are looking up!

Posted

I have now finished Stage 10 - 5-min Extended Aggressions Phase 4 :wink:

 

Well, I finally got HALFWAY through the list of Creatures by Skeleton/sPos for the Idle animations.  At last, I have made sure the Horse through to the Lich have no less than five(5) extended sPos entries. And of the Lich, it already had five, so two more were added.  Today, seventeen(17) empty sPos entries have been created.

 

Now that I am halfway through, my next targets begin with Mehrunes Dagon.  Fun fun fun. :bawling:

 

Current file size:  964KB

Posted

And now for something completely different...

 

You can turn whole animations, right? I thought it was possible..  But all ini settings only turn one character, the offender (  xLoversPkrQuest.xmeRotate180 )

Where is the fucking ini setting ?

 

And I looked into the Lovers esm and esp  but only the xmeRotate180  no zmeRotate180

 

I know that I once rotated an animation....  but maybe I changed the kf file ???

Posted (edited)

You must have.  Though that means... you got skills in manipulating KFs????  :D

 

For the unaware, the xLoversPkrLoadMotionFile script defines the values used in each motion.ini file and sets the default values if a value is not defined in the loaded ini file.

 

        ; Initialization
        set xLoversPkrQuest.xymov to 0
        set xLoversPkrQuest.xyscale to 100
        set xLoversPkrQuest.xaddz to 0
        set xLoversPkrQuest.xzscale to 0
        set xLoversPkrQuest.zaddz to 0
        set xLoversPkrQuest.zzscale to 0
        set xLoversPkrQuest.chinupo to 0
        set xLoversPkrQuest.umid to 0
        set xLoversPkrQuest.basezangle to 0
        set xLoversPkrQuest.basefrontback to 0
        set xLoversPkrQuest.motionflag to -1        ; Rev60 Note that the default is -1 instead of 0!!
        set xLoversPkrQuest.xmeRotate180 to 0       ; Rev90 Russian Edition

        ; Thanks to 827, string type to string conversion is now possible!
        set fn to sv_Construct "Data\ini\%02.0f_Motion.ini" spos
        if FileExists $fn
            RunBatchScript $fn
            Call xLoversPkrLoadMotionFileSub spos
        endif 

Your LAPF set is likely different from mine.... For only that I went through and translated all the garbage comments back to Japanese and then into English.  Nothing else.

Edited by LongDukDong
Posted (edited)

set xLoversPkrQuest.xmeRotate180 to 0   only turns one person not both.

And the other ini position setting are up, down, forward, back.   And basezangle is for sex on bed.

 

I just changed kf 153 and 154 .   In-game-test : everything OK

 

 

Problem is;

an NPC stands in front of a wall ( x marker heading )

ani problem.jpg

 

When sex starts NPC and Player rotate, NPC face the wall, player in wall. Then I have to use the Lovers position keys to get the player out of the wall.

 

There are many animations that rotate Off and Def when sex starts.

 

153 and 154 are blowjob ani I just need in a Mod with the situation above. There is a wall behind the NPC so rotation sucks!

Now it works as intended.

 

Edited by fejeena
Posted

If you have a script attached to a clothing item that has an OnAdd block followed by a GameMode block, which would you thing executes first? 

The GameMode block of course, even if you use OnAdd to retrieve the wearer with GetContainer.  So for the unaware who wishes to find the distance between the wearer of the script-bearing clothing and the player... Hehehe... make sure that the GameMode block that continually runs only does so after OnAdd has executed and loaded the wearer's reference first.

 

Yeah, I totally didn't think about that when I was trying to figure out the distance between the player/hooker and the 'John' trying to pick her up (or is it a 'Jane' if it's a woman interested?).  I kept getting a distance score of 1 which was basically nothing as the GetDistance command didn't have a valid wearer reference when it first ran in GameMode.  Now that GameMode in the script is basically disabled until the wearer is established...  things are working.

 

I've run tests.  I can successfully bring about a conversation when the target is in range and skip using Greetings.  This would prevent (as I stated earlier) the accidental inclusion of non-Hooker greets... especially annoyingly hard-wired ones.  I just need to (gaaahhh) copy all the existing greetings into the new topic that will be forced.

 

That may take me as long as adding Idle Animations. :bawling:

Posted (edited)

I forgot how intensive working with the RM set was.  ?  The Blender file I d/l’d had every body in it. There were hardly any notes in the read me on how to use it. Every body version was in it, but no skin textures. But it appeared that the default body was ‘Bulky’, as that was in slot one. Exported the entire file as a NIF, re-imported and got the ‘skin’ set up. One comment in the read me that stood out, Robert would check bone rotations for animations. Since the RM body has it's own idle anims, that may explain why sometimes, when I fixed some poke thru, a new spot would show up when the body swayed around.

 

The real issue here is there may have to be a different outfit made for each body type. It’s been so long, I have forgotten which body I use (I think it’s ’Average”). I thought that fitting to what seemed to be the default body would cause it to fit all. Nope. Whatever ‘skin’ (bulky, boy, average) is what you get in game. It may come down to choosing one type, and that is what the user will get, despite what version of the body they may be using.

 

After refitting the shirt and pants the the “bulky’ build, initial testing had almost no poke thru in the problem areas. A little more tweaking should get the basic fit.

 

So, Ducky, I would think that a Male Pro would have a well built body. Don’t you agree??

 

Edit: Just got done digging thru my RM files. It appears that the "Muscular" version 'has been around the longest'. So that is probably what I am using and most likely the most popular. Will check these tomorrow.

Edited by Melamkish
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