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[AAF] RSE II: 프레임워크 리소스 ESM(01/10/20)


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1 hour ago, delcan12 said:

I can not reach to "Realistic Salacious Encounters II (RSE II): Advanced Needs".  The page gives error: 

Sorry, there is a problem

We could not locate the item you are trying to view.

Error code: 2D161/2

Uh, yah, don't get me started on mod authors who leave and take all or some of their work with them.  I don't care how good they are.  At least leave the forum version for troubleshooting purposes.

Anyway, here's the newest version on Nexus, it seems to work OK with the loverslab files:
https://www.nexusmods.com/fallout4/mods/40440

 

 

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  • 3 weeks later...
2 hours ago, Niko56 said:

Forgive my ignorance. But I would like to understand how to activate those functions that are described in the Mod. Thanks for your patience and response

Flashy might or might not answer.  Are you asking as a player or a modder?  If as a player, then there is a list on this mod's download page that shows which Flashy mods use the functions of this mod but other modders could use these functions.  Howerever, I don't know of any.  If you are asking as a modder, then you'll probably have to read the scripts provided by this mod and then call on Flashy's scripts.

 

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  • 4 weeks later...

Nordic has dropped his recommended mod list for Fallout 4 over on Nexus and I was very surprised to see Advanced Needs 2 as the #1 Main Gameplay Mod to install.

 

https://www.nexusmods.com/fallout4/mods/41112

 

image.png.49a625c5297049949d2604e5a575b114.png

 

And given that, I just wanted to drop in quickly, briefly, to give my thanks to the hundreds, maybe thousands, of you that helped shape Advanced Needs into the mod it has become today, "one of the greatest mods ever made". Especially to @Olmech who originally suggested I make an "Advanced Needs", survival mode type thing, to compliment Basic Needs in RSE. This definitely gave me a momentary breath of air and some small measure of pride and happiness to see. So yeah... thanks to you all.

 

Be well.  -- Joer

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8 hours ago, Flashy (JoeR) said:

thanks to you all

As much as I enjoy all of your mods, Advanced Needs is the one mod I would load if I could only have one mod. I am happy to see you getting the recognition you deserve. Going forward with some of your other work, I think good things will happen for you. Would tickle me pink to see you involved in true, ground up game design or at least as the guy on a team of developers willing to look outside the box. I understand why games have to be so very tame by design, but its talented people like you that make them feel alive. There are a few others like you. Wish all could be assembled into a dream team to make Fallout 5.

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On 10/22/2019 at 1:49 PM, Olmech said:

As much as I enjoy all of your mods, Advanced Needs is the one mod I would load if I could only have one mod. I am happy to see you getting the recognition you deserve. Going forward with some of your other work, I think good things will happen for you. Would tickle me pink to see you involved in true, ground up game design or at least as the guy on a team of developers willing to look outside the box. I understand why games have to be so very tame by design, but its talented people like you that make them feel alive. There are a few others like you. Wish all could be assembled into a dream team to make Fallout 5.

Thanks mate! I'm in fairly good modding company these days, having joined some triple A Nexus mod authors in a real nice little collaborative Discord community / collective. I have this amazing spidey-sense tingling thing going on, telling me that it could lead to great things down the road, for everyone there, and by extension, for everyone who plays modded Fallout 4.

 

For me, as you and a few others know, I am hard at work on my next must-have addition to Fallout 4, with a new mod called Crime And Punishment, which is a complete revamp of my original Karma System that quite frankly, puts the original attempts to make one to shame. Not sure the media gets around, and I know JuiceHead previewed it a couple weeks back, but that was just screenshots and the like. There are actually video demos of the mod in use ingame, so figured why not share them with you all, since in a way, you kind of helped shape this one too with the old infamy system in RSE.

 

Everything you are about to see is done 100% by scripting and this mod has ZERO dependencies, even for animation events such as hanging. All handed by scripting and custom furniture items with subgraph animation keywords, so as to make the upcoming mod compatible for everyone whether they use an animation framework or not. Thanks to SAC for pointing me in the direction of Vader's animation document and of course to Vader for making the document in the first place. And also thanks to Grey User for allowing me to use one of his hanging animations for my capital punishment segments and a hogtie animation, used during NPC capture quests.

 

Player As Bounty Hunter - Capturing a Raider Boss For Delivery To Jail

NOTE: Yes, you can also be the target of bounty hunters, if you criminal activity merits it. For those curious, instead of having a one karma system handles all, CAP has two distinct systems running. A 'social' layer (karma) and a criminal layer. I heard you in the past when you said you didn't like the idea that walking around naked made you go to jail or that other such things that weren't strictly speaking criminal. And yeah, because of those thing you once said, they stuck with me and I built my karma system from the ground up to have these two layers (crime = bounty hunters, social = stalkers, among other things).

 

 

Raider Boss Capture featuring Knockout Framework Integration (soft touch, not required for mod to work)

 

 

Karma System - Atonement Returns!

 

 

Karma System - Alternate Outcome Demo featuring Vault 81's Hole In The Wall Quest

NOTE: Everything you see in this video, that you feel that you've never seen before, you're right, you haven't. It was all done by me, through scripting and new dialogue scenes, without edits or overrides of any kind! None of these scenes take place or are even available in the base game and were made uniquely by me to suit my view of what should happen to the player as a result of their choice during the Molerat Disease quest following talking to Doctor Forsythe (which is from the base game - EVERYTHING that follows? That was all done by yours truly, including locking you out of Vault 81 forever AND making you contagious to the point that you will kill people you are around or talk to).

 

 

Karma System - Speech Challenge Powerup Demo (this function has been considerably modified since the demo was captured)

 

 

Karma System - Seeing the Karma System In Action (four out of 40+ available trackable metrics are demo'd here)

NOTE: Player nudity has a configurable delay before it will add negative karma, if you choose to track this metric. This was done to prevent negative karma gains when you were simply changing outfits. As a note, this particular metric is linked to Advanced Needs 2 through a soft check and will ignore nudity when the player is going to the bathroom. This exclusion does not include external mods such as CWSS, for bathing or showing.

 

 

Player Getting Hung For High Crimes (this function plays from two different perspectives and requires NO animation system installed!)

NOTE: This segment of the mod is 100% compatible with Depravity and if the Diamond City Slave Market is currently running, you will not have conflicts between that and being hung. If CAP sees the slave market in use, you will simply face summary execution on the spot rather than being carted to Diamond City for public hangings.

 

 

 

Certain elements, for now, are unvoiced, but I will be looking to remedy that. At the moment, I am working to replace all of the player lines with appropriate recorded lines from the base game, so that all aspects of this mod can and will be voiced.

 

Thats it for now! Don't want to ruin the WHOLE mod! :)

 

And yes, I do plan to come back and update the RSE II mods so that they can tie into the karma and crime systems of CAP. Plan being the key word here. Not a promise, I don't make those anymore, but for sure a plan.

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40 minutes ago, Flashy (JoeR) said:

Thanks mate! I'm in fairly good modding company these days, having joined some triple A Nexus mod authors in a real nice little collaborative Discord community / collective. I have this amazing spidey-sense tingling thing going on, telling me that it could lead to great things down the road, for everyone there, and by extension, for everyone who plays modded Fallout 4.

 

For me, as you and a few others know, I am hard at work on my next must-have addition to Fallout 4, with a new mod called Crime And Punishment, which is a complete revamp of my original Karma System that quite frankly, puts the original attempts to make one to shame. Not sure the media gets around, and I know JuiceHead previewed it a couple weeks back, but that was just screenshots and the like. There are actually video demos of the mod in use ingame, so figured why not share them with you all, since in a way, you kind of helped shape this one too with the old infamy system in RSE.

 

Everything you are about to see is done 100% by scripting and this mod has ZERO dependencies, even for animation events such as hanging. All handed by scripting and custom furniture items with subgraph animation keywords, so as to make the upcoming mod compatible for everyone whether they use an animation framework or not. Thanks to SAC for pointing me in the direction of Vader's animation document and of course to Vader for making the document in the first place. And also thanks to Grey User for allowing me to use one of his hanging animations for my capital punishment segments and a hogtie animation, used during NPC capture quests.

 

Player As Bounty Hunter - Capturing a Raider Boss For Delivery To Jail

NOTE: Yes, you can also be the target of bounty hunters, if you criminal activity merits it. For those curious, instead of having a one karma system handles all, CAP has two distinct systems running. A 'social' layer (karma) and a criminal layer. I heard you in the past when you said you didn't like the idea that walking around naked made you go to jail or that other such things that weren't strictly speaking criminal. And yeah, because of those thing you once said, they stuck with me and I built my karma system from the ground up to have these two layers (crime = bounty hunters, social = stalkers, among other things).

 

 

Raider Boss Capture featuring Knockout Framework Integration (soft touch, not required for mod to work)

 

 

Karma System - Atonement Returns!

 

 

Karma System - Alternate Outcome Demo featuring Vault 81's Hole In The Wall Quest

NOTE: Everything you see in this video, that you feel that you've never seen before, was all done by me, through scripting and new dialogue scenes, without edits or overrides of any kind! None of these scenes take place or are even available in the base game and were made uniquely by me to suit my view of what should happen to the player as a result of their choice during the Molerat Disease quest following talking to Doctor Forsythe (which is from the base game - EVERYTHING that follows? That was all done by yours truly, including locking you out of Vault 81 forever AND making you contagious to the point that you will kill people you are around or talk to).

 

 

Karma System - Speech Challenge Powerup Demo (this function has been considerably modified since the demo was captured)

 

 

Karma System - Seeing the Karma System In Action (four out of 40+ available trackable metrics are demo'd here)

NOTE: Player nudity has a configurable delay before it will add negative karma, if you choose to track this metric. This was done to prevent negative karma gains when you were simply changing outfits. As a note, this particular metric is linked to Advanced Needs 2 through a soft check and will ignore nudity when the player is going to the bathroom. This exclusion does not include external mods such as CWSS, for bathing or showing.

 

 

Player Getting Hung For High Crimes (this function plays from two different perspectives and requires NO animation system installed!)

NOTE: This segment of the mod is 100% compatible with Depravity and if the Diamond City Slave Market is currently running, you will not have conflicts between that and being hung. If CAP sees the slave market in use, you will simply face summary execution on the spot rather than being carted to Diamond City for public hangings.

 

 

 

Certain elements, for now, are unvoiced, but I will be looking to remedy that. At the moment, I am working to replace all of the player lines with appropriate recorded lines from the base game, so that all aspects of this mod can and will be voiced.

 

Thats it for now! Don't want to ruin the WHOLE mod! :)

 

And yes, I do plan to come back and update the RSE II mods so that they can tie into the karma and crime systems of CAP. Plan being the key word here. Not a promise, I don't make those anymore, but for sure a plan.

This sounds like a fantastic mod. Looking forward to it when it comes out!

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Here's another one - might make @MrCruelJohn happy, as I know he likes to play destitute, down on their luck characters, fighting to stay alive. Maybe this will add to his (or your) role playing.  As a function. it could certainly pair well with Hardship, what do you think @Tentacus?

 

This is the best HOLDUP function you will ever find for this game. It will never get any better. :)

 

Note that there have been fundamental changes to this as it now involves speech checks for the robbery events AND all voice/lip issues have been sorted out.

 

Also note, all RSE II mods will be updated to integrate to Crime and Punishment's karma and crime systems AND will have ties to AAF in it. I will never forget my support base, even in absentia.

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5 hours ago, Flashy (JoeR) said:

 

Here's another one - might make @MrCruelJohn happy, as I know he likes to play destitute, down on their luck characters, fighting to stay alive. Maybe this will add to his (or your) role playing.  As a function. it could certainly pair well with Hardship, what do you think @Tentacus?

 

This is the best HOLDUP function you will ever find for this game. It will never get any better. :)

 

Note that there have been fundamental changes to this as it now involves speech checks for the robbery events AND all voice/lip issues have been sorted out.

 

Also note, all RSE II mods will be updated to integrate to Crime and Punishment's karma and crime systems AND will have ties to AAF in it. I will never forget my support base, even in absentia.

Wait.  What?  

 

Lol.  I just prefer realism and it is a wasteland.  It's kind of like long ago I was in Boy Scouts.  It wasnt about cookies and social activism.  It was militia training for boys.  Survival. 

 

Si the role play is Nora comes out of the vault.  A lawyer. Prewar. With perfect DNA. Yeah, that would be a bounty on her...  so yes, it would be hard.  And a prize everyone would want.

 

So yeah realism is great. For me.

 

Otherwise console command TGM and do the playthrough. Lol.

 

And thanks @Flashy (JoeR)for being part of this training and preparation, for the therapy "dolls", you and the other MA provide.  Because one day, there might be an October 23.....  and I will be a raider.  Lol.

 

And while this is start of the game, we never talk about Nora's mid to end game.  The trials, overcoming, and being triumphant. 

 

(Except now @Tentacushas made my game play go to about 12 hrs before I even get to the museum!  Thanks to Hardship, Violate, CSA, and Dont lose your head.  And generally held captive at Finch Farm - because Rough Start on Immersive Gameplay is no joke)... *I dont console TGM!  :)

 

But thanks for thinking of me brother.  I will have to look through it and see what will happen to a thief.

 

oh, forgot... my roleplay on my own karma?  Ack-ack.  Just Business.  Marked.  

 

you imagine the rest.

John 

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7 hours ago, Flashy (JoeR) said:

 

Here's another one - might make @MrCruelJohn happy, as I know he likes to play destitute, down on their luck characters, fighting to stay alive. Maybe this will add to his (or your) role playing.  As a function. it could certainly pair well with Hardship, what do you think @Tentacus?

 

This is the best HOLDUP function you will ever find for this game. It will never get any better. :)

That looks fucking amazing man! Makes me glad I paused working on Defiler to expand Hardship further.

 

I'll have to think long and hard what I want to do with Hardship's predator mode which is pretty buggy. If I could just make that dialogue enter this mode once the john is naked that'd be preferrable ;) 

 

EDIT: If I could just make one suggestion though. Maybe either switch the menu from "Handcuff them" to "Bind them" or switch the animation to one that uses the handcuff AO. I know it sounds nitpicky but that's the kind of immersion detail that can drive some people nuts ;)

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6 hours ago, Tentacus said:

That looks fucking amazing man! Makes me glad I paused working on Defiler to expand Hardship further.

 

I'll have to think long and hard what I want to do with Hardship's predator mode which is pretty buggy. If I could just make that dialogue enter this mode once the john is naked that'd be preferrable ;) 

 

EDIT: If I could just make one suggestion though. Maybe either switch the menu from "Handcuff them" to "Bind them" or switch the animation to one that uses the handcuff AO. I know it sounds nitpicky but that's the kind of immersion detail that can drive some people nuts ;)

Already handled - was the first thing I did when reworking the scene yesterday to add in the speech challenges.

 

ScreenShot1078.png.826c42f3741a5c913ad4b2fb19908986.png

 

ScreenShot1077.png.8c167ac4ae725c8a3d18b41b1ed69f95.png

 

ScreenShot1080.png.8777cd673315bccab47439e3f4eb7247.png

 

 

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1 hour ago, Flashy (JoeR) said:

Already handled - was the first thing I did when reworking the scene yesterday to add in the speech challenges.

Awesome... yeah "restrain" is the perfect word. :)

 

You know I don't wanna be the guy who asks for stuff. But It'd be awful neat if you had to like buy or craft the belts to use for restraining. But I do know that wouldn't be everybody's thing. Just sayin.

 

Anyway... pretty excited for this. It all looks good. Great work.

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1 hour ago, Tentacus said:

Awesome... yeah "restrain" is the perfect word. :)

 

You know I don't wanna be the guy who asks for stuff. But It'd be awful neat if you had to like buy or craft the belts to use for restraining. But I do know that wouldn't be everybody's thing. Just sayin.

 

Anyway... pretty excited for this. It all looks good. Great work.

I'm 100 steps ahead of you on that. You actually NEED an item in inventory to restrain the NPCs (handcuffs). You can find them in the world or you can buy them from vendors. Its rudimentary, but, this mod is not specifically for LL / porn mod users and I need to make it accessible to the widest array of users, without forcing them (Nexus users) to come here to install mods they simply don't want to install.

 

At any rate, thats all neither here nor there - you need an item in inventory for the option to be available, thats the important bit. :)

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13 minutes ago, Flashy (JoeR) said:

I'm 100 steps ahead of you on that. You actually NEED an item in inventory to restrain the NPCs (handcuffs). You can find them in the world or you can buy them from vendors. Its rudimentary, but, this mod is not specifically for LL / porn mod users and I need to make it accessible to the widest array of users, without forcing them (Nexus users) to come here to install mods they simply don't want to install.

 

At any rate, thats all neither here nor there - you need an item in inventory for the option to be available, thats the important bit. :)

Awesome.

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21 minutes ago, TheProfessor said:

Do you ever plan on revamping Elements No. 7, Flashy?

No sir. Its fine, aside from MCL, works as is. Havent heard otherwise, aside from the MCL thing, which just cannot be fixed as it competes with CSA and thats just completely problematic and there is something weird going on with how it measures melee attacks and sometimes sticks variables where it shouldnt (causing the whole hit system to break). I'm just way too out of adult modding now to re-invest in it, having much larger projects on the horizon (and in the works).

 

Sorry if that upsets you, but it's better to be honest up front than it is to avoid and ignore it.

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CAP_Update.jpg.bfa32626f31e6d7847adcf0ebd7b567d.jpg

 

Crime And Punishment - Roadmap Update


Things may seem to have been quiet throughout the week, but I have been hard at work, to finalize the entire segment of the mod relating to bounty hunters, crime reporting and the consequence of paying for your crimes. That also includes those quests when the player is themselves playing the bounty hunter and tracking down the boss NPCs. I have one last series of scenes to construct and then that entire portion of the mod will be complete, aside from voice requirements for the various bounty hunters, diamond city security and a select NPC.
 

YES! You read that right! Crime And Punishment NEEDS voice actors! PM me if interested! I need 2 female voices and 5 male voices total (though the same person could technically do multiple voice types)
  1. Female voice for Bounty Hunters encountered when they are hunting the player and that presides over public punishments.(~150 lines)
  2. Female voice specific to the Bounty Hunter agent that is in Diamond City security - you pay your fines to this NPC or obtain bounty quests from them.(~50 lines)
  3. Male voice for Bounty Hunters encountered when they are hunting the playerand that presides over public punishments.(~150 lines)
  4. Male voice specific to the Bounty Hunter agent that is in Diamond City security - you pay your fines to this NPC or obtain bounty quests from them.(~50 lines)
  5. Male Diamond City Security (x2) - I need two different voices. Boston accent approximation required.(~30 lines)
  6. Abbot - I need someone who can approximate Abott's voice - the NPC that is painting Diamond City's wall. (~ 20 lines)

All player lines in the mod are now voiced. I have taken the week to work on redoing the dialogues involving the player and replaced the silent lines with best-fit default voice files from the game itself. I have also done this for all interactions with raider bosses during kill / capture quests. The goal is to make every interaction voiced. Even the new holdup mechanic is completely voiced between the player and the target.

And in case you haven't been following along with the video uploads for CAP sneak peeks, I have created an all-new player holdup mechanism, so you can play the bad guy and rob people!

At this time, Crime and Punishment utilizes 48 distinct voice types in order to achieve it's goal of being completely meshed into the game world.

Another thing I have completed this past week was to completely remove settler HELLO topics. You know the ones. You're in your settlement, doing your thing and an NPC walks by and tells you how their feet are sore or how they need to get back to Diamond City one of these days. Yeah... Crime and Punishment shuts down the quest that houses all of that dialogue, so it will never happen anymore.

WHY?

Because I remade it on a custom dialogue quest and conditioned ALL of the NPC HELLO topics to reflect your current karma (social reputation). There are five categories on this quest. Good and bad karma responses from adult NPCs, while in your settlements. These are personally directed to you and if you listen to them, you will know exactly how your people feel about you. There are also good and bad karma hellos from children NPCs in our settlements (because there are mods that add kids to settlements), that do the same thing as the adults. And finally, there are the random encounters with NPCs outside of your settlements - these are generic and do not necessarily reflect their view of you one way or the other. These hello lines will be generic about the world - going to Diamond City, how Goodneghbor is a place they dont like, etc.

And most importantly, a missing feature! Happy adult NPCs in your settlements may now occasionally give you gifts! It struck me that in FO3, NPCs in Megaton would occasionally stop you and give you caps or something for being on their good side, karmicly. I have brought this to FO4.

Wait. How Voiced Is This Mod Right Now?

At this time, there are 1625 repurposed recorded dialogue lines in the mod! This amount does not include the lines that I need voiced or have not yet created the voicing for (and I assure you, there will be MORE repurposed and new voice recordings required for the coming Karma System items in the mod! All told, I can foresee this mod having between 2000 - 2500 total new lines to add to your gaming experience.

Where Am I In Development Now?

As I mentioned, I have a few scenes to create, interactions between NPCs and/or the player, dealing with executing captured raider bosses. There are three scenes remaining, and all of the custom scripting that goes along with them, to drive events onscreen. This should, in theory, take me no more than 1 or 2 days to nail 100%, as it is simply repurposing the player execution scripting, altered of course so the raider boss is the target and building SCENES to play out on screen for you to watch or participate in.

Once I conclude that - hopefully by midnight on Sunday Nov 3rd, the entire CRIME and BOUNTY HUNTER segments of the mod will be done and I can swing my full attention to the KARMA system (which I have been doing in small, scattered and mostly subtle ways thus far, such as the settler dialogue mentioned above).

  1. STALKERS will be the first portion of karma to be created and worked on, as they are probably the most script demanding thing I will tackle, outside of faction outcomes (which will take some time, especially for testing to ensure nothing is breaking in ways I don't intend for it to break).
  2. Once stalker are completed, I move on to MOBS, which are retaliatory responses from NPC factions in relation to actions you have taken - one such being capturing or killing raider bosses. I mean, you dont think they would just let you take their bosses and not react, do you?
  3. Once Mobs are done, then I will move on to FACTION OUTCOMES and ALT-OUTCOMES. No details here really, but I am looking at making it easier to get kicked out of factions, and sooner, such as the RR, BoS and even the MM! This will also include my intended method of making the player lose settlements that will become autonomous and hostile to the player. Of course, reclaiming the settlement could be as easy as killing everyone in it or entering into an arbitration dialogue with the settlements spokesperson - more on this later, as this is a challenging one that, script wise, will take some doing. I have already completed one alt-outcome and for those that have been following along with the video updates, you have seen it in action already.

This is pretty much where I am and where I am heading in the coming weeks. As always, you can see new screenshots and watch video demonstrations of items in the mod, in action, by clicking into my profile's USER VIDEOS tab on Nexus. I belief less people do this than look at screenshots, based on the total views, so I am mentioning this here, now, in case you were NOT aware there were video demos you could watch and perhaps wanted to see the mod, as it develops, in action.
 


And again, if you are a VA or know of one, either drop me a line or pass the information to them that there is a mod in need of help!
Thanks in advance!
(Yes, I would love to have my fav voice actress be a part of this, but she seems to have disappeared. If you're out there, get in touch!)
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Bounty Hunter Demo

 

Just a small slice of the new interactions with bounty hunters, as well as a look at the MCM for the karma system, so you can see what it covers so far!

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1 hour ago, Olmech said:

Looks great! Cant wait!

And now that I have decided to add a custom version of CSA directly into this mod, its going to be even better! Just makes sense since I already have a mini-CSA in here already AND it would be native to the karma system...

 

I can foresee 2500 lines of dialogue for sure! (Already at 1625 voiced lines right now, which doesnt include the lines I need voiced, which right now is about approx 400 or so lines and growing). Adding CSA in? I can see another 200-300 lines easy. If not more.

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43 minutes ago, Celedhring said:

Flashy,

 

After playing with RSE not everyone may be aware that Report Infidelity has to be turned on in order to stack Infamy.

I literally have no idea what this means.

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8 hours ago, Flashy (JoeR) said:

And now that I have decided to add a custom version of CSA directly into this mod, its going to be even better! Just makes sense since I already have a mini-CSA in here already AND it would be native to the karma system...

Well, you know Im all about every way something can go bad, but I really would kind of like to see you keep a CSA free version up at Nexus, maybe Beth (Bigger Market). I do know what a pain it is to maintain separate mods just from watching you, so Id leave that to you. As you said, hitching something to an AAF that changes almost daily sometimes can be a pain.

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