JSmith20142 Posted September 16, 2013 Posted September 16, 2013 Not having your womb energy update for 7 whole days is really not a problem. I maintain that if you have to do this at all, on menstruation is the time to do it. It simply does not have to be done often. You are also going to see a lot more pregnancies - unrealistically many, IMO, if you update the energy of ova/fertilised ova on the ovulation - luteal state change. Doing it once per cycle will avoid this. I don't really buy your reason for 1.15 being an upgrade either; I have games with _a lot_ of NPCs with 1.12 - I run a modded version of HiyokoClub that has allowed me to have 600 hiyoko children alone, never mind crowded roads, crowded cities, F2CHLives etc. From what I've seen, the TC scripts don't kick in often enough to cause problems. LibertyPrime, I'd suggest you run the tamago/hiyoko cleanups before uninstalling. You don't want to leave Hiyoko zombies in the world.
kingkong Posted September 16, 2013 Posted September 16, 2013 This mod is script heavy, right? I'm asking this because my FPS lowered dramatically since I installed a LWPK plugin but I'm not sure which. I'm fairly certain it's TamagoClub/HiyokoClub, though. If so, are there any negative consequences of uninstalling it DURING a playthrough, assuming my character isn't pregnant? to add of what JSmith20142 said you need to look if you gave administrator autorisation and ofcourse and most certainly you need to check you obse plugin like pluggy and elys the last version is preferable and did you install blockhead ?
perfectioncat Posted September 17, 2013 Posted September 17, 2013 I do not understand a meaning even if I translate contribution content. I think that you should show the data which at least you inspected. You have the past that insisted on the script that a problem is not improved more than a half year. And I stop that an argument increases it further because I do not use Mod distributed here. Because the data which I showed are the things which machine-translated it, I may not understand a meaning. However, there is already the answer to your question there. <- (GetAV Energy) Finally I advise it. The author shows a parameter so that a user regulates probability for some phenomena. It is arrangement to leave some adjustment to a user even if this does not consider the complicated factor that a system manages. You must consider it not to break the meaning by remodeling the system. You must inspect whether it comes to become around it numerical value if you set a certain parameter in 5%. Please keep the remodeling that thought about balance of the whole system in mind without being seized with one phenomenon. japanese original 最後にアドバイスをしておきます。 作者はいくつかの事象に対してユーザーが確率を調整できるようにパラメータを公開している。 これはシステムが管理している複雑な要因を考慮しなくてもある程度の調整をユーザーに任せるための計らいである。 システムを改造することでその意味を崩さないように考慮しなくてはならない。 あるパラメータを5%に設定したら、それ数値前後になるようになっているかを検証しなければならない。 ひとつの現象に囚われずにシステム全体のバランスを考えた改造を心掛けてください。 I hope that you advance to the right direction. Bye.
JSmith20142 Posted September 17, 2013 Posted September 17, 2013 The more I think about this, the more I shudder at the consequences of resetting/updating the energy levels of everything on every state change. It will now become possible for fertilised ova that failed to implant to make it through the next menstrual cycle, _even surviving through pregnancy_ . As I think PerfectionCat is saying, there seems to be a danger that you are changing the basic nature of the mod, which is fine, but you should then call it something else, as it is no longer simply an update of Tamago Club.
Supierce Posted September 17, 2013 Posted September 17, 2013 What is Energy (GetAV Energy)? In the Wiki it's descriped for NPC and Creature, does PC have it? ... If I recalculate it on beginning of each early follicular phase, one complete phase of menstruation cycle will depend on the value. Thats default 7 ingame days? Thats why I recalculate the value on each state change. Energy Level is one of the AI Attributes. The PC does have it, but I don't know if it ever comes into play. I think womb energy should be fairly dynamic. Calculating it only once per cycle seems like a pretty long time, although definitely better than freezing it at character creation. Also, sperm, ova, and fertilized ova have energy levels too. Are those anything we should be looking at? Lastly, Tamago Break has its own formula for fetus health and miscarriage. How does that interact with the calculations here?
rghost Posted September 17, 2013 Posted September 17, 2013 The more I think about this, the more I shudder at the consequences of resetting/updating the energy levels of everything on every state change. It will now become possible for fertilised ova that failed to implant to make it through the next menstrual cycle, _even surviving through pregnancy_ . As I think PerfectionCat is saying, there seems to be a danger that you are changing the basic nature of the mod, which is fine, but you should then call it something else, as it is no longer simply an update of Tamago Club. How should the fertilized ova survive the next menstrual cycle? The energy level will not reset for all other things. This is not touched.
rghost Posted September 17, 2013 Posted September 17, 2013 What is Energy (GetAV Energy)? In the Wiki it's descriped for NPC and Creature, does PC have it? ... If I recalculate it on beginning of each early follicular phase, one complete phase of menstruation cycle will depend on the value. Thats default 7 ingame days? Thats why I recalculate the value on each state change. Energy Level is one of the AI Attributes. The PC does have it, but I don't know if it ever comes into play. I think womb energy should be fairly dynamic. Calculating it only once per cycle seems like a pretty long time, although definitely better than freezing it at character creation. Also, sperm, ova, and fertilized ova have energy levels too. Are those anything we should be looking at? Lastly, Tamago Break has its own formula for fetus health and miscarriage. How does that interact with the calculations here? Tamago Break uses EventHandler "Conception". So it is not changed in its function. Also it doesn't uses energy values, only health and desease.
JSmith20142 Posted September 17, 2013 Posted September 17, 2013 Quote (Supierce) : " I think womb energy should be fairly dynamic. Calculating it only once per cycle seems like a pretty long time, although definitely better than freezing it at character creation". What is your basis for saying this? Once per cycle is actually a very short time. On every state change is, to be honest, ridiculous. In my writeup of TamagoFertilityClinic I recommended the player character taking the Womb Energy Drink (which reruns the calculation) once every 5 - 10 _levels_, which I still think is about right. Given that endurance and luck are major factors, how are these supposed to change radically over 2 - 3 days game time? rghost : OK, so what are you proposing to recalculate every state change? Just the womb energy? Pointless, as I said above, as endurance and luck are very unlikely to have changed. Sperm energy? All you have to do is adjust the lifetime in the ini file setting; and the peerless variety live too long anyway. Unnecessary. The likelihood of a sperm successfully fertilising an ovum is a numbers game and timing, just like RL. Ova? I have no problem with making all newly created ova peerless quality, but they should not be routinely 'recharged' at the ovulation - luteal boundary. Same with fertilised ova, make them all peerless on creation if you like (in which case you don't actually need womb energy as a variable at all), but they should not be 'recharged' on the next state change; i.e. when the womb goes to luteal phase. If ova / fertilised ova are 'recharged' - have their energy level recalculated - on every state change, well, it is possible for a peerless fertilised ovum to live for 3 days, which will take it to the next state change, whereupon is reverts to peerless, and lives for the next 3 days ... right though pregnancy if that is what's happening. This would be silly, so I'm glad to see you state this is not what you plan (but what do you plan?). Reading back through the posts about 'disappearing' ova and sperm, etc, I think there's a lot of missing the point, which is that the original author set out to make the likelihood of any insemination/fertilisation sequence resulting in a pregnancy as close to RL as possible. In the real world, the majority of fertilised ova do disappear without trace because they failed to implant, for whatever reason. I do not think you should change the mainstream progression of the mod to alter this principle.
rghost Posted September 17, 2013 Posted September 17, 2013 Thats the modfied script a4tcsWombOne from debug version above. Most of the changes is debug code, which doesn't change function. I have copied the green code to red marked code. There is no big CPU hit for this code change (if debug code is removed). The menstrual cycle is not changed. It will work the same as before. You can try the debug version and see it yourself. Energy values are printed to console in human readable format. Sorry I don't have more freetime the next days to explain in full detail. I have some RL problems to solve. Only short answers are possible. scn a4tcsWombOnearray_var datashort idxarray_var darray_var cref opref opbref spref spbref meshort stateshort laststateshort awarelong elapsedshort ifloat flong llong datelong dbtest1long dbtest2Begin Function { data idx } let me := GetSelf if idx < 0 || idx >= ar_Size data->Wombs PrintC "TamagoClub:[ERROR] %n(%i) Womb Index(%.f) out of range" me me idx return endif let d := data->Wombs[ idx ] if 0 < ar_Size data->Conceptions let c := data->Conceptions[ 0 ] endif if eval(d->step == 0) AddItemNS a4tcWomb 1 let a4tc.nWomb += 1 let d->Type := 2 let d->Ext := ar_Construct StringMap let d->Producer := me let d->ProducerBase := me.GetBaseObject let d->Owner := me let d->OwnerBase := me.GetBaseObject let d->OriginalOwner := me let d->OriginalOwnerBase := me.GetBaseObject let d->Age := d->ElapsedTime := Rand 0 a4tc.MenstrualPhase30 let d->LastState := d->State := 0 let d->MenstruationDate := data->LastMins + a4tc.RunInterval - d->Age let d->LastMins := data->LastMins + a4tc.RunInterval let l := me.GetAV Luck let d->Energy := d->MaxEnergy := 50 + 0.3 * (me.GetAV Strength + me.GetAV Endurance + me.GetAV Energy + Rand 0 l) let d->step := 1 let d->Place := Call a5cGetParentPlace let d->Count := Call a4tcfGetInitialCountData if idx == 0 Call a5cSetItemCount a4tcMenstruationDate l Call a5cSetItemCount a4tcWombState 0 endif if a4tc.Debug >= 3 DebugPrint "TamagoClub:%n(%i) got a Womb" me me endif let l := Call a4tcfDispatchEvent "OnWomb" 0 ar_Map "Index"::idx "Me"::me "WombOwner"::me "MenstrualOnset": ->MenstruationDate "MenstruationDate": ->MenstruationDate "LastState"::0 "WombState"::0 "AwareState"::0 "Womb": "Data"::data if l < 0 let d->step := l elseif l > 0 let d->MenstruationDate := l endif Call a4tcfRefreshShowItem elseif eval(d->step == 1) while (d->LastMins <= data->LastMins + a4tc.RunInterval) && d->step == 1 if IsActor == 0 && GetItemCount a4tcCryopreserveDevice let d->MenstruationDate += a4tc.RunInterval else if 0 == ar_HasKey d "TimeLag" let d->TimeLag := 0 let f := 25 * (25 + GetAV Endurance + GetAV Luck) / 125 while Rand 0 100 < f let d->TimeLag += a4tc.RunInterval loop endif; if eval(d->Energy < d->MaxEnergy) ; This block doesn't do anything; let d->Energy += 1 + me.GetAV Endurance / 10; if eval(d->Energy > d->MaxEnergy); let d->Energy += d->MaxEnergy ; this seems to be wrong; endif; endif let d->Age += a4tc.RunInterval let d->ElapsedTime += a4tc.RunInterval let laststate := d->State let state := d->State let elapsed := d->ElapsedTime ;Next cycle or pregnancy? if (state < 150 && elapsed < a4tc.MenstrualPhase30) || 0 < ar_Size data->Conceptions let state := Call a4tcfGetWombStateByElapsedTime d->ElapsedTime else let i := 1 if state == 150 || state == 151 if eval(elapsed < a4tc.ChildBedTerm + d->TimeLag) let i := 0 endif elseif elapsed >= a4tc.FetalPhase10 if ar_HasKey d "Delivery" let state := 150 ;ChildBedTerm let elapsed := 0 let i := 0 elseif ar_HasKey d "Miscarriage" let state := 151 ;ChildBedTerm(DeadBirth) let elapsed := 0 let i := 0 endif elseif eval(elapsed < a4tc.MenstrualPhase30 + d->TimeLag) let state := 40 ;time lag let i := 0 endif if i ;Next cycle let d->MenstruationDate := d->LastMins + a4tc.RunInterval let elapsed := 0 let state := Call a4tcfGetWombStateByElapsedTime elapsed ar_Erase d "TimeLag" endif endif let d->ElapsedTime := elapsed let d->State := state if state != laststate let d->LastState := laststate endif if idx == 0 Call a5cSetItemCount a4tcMenstruationDate d->MenstruationDate Call a5cSetItemCount a4tcWombState state if state != laststate let dbtest1 := d->Energy let l := me.GetAV Luck ; Temp fix for frozen womb energy. Frozen womb energy is bad for leveled character let d->Energy := d->MaxEnergy := 50 + 0.3 * (me.GetAV Strength + me.GetAV Endurance + me.GetAV Energy + Rand 0 l) let dbtest2 := d->Energy printc "a4tcsWombOne: %n(%i): Change womb energy, old womb energy: %.0f, new womb energy: %.0f" me me dbtest1 dbtest2 Call a4tcfRefreshShowItem if state == 20 ;Ovulation let i := -9999 while i == -9999 || (Rand 0 100 < a4tc.AdditionalOvulateRate && i < 9) let i := ar_size data->Ovums let data->Ovums[ i ] := ar_Map "step"::0 "Womb": Call a4tcsOvumOne data i loop elseif state == 10 || state == 110 ;reset counter if ar_HasKey d "Delivery" ar_Erase d "Delivery" endif if ar_HasKey d "Miscarriage" ar_Erase d "Miscarriage" endif if eval(state == 110 && data->AwareState != 110) let aware := 40 endif endif let l := Call a4tcfDispatchEvent "OnWombStateChange" state ar_Map "Index"::idx "Me"::me "WombOwner"::me "MenstrualOnset": ->MenstruationDate "MenstruationDate": ->MenstruationDate "LastState"::laststate "WombState"::state "AwareState"::data->AwareState "Womb": "Data"::data if l < 0 let d->step := l elseif l > 0 let d->MenstruationDate := l let d->ElapsedTime := d->LastMins + a4tc.RunInterval - d->MenstruationDate Call a5cSetItemCount a4tcMenstruationDate l endif endif if eval(aware || state != data->AwareState) if Call a4tcRandWithLog (100 * (state == 10 || state == 120 || state >= 150) + a4tc.AwareRate * (25 + GetAV Intelligence + GetAV Luck) / 125) ar_Null ar_Null let aware := state endif if aware let l := data->LastAwareState := data->AwareState let data->AwareState := aware Call a5cSetItemCount a4tcAwareState aware if a4tc.Debug >= 4 DebugPrint "TamagoClub:%n(%i) AwareStateChange(%.f -> %.f)" me me l aware endif let date := d->MenstruationDate if c == ar_Null let l := Call a4tcfDispatchEvent "OnAwareStateChange" state ar_Map "Index"::idx "Me"::me "WombOwner"::me "MenstrualOnset"::date "MenstruationDate"::date "LastState"::l "WombState"::state "AwareState"::aware "Womb": "Data"::data else let op := c->FertilizedOvum->Ovum->Producer let opb := c->FertilizedOvum->Ovum->ProducerBase let sp := c->FertilizedOvum->Sperm->Producer let spb := c->FertilizedOvum->Sperm->ProducerBase let l := Call a4tcfDispatchEvent "OnAwareStateChange" state ar_Map "Index"::idx "Me"::me "WombOwner"::me "MenstrualOnset"::date "MenstruationDate"::date "LastState"::l "WombState"::state "AwareState"::aware "SpermProducer"::sp "SpermProducerBase"::spb "OvumProducer"::op "OvumProducerBase"::opb "PlacentaProducer": ->Producer "PlacentaProducerBase": ->ProducerBase "Sex"::c->Sex "Age"::c->Age "Womb": "Data"::data endif if l < 0 let d->step := l elseif l > 0 let d->MenstruationDate := l let d->ElapsedTime := d->LastMins + a4tc.RunInterval - d->MenstruationDate Call a5cSetItemCount a4tcMenstruationDate l endif endif endif endif let l := Call a4tcfDispatchEvent "OnWomb" 10 ar_Map "Index"::idx "Me"::me "WombOwner"::me "MenstrualOnset": ->MenstruationDate "MenstruationDate": ->MenstruationDate "LastState": ->LastState "WombState"::state "AwareState"::data->AwareState "Womb": "Data"::data if l < 0 let d->step := l else if l > 0 let d->MenstruationDate := l if idx == 0 Call a5cSetItemCount a4tcMenstruationDate l endif endif endif endif let d->LastMins += a4tc.RunInterval loop endif if eval(d->step >= 0) return endif if eval(d->step > -999) if eval(d->step > -10) && a4tc.Debug >= 3 DebugPrint "TamagoClub:The womb dies in %n(%i)" me me endif Call a4tcfDispatchEvent "OnWomb" d->step ar_Map "Index"::idx "Me"::me "WombOwner"::me "MenstrualOnset": ->MenstruationDate "MenstruationDate": ->MenstruationDate "LastState": ->LastState "WombState": ->State "AwareState"::data->AwareState "Womb": "Data"::data endif ar_Erase data->Wombs idx let a4tc.nWomb -= 1 RemoveItemNS a4tcWomb 1 Call a4tcfRefreshShowItemEnd
Supierce Posted September 17, 2013 Posted September 17, 2013 My point about Tamago Break is that having two miscarriage formulas, running at the same time, seems like double jeopardy. I've uninstalled Tamago Break for this reason. Most mods in the Lovers/Tamago system use functions and event handlers to share this kind of calculation. BTW, I agree with JSmith20142 that modeling RL as closely as possible should be the goal here. That's why I was scratching my head over the whole Strength/Agility/Luck thing. I think Health alone might do what we want. It would give mothers an incentive to stay as healthy as possible.
rghost Posted September 17, 2013 Posted September 17, 2013 rghost : OK, so what are you proposing to recalculate every state change? Just the womb energy? Pointless, as I said above, as endurance and luck are very unlikely to have changed. Sperm energy? All you have to do is adjust the lifetime in the ini file setting; and the peerless variety live too long anyway. Unnecessary. The likelihood of a sperm successfully fertilising an ovum is a numbers game and timing, just like RL. Ova? I have no problem with making all newly created ova peerless quality, but they should not be routinely 'recharged' at the ovulation - luteal boundary. Same with fertilised ova, make them all peerless on creation if you like (in which case you don't actually need womb energy as a variable at all), but they should not be 'recharged' on the next state change; i.e. when the womb goes to luteal phase. If ova / fertilised ova are 'recharged' - have their energy level recalculated - on every state change, well, it is possible for a peerless fertilised ovum to live for 3 days, which will take it to the next state change, whereupon is reverts to peerless, and lives for the next 3 days ... right though pregnancy if that is what's happening. This would be silly, so I'm glad to see you state this is not what you plan (but what do you plan?). Reading back through the posts about 'disappearing' ova and sperm, etc, I think there's a lot of missing the point, which is that the original author set out to make the likelihood of any insemination/fertilisation sequence resulting in a pregnancy as close to RL as possible. In the real world, the majority of fertilised ova do disappear without trace because they failed to implant, for whatever reason. I do not think you should change the mainstream progression of the mod to alter this principle. Yes you are mostly right. ova / fertilised ova are not 'recharged'. I have no plans for this. I only want to fix the bugs without have to use additional mods. The bugs I want to fix are listen on post #17, nothing more. Endurance can change during compat, its stated in the wiki. I was only in the cities of oblivion, so i have not seen much combat in oblivion. Also you can use Fortify Endurance (http://www.uesp.net/wiki/Oblivion:Endurance). I don't know how much this will change endurance, but with the random value based on luck, it gives a little dynamic to womb energy. @all If you want to test this in game you can use the debug version of TamagoClub and post the outcome. The old and new womb energy values are printed to console.
rghost Posted September 17, 2013 Posted September 17, 2013 My point about Tamago Break is that having two miscarriage formulas, running at the same time, seems like double jeopardy. I've uninstalled Tamago Break for this reason. Most mods in the Lovers/Tamago system use functions and event handlers to share this kind of calculation. BTW, I agree with JSmith20142 that modeling RL as closely as possible should be the goal here. That's why I was scratching my head over the whole Strength/Agility/Luck thing. I think Health alone might do what we want. It would give mothers an incentive to stay as healthy as possible. Oh, I am using a Tamago Break version with only health and desease check. I have just seen it. TamagoBreak v1.04 uses conception energy, but main function is not changed by the TamagoClub womb energy modification. I won't change the formels in Tamagoclub, the author of TamagoClub is an expert and I'm only a beginner.
Justinof Posted September 17, 2013 Posted September 17, 2013 @Varenne If any offspring of hiyoko has the "I HAVE NO GREETINGS" problem, it means that in your Oblivion installation the race used by that npc is marked as "not playable". You should open your MBP++/x117 .esm files in CS and check if all the races have the "playable" flag, and make the corrections needed. And don't forget to rebuild the bashed patch afterward. I have found some races in MBP++ whitout the playable flag, quite silly don't you think?
mr.bananas Posted September 19, 2013 Posted September 19, 2013 Hello, first time tamago downloader here. Everythings been working fine for me and after some fiddling, Tiber Septims last hope is no longer "only" Martin Septim. However my character doesn't actually look pregnant. Did I do something wrong while installing?
JSmith20142 Posted September 19, 2013 Posted September 19, 2013 Did you install TamagoSetBody, Mr Bananas, and do you have any pregnant body meshes installed? Note also that you may not seen any signs of pregnancy if she is clothed (if the clothing/armor meshes aren't pregnant, she won't appear to be either).
mr.bananas Posted September 19, 2013 Posted September 19, 2013 Did you install TamagoSetBody, Mr Bananas, and do you have any pregnant body meshes installed? Note also that you may not seen any signs of pregnancy if she is clothed (if the clothing/armor meshes aren't pregnant, she won't appear to be either). Thanks for the tip. Didn't had TamagoSetBody nor any pregnant mesh. At last now I know what to look for!
JSmith20142 Posted September 19, 2013 Posted September 19, 2013 One of the SetBody variants (there are several on this site - SetBody is distinct from TamagoSetBody, you need both) will provide the pregnant meshes. I use SetBody2ch-Edition TSpec.
mr.bananas Posted September 21, 2013 Posted September 21, 2013 Alright, I got them all and used the newest Setbody mod and tamagosetbody revisited. It kinda confilicts with break armor but it's not that bad. EDIT: Gave you a "kudos" for the tip
JSmith20142 Posted September 21, 2013 Posted September 21, 2013 I think you are saying either that your fertilised ova 'disappear', so your character doesn't become pregnant, or that your character becomes pregnant then miscarries. Miscarriages are easy to stop; uninstall TamagoBreak - that's all it does. Most fertilised ova die without ever becoming an embryo; this is the same as RL. If this is the problem you are reporting, you have 3 choices. 1) Keep trying. 2) Turn up the implantation rate in the .ini file. The default is 5%, so it's far from impossible for 20 fertilised ova to disappear. The problem with doing this is that it applies to all female NPCs, not just your character and partners. 3) Install TamagoFertilityClinic and buy conception potions from Norbert Lelles. These guarantee that a fertilised ovum will implant - the character becomes pregnant - if the womb in question is in luteal phase.
TheJuice Posted September 23, 2013 Posted September 23, 2013 Forgive me if this has been addressed already but is there any way to set a home for your kids without the MCS or mods akin to it? I'm slave trading and I have LOTS of slaves, and out of no where my son comes up and I keep getting a "you have too many followers" message every few minuets. Does the fertility clinic mod add some spells?
JSmith20142 Posted September 23, 2013 Posted September 23, 2013 jjx2, get HiyokoUtilitySpells from the thread in this section. You can instruct a Hiyoko child to follow any NPC of a playable race. I usually assign them to some harmless townsperson. Dismiss them as MCS companions and release them from slavery; they'll happily follow their new 'parent'. This was the major reason I wrote the mod.
JSmith20142 Posted September 23, 2013 Posted September 23, 2013 potato_master, I appreciate that English is not your first language, but what you just posted makes no sense at all. You cannot have a miscarriage after birth. Are you saying that _all_ pregnancies go into the postterm pregnancy stage, and then miscarry? Does the womb state actually say postterm pregnancy? I see this maybe one time in 100, so something is very wrong in your game if it's 100% for you. I found the 1% chance to be too high, so edited TC to disallow such miscarriages, but that edit relies on this being an unusual event and wouldn't help in your case. Edit : Wait a moment, do you have a HiyokoGenerator installed? No births are possible without one. Post your load order, please.
ninth_alt Posted September 24, 2013 Posted September 24, 2013 Are there any generators that don't require MBP?
JSmith20142 Posted September 24, 2013 Posted September 24, 2013 9th_alt, the trouble is that the x117 race requires MBP, so without it the 'children' pretty much have to be vanilla race adults. I do have such a generator somewhere, but can't seem to find it atm, and don't have a link, but found the appearance of the 'children' a deal-breaker. Just scaling down vanilla races to make children doesn't really work - if you want an example of this, take a look at the 'child' in http://www.etinarkayego.com
rghost Posted October 22, 2013 Posted October 22, 2013 I have updated the post with new debug version of TamagoClub.
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