sofzx Posted September 11, 2022 Posted September 11, 2022 1 hour ago, Tops34 said: Where can I find the patch? Your last is for 1.20 (in the download section). curious as well.
OsmelMC Posted September 11, 2022 Author Posted September 11, 2022 2 hours ago, Tops34 said: Where can I find the patch? Your last is for 1.20 (in the download section). Is still on my PC but you don't need it. The Conditional Expressions on this site come patched already with my patch and for i read on the description is updated to the last version. 3
Tops34 Posted September 11, 2022 Posted September 11, 2022 2 hours ago, OsmelMC said: Is still on my PC but you don't need it. The Conditional Expressions on this site come patched already with my patch and for i read on the description is updated to the last version. Thank's, time to switch then
FireSplitter Posted September 11, 2022 Posted September 11, 2022 9 hours ago, OsmelMC said: This is the new version of SexLab Defeat: I don't think be the SLU+ but you can try disabling the "Wait idles" on the SexLab MCM. Yes, I use the latest Defeat. I also rolled back on a previous save where the SLU is older (20220319) an this behavior does not happen. I upgraded SLU and SLSO and it started happening too. Using just lastest SLSO has no issues also (I removed SLU an cleaned sexlab). I searched for the "Wait idles" setting in sexlab MCM but could not find it anywhere. Only starting idles which was disabled by default. Is it on the animation settings pannel?
ercramer69 Posted September 11, 2022 Posted September 11, 2022 4 hours ago, FireSplitter said: Yes, I use the latest Defeat. I also rolled back on a previous save where the SLU is older (20220319) an this behavior does not happen. I upgraded SLU and SLSO and it started happening too. Using just lastest SLSO has no issues also (I removed SLU an cleaned sexlab). I searched for the "Wait idles" setting in sexlab MCM but could not find it anywhere. Only starting idles which was disabled by default. Is it on the animation settings pannel? I'm using baka's defeat, the lateset slso and slu on ae and on a new game. Was defeated by 6 skeletons and a necromancer and with defeat set for 100% 2nd round went through 12 different scenes with no issue. I do have the starting idles on. 1
aulton1968 Posted September 11, 2022 Posted September 11, 2022 On 9/10/2022 at 2:32 AM, OsmelMC said: You tell me! My furniture system is older than "Furniture Sex Framework" but all the efforts of its author was turned on his furniture system while i was dealing with too many and different things at the same time on the SLU+ so my furniture system got behind on the race. I think at this point both mods have the same functionality but in a different ways. In my case I also include more support on: furniture types, furnitures from other mods and any new furniture animation. As bad side I rely too much on the SLATE and my ActionLog to set the right tags on the animations and lake any SSE user knows SLATE is really slow on Skyrim SE/AE. But good news, i found a possible solution outside the game, to edit the JSON files directly automatically with my ActionLog as base and in just few seconds (now i have to make it true) *** Most of the issues with my furniture systems are and are being caused by the ausense of the right tags on the animamations. How do you edit the JSON files directly automatically with your ActionLog as base in just a few seconds? This sounds like something I would love to learn how to do. I start new games often. Even when I have been playing one game for a while, there will be a new update to the animations, which resets the tags in the JSON files.
FireSplitter Posted September 11, 2022 Posted September 11, 2022 (edited) I got it fixed somehow, did some reinstall/clean on related mods (SLSO, Sexlab, Defeat and basically any mod I though could interfere) and it now magically works. I have no idea what fixed it. Edited September 11, 2022 by FireSplitter 1
OsmelMC Posted September 11, 2022 Author Posted September 11, 2022 1 hour ago, aulton1968 said: How do you edit the JSON files directly automatically with your ActionLog as base in just a few seconds? This sounds like something I would love to learn how to do. I start new games often. Even when I have been playing one game for a while, there will be a new update to the animations, which resets the tags in the JSON files. Can be made from a Mod but will be as slow as is SLATE right now. So the best solution is doing it from a external program. Right now i don't have any good compiler like .net so my only chance are with the VBasic Macros of the Microsoft Office or the Python I use for the SLAnimationLoad that is a pain because I have low experience with Python but for the other side the Python on the SLAnimationLoad do something like that already so i mostly have to change the source files treatment. Of course that means that you will need python installed.
aulton1968 Posted September 11, 2022 Posted September 11, 2022 Awesome. I have a lot of experience with VBasic Macros in Microsoft Office for excel and access. How are you using the macros to edit JSON files? Are you pasting the text from each json into excel, using a recorded macro to change the tags, then pasting the new text back into each json file? Can you tell me which pieces of ZAP 8+ furniture will trigger animations that I tag as Rpost1 through Rpost8, or Shacklewall, or vertical pole? I know how to tag the animations in slate and how to get the ZAP furniture. There are so many furniture options to choose from in ZAP. Also, which tag should I add to an animation that uses the gallows hanging upside down furniture? I assume that would be one of the Rpost tags.
OsmelMC Posted September 11, 2022 Author Posted September 11, 2022 59 minutes ago, aulton1968 said: Awesome. I have a lot of experience with VBasic Macros in Microsoft Office for excel and access. How are you using the macros to edit JSON files? Are you pasting the text from each json into excel, using a recorded macro to change the tags, then pasting the new text back into each json file? I'm not doing it, at least not yet. But the JSON files are text files like any other; with a logical structure to keep the data together and easy to read for any program. You can load the action log into one of the sheets of Excel (for example) and move between the rows to find and edit the right JSON file. Or you can load all as plain text and move between the data with the string functions. Is very basic. But not everyone have Microsoft Office installed and just few users have Python but at least is free and small to be downloaded. So i will stay on phyton for now. 1 hour ago, aulton1968 said: Can you tell me which pieces of ZAP 8+ furniture will trigger animations that I tag as Rpost1 through Rpost8, or Shacklewall, or vertical pole? I know how to tag the animations in slate and how to get the ZAP furniture. There are so many furniture options to choose from in ZAP. The RPost are the zap Furnitures with that name, the 8 of them are very much the same but with different alignment. I have to check them and see if can be merged in one tag. The vertical poles are the "pole dance" and any of the poles where the actor is on the floor. The shackewall are those shackles that are on the walls of the vanilla game and I think the zap have one too. This is useless for now because I added it thinking on the Black brotherhood quests when you have few actors on a dungeon shackled to the wall and ready for interrogation, but I got the impression of see at least one animation that fit on the furniture but I can't find it anywhere. So I'm now waiting for some author to make the animation. One problem with the zap Furnitures is that some of the Mods that comes with them mostly copy the form to avoid the zap dependency and of course that made it invisible for the SexLab. You can use a text editor to find the ZaZAnimationPack references on the file "sslSystemConfig.psc" and you will see the FormID's of the zaz furnitures. All the furnitures are grouped on the scripts by furniture tag so are easy to recognize.
Talesien Posted September 11, 2022 Posted September 11, 2022 While I've no idea on VBasic, most current programming languages have built in, dedicated functions to handle json. Like read a json file into an array or turn an array into a json file. So that's usually how you work with json in a program language. Read it into an array, modify it to your heart's content with your usual ways to modify variables and turn it into json again after you are done.
OsmelMC Posted September 11, 2022 Author Posted September 11, 2022 15 minutes ago, Talesien said: While I've no idea on VBasic, most current programming languages have built in, dedicated functions to handle json. Like read a json file into an array or turn an array into a json file. So that's usually how you work with json in a program language. Read it into an array, modify it to your heart's content with your usual ways to modify variables and turn it into json again after you are done. The VBasic on the office is very limited by design. Was made only to extend the possibilities of the macros on the documents and reduce the risk of be used to make viruses.
Aryto Posted September 11, 2022 Posted September 11, 2022 Hi Osme, I'm waiting for SLU+ to get an update.. I'm still discussing the same thing.. I don't know if it's just me, I guess people don't mind.. npc always walking first before start the animation, but from the recent updates, npc just teleport without walking before animation.. here the video, seem lag when record, even though my game get 60 fps. Test.mp4
OsmelMC Posted September 11, 2022 Author Posted September 11, 2022 25 minutes ago, Aryto said: Hi Osme, I'm waiting for SLU+ to get an update.. I'm still discussing the same thing.. I don't know if it's just me, I guess people don't mind.. npc always walking first before start the animation, but from the recent updates, npc just teleport without walking before animation.. here the video, seem lag when record, even though my game get 60 fps. Test.mp4 Depends on what you did to update. If you use the Clean System option you should export the configuration first and import it once the message of "SexLab is installed and ready" be showed. All the configuration get reset to it's default value with the clean system option. Just disabled the teleport option on the "Animation Settings" of the SexLab MCM Warning: I'm not always remember the name of the options so don't take too literal my instructions. 1
Ragsinn Posted September 12, 2022 Posted September 12, 2022 Hi Osmel I am very glad you were able to fix your computer , as I am sure many of us who use your work are. I was wondering in the time your are working on the .json files to make furniture better, can we not use FSF and your framework if we turn off or disable the similar furniture types in one of the mods , rather than cripple FSF I just turn off those furniture's in Sexlab/SLU and let FSF handle them. I am sure it does not cover all possibilities with furniture but I do get more use of furniture doing this. So the question is what is the potential harm to my game, my saves ,etcetera. Thanks so much for what you do!
OsmelMC Posted September 12, 2022 Author Posted September 12, 2022 54 minutes ago, Ragsinn said: Hi Osmel I am very glad you were able to fix your computer , as I am sure many of us who use your work are. I was wondering in the time your are working on the .json files to make furniture better, can we not use FSF and your framework if we turn off or disable the similar furniture types in one of the mods , rather than cripple FSF I just turn off those furniture's in Sexlab/SLU and let FSF handle them. I am sure it does not cover all possibilities with furniture but I do get more use of furniture doing this. So the question is what is the potential harm to my game, my saves ,etcetera. Thanks so much for what you do! Better use the SLATE to update the animation tags. All the furnitures on FSF are also on SLU+. SLU+ even have a lot more of furnitures and handle more animations than FSF. The crippled version of FSF is just for the hidden marker's placed on the cities that for i know seems to come from another mod. The marker's are mostly for tables and walls, on the inn's and castle's. From my experience you won't need to use the SLATE again because I'm being taking all the precautions to not longer need a Clean System after update the SLU+. In fact now you can update and reset every part of the SexLab without reset the animations if that's what you want. Is true that SLATE take 4 hours of gameplay to get fully applied but the furnitures are not the only tags to update, almost all the animations have some wrong tag or required another tag not even related with the furnitures. So once you apply the SLATE, almost all the animations i know will be used on the right context and that affect all the Mods not just my SLU. But you don't have to be bored all that time, for example i did few Quest while I was waiting for the end of the SLATE and even close the game few times without issues. Of course I also save the game from time to time to make sure of don't lose time if some of the usual Skyrim problem's force me to close the game. Of course you can always turn off my furniture system and let FSF handle all. What you can't do, is have both furniture system working at the same time.
Ragsinn Posted September 12, 2022 Posted September 12, 2022 34 minutes ago, OsmelMC said: Better use the SLATE to update the animation tags. All the furnitures on FSF are also on SLU+. SLU+ even have a lot more of furnitures and handle more animations than FSF. The crippled version of FSF is just for the hidden marker's placed on the cities that for i know seems to come from another mod. The marker's are mostly for tables and walls, on the inn's and castle's. From my experience you won't need to use the SLATE again because I'm being taking all the precautions to not longer need a Clean System after update the SLU+. In fact now you can update and reset every part of the SexLab without reset the animations if that's what you want. Is true that SLATE take 4 hours of gameplay to get fully applied but the furnitures are not the only tags to update, almost all the animations have some wrong tag or required another tag not even related with the furnitures. So once you apply the SLATE, almost all the animations i know will be used on the right context and that affect all the Mods not just my SLU. But you don't have to be bored all that time, for example i did few Quest while I was waiting for the end of the SLATE and even close the game few times without issues. Of course I also save the game from time to time to make sure of don't lose time if some of the usual Skyrim problem's force me to close the game. Of course you can always turn off my furniture system and let FSF handle all. What you can't do, is have both furniture system working at the same time. I have your slate patch, looks like 2500+ tags are in . I do not have a preference for FSF or your work ..I enjoy both. What I do enjoy most is choice, and I do think that is what mods bring to Skyrim. You make, honestly make the game your own. I look forward to what ever tweaks you make for us. In so far as running both mods, we are fortunate that when your mod finds a furniture it shows a choice by name ( example Bedroll, Double bed, Chair ) When FSF finds a furniture no matter what type it says "Use Furniture". Also to be honest when you get the furniture system you make, up the way you want it I may drop FSF , as it would mean less animation files to load up, for now though the way I am using both gives me more choice. If I could have any wish it would be for some mod author to make a tweak for Sex lab Dirty Talk to work for all combinations of Sex. I'm sure if the scripts were just tweaked , there would be 5000 people willing to write lines or make an addon to make use if it . Either way we mod users never know what new thing is around the corner. Thanks very much for your work. 1
Taki17 Posted September 12, 2022 Posted September 12, 2022 (edited) LE version of the latest SLU+ seems to be preventing scripts from compiling, and I suspect there would be runtime errors as well: Spoiler D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslActorAlias.psc(2150,13): variable PO3_SKSEFunctions is undefined D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslActorAlias.psc(2150,31): none is not a known user-defined type D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslActorAlias.psc(2150,57): cannot cast a none to a form, types are incompatible D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(148,10): variable PO3_SKSEFunctions is undefined D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(148,28): none is not a known user-defined type D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(231,16): variable PO3_SKSEFunctions is undefined D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(231,34): none is not a known user-defined type D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(277,33): GetDiffForm is not a function or does not exist D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(277,33): cannot call the member function GetDiffForm alone or on a type, must call it on a variable D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(278,26): GetDiffForm is not a function or does not exist D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(278,26): cannot call the member function GetDiffForm alone or on a type, must call it on a variable D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(298,10): variable PO3_SKSEFunctions is undefined D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(298,28): none is not a known user-defined type D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(400,35): GetMatchingString is not a function or does not exist D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(400,35): cannot call the member function GetMatchingString alone or on a type, must call it on a variable Issue seems to be that the LE scripts are unaltered from the SE codebase and reference functions only found the SE-version of PO3's papyrus extender. Downgrading to the previous verion of SLU+ fixes this, since that version has no reliance on PO3 functions. Edited September 12, 2022 by Taki17
Stevierage Posted September 12, 2022 Posted September 12, 2022 Can confirm script issue compiling on LE. Just changing the movements from 0.50. to 0.10 in sslThreadController, says issue with sslActorAlias and sslFurnitureMarkers. Also is tongues fixed on LE?, can never get them to work, I see the tongues in NPC's inventory but they never get equipped. Same for my PC don't get equipped, nor are they in my inventory, can't even find or add them in console.
NicoleDragoness Posted September 12, 2022 Posted September 12, 2022 Hello, I installed the latest version 2022-09-09 into my LE environment (32bit Computer) with ALL the needed external files (PO3 and so on). I can say the following: 1. WITHOUT the new "Advanced Furniture System" everything works fine and as expected. Very good. 2. WITH the new "Advanced Furniture System" active I noticed two things: A: The ONLY choice for furniture are Beds. I tried several dozens of sex actions, with Player and without player, but the result is always the same: only beds are used. And only beds are "marked" with fluorescent glowing light that persist for several seconds. B: I have a mod that let the Player to "see" and use several idle markers and, for some reasons, I can see also the "SexLab Sex Marker". Normally it disappears after few seconds when the animation ends. In this case there are TWO markers for each scene, one that appears in the place where the Player, or the NPCs in zero position is at the start of the animation, and another one where the animation effectively runs. While the second one disappears after the end as always, the first one remains stuck in place. Luckily I can select and disable it using my Jaxon Postioner but it still an issue. After a while there are several dozens of useless and disturbing (for me with the noted mod) invisible markers. For those who don't have the "use idle markers" and "jaxon positioner" mod it could not be a big problem ... maybe. Or maybe yes, considering how unstable is Skyrim on its own. Anyway, thanks and have a nice day.
OsmelMC Posted September 12, 2022 Author Posted September 12, 2022 5 hours ago, Taki17 said: LE version of the latest SLU+ seems to be preventing scripts from compiling, and I suspect there would be runtime errors as well: Reveal hidden contents D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslActorAlias.psc(2150,13): variable PO3_SKSEFunctions is undefined D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslActorAlias.psc(2150,31): none is not a known user-defined type D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslActorAlias.psc(2150,57): cannot cast a none to a form, types are incompatible D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(148,10): variable PO3_SKSEFunctions is undefined D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(148,28): none is not a known user-defined type D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(231,16): variable PO3_SKSEFunctions is undefined D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(231,34): none is not a known user-defined type D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(277,33): GetDiffForm is not a function or does not exist D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(277,33): cannot call the member function GetDiffForm alone or on a type, must call it on a variable D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(278,26): GetDiffForm is not a function or does not exist D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(278,26): cannot call the member function GetDiffForm alone or on a type, must call it on a variable D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(298,10): variable PO3_SKSEFunctions is undefined D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(298,28): none is not a known user-defined type D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(400,35): GetMatchingString is not a function or does not exist D:\Games\steamapps\common\Skyrim\Data\scripts\Source\sslFurnitureMarkers.psc(400,35): cannot call the member function GetMatchingString alone or on a type, must call it on a variable Issue seems to be that the LE scripts are unaltered from the SE codebase and reference functions only found the SE-version of PO3's papyrus extender. Downgrading to the previous verion of SLU+ fixes this, since that version has no reliance on PO3 functions. None runtime error, just on the compilation and easy solution is compile with the SE version of the PO3. The function in question is the one that identify the ammo to be able to remove it. On LE is done in another way because the scripts first check the presence of the po3 and it's version before try to use it.
OsmelMC Posted September 12, 2022 Author Posted September 12, 2022 2 hours ago, NicoleDragoness said: WITH the new "Advanced Furniture System" active I noticed two things: I will need the papyrus.0.log and the SexLab log too, to be able to check that. Also make sure of use the last version of po3 for LE. 2 hours ago, NicoleDragoness said: I can see also the "SexLab Sex Marker". In part is intentional. I was trying to make it visible to be able to use the positioner but on SE don't work. The idea was have all the visible marker's on another mod folder to be able to switch between visible and invisible for edition and use the Jaxon Positioner to place new invisible marker's like the SexLab marker and the FSF table marker's. The marker's even have a dage to indicate the right direction. You can replace the meshes on the Mod with the original xmarker of the vanilla game. I will try to post the files today. Meanwhile you can copy a SexMarker with the positioner tool and place copies on the most hidden places of the public places of cities and towns (usually behind buildings where nobody can see you). The SexMarker are priority as location to start the scene and is being like that since always but almost nobody use them on it's Mods. Are perfect for location's were you can't find bed's or chairs and you don't want to be see, like in middle of the city. I think is the perfect solution for the hidden places issues of the cities.
OsmelMC Posted September 12, 2022 Author Posted September 12, 2022 3 hours ago, NicoleDragoness said: While the second one disappears after the end as always, the first one remains stuck in place. The one for the actor should disappear by itself at the end of the scene or at least should change position once a new scene of the same thread is called. The scripts are made to recycle the marker's of the actor alias or make a new one if can't find the previous one.
NicoleDragoness Posted September 12, 2022 Posted September 12, 2022 (edited) 3 hours ago, OsmelMC said: Also make sure of use the last version of po3 for LE. I have. PO3's papyrus extender classic v 2.5 downloaded from Nexus. I'm not aware of most recent versions (if exist). You know that I don't have the logging enabled but I'll try to have some logs the next time. 3 hours ago, OsmelMC said: In part is intentional. I was trying to make it visible to be able to use the positioner but on SE don't work. The idea was have all the visible marker's on another mod folder to be able to switch between visible and invisible for edition and use the Jaxon Positioner to place new invisible marker's like the SexLab marker and the FSF table marker's. The marker's even have a dage to indicate the right direction. I think I explained myself the wrong way. What I see is ONLY an activation prompt (default "E") with the description "Use SexLab Marker". I cannot see a "physical thing" in normal game. I can see the marker physically only if I enable the bVisibleMarkers=1 setting in the Skyrim.ini but it has nothing about arrow pointers or similar. If I remember well, it seems like a transparent red cube (or parallelepipedal). Anyway, I'm satisfied how SLU+ works in the classic ways. I didn't noticed issues at all if the "Advanced Furniture System" is disabled. EDIT: About the visible or invisible markers, if I remember well, the mod "Follow Me For Sex" by CPU has the feature to place permanent, deletable (and selectable and moveable if you have Positioner) SexMarkers up to 16 in the Skyrim World. And I know that this mod was also ported into SE envyronment. I think you can ask directly to CPU about the scripting, the meshes and so on, OR you can take a look at his mod. Have a nice day. Edited September 12, 2022 by NicoleDragoness 1
Ragsinn Posted September 13, 2022 Posted September 13, 2022 11 hours ago, OsmelMC said: I will need the papyrus.0.log and the SexLab log too, to be able to check that. Also make sure of use the last version of po3 for LE. In part is intentional. I was trying to make it visible to be able to use the positioner but on SE don't work. The idea was have all the visible marker's on another mod folder to be able to switch between visible and invisible for edition and use the Jaxon Positioner to place new invisible marker's like the SexLab marker and the FSF table marker's. The marker's even have a dage to indicate the right direction. You can replace the meshes on the Mod with the original xmarker of the vanilla game. I will try to post the files today. Meanwhile you can copy a SexMarker with the positioner tool and place copies on the most hidden places of the public places of cities and towns (usually behind buildings where nobody can see you). The SexMarker are priority as location to start the scene and is being like that since always but almost nobody use them on it's Mods. Are perfect for location's were you can't find bed's or chairs and you don't want to be see, like in middle of the city. I think is the perfect solution for the hidden places issues of the cities. I am not running LE but I am running SE and can confirm that the Enchanced furniture is not working for me . I have zipped my logs and included three sets of logs. Testes in the ZBF test zone with matchmaker. I hope this helps. Thanks again for your work. WithCrippler.7z WithCripplerEnchancedFurnitureOff.7z WithoutCrippler.7z
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