Popular Post DocToska Posted September 3, 2020 Popular Post Posted September 3, 2020 View File DWToska-CK3 for Tours & Tournaments (v1.9) [CK3] DWToska - for Royal Courts (v.1.9.*) Introduction: Way back I authored the "[CK2] Dark World Reborn: Toska" mod. When CK3 came out, I released the v1.0.X versions of this mod. Which was pretty much the first sexual content mod for CK3 on LoversLab, allowing to rape courtiers and prisoners, but had nothing else. As time went on, that version of the mod became entirely obsolete. Now with both CK3 "Royal Courts" out and well thought out frameworks such as Carnalitas around (mad props to Cheri Song!), I overhauled DWToska and released v2.0.X of it. Over the years I got lots of feeback and the most asked for feature was a functionality from the CK2 versions of DWToska: Raping, killing and/or imprisonment after battles, sieges and raids. As frameworks such as Carnalitas are already have a really good coverage of every sexual content you could want, this version of DWToska just adds what has been asked for: Raping, killing and/or imprisonment after battles, sieges and raids! \o/ That functionality for Crusader Kings 3 (v1.9) "Tours & Tournaments" is included in the mod available as "DWToska2", current version: v2.0.6. I also got asked to publish an updated version of the old "Rape Courtier" and "Rape Prisoner" functionality, which this mod initially had. However, as other mods such as Carnalitas or submods of it often provide similar functionality, I rolled this into a separate mod called "DWToska3", current version: v3.0.0. You can install both at the same time if you want both functionalities. Summary: DWToska2: Raping, killing and/or imprisonment after battles, sieges and raids! DWToska3: Rape Courtiers / Rape Prisoners (CBO+CC ready) How it works: When the mod is enabled, nothing changes at first. Until you go to "Decisions" and use the decision "We can rape and pillage". You can turn that off at any time, using the opposite decision "We won't rape and pillage" that is only visible if you're already a bad boy (or girl). With "We can rape and pillage" active, the following new battle (or raid) interactions will occur when you are leading an army yourself: After a successful siege of Barony you can have your way with the liege of that barony (if he's there)and/or two attractive courtiers After a successful raid of a Barony you can have your way with the liege of that barony (if he's there) and/or two attractive courtiers During battles you might enounter an enemy knight or leader and you can have your way with them. Duels (to the death) with high ranking captives of martial age are now possible. Performing a non-voluntary action against captives from siege, raids or battles has a prowess based chance of failing with negative consequences for you. Screenshots of everything relevant are provided above. This works for both male and female rulers when leading the army. Aside from existing lieges, generals and knights you might also get presented with freshly created bonus victims that match the sexuality of your character. So if you're heterosexual, these randomly generated victims are of the opposite sex. If you are bisexual, then you get random victims that suit your need. Frequency of capture events and available traits of randomly generated bonus victims can be configured via game rules. Posing and animations of characters are stock CK3 and all sex interactions use the events present in Carnalitas, which is now a requirement for this mod to work. Requirements: For DWToska2/DWToska3: Carnalitas For DWToska3: Character Body Overhaul + Carnal Court for CK3 v1.9 (optional) Supported ingame languages (DWToska2): English French (machine translation) German (machine translation) Korean (machine translation) Russian (machine translation) Spanish (machine translation) Simplified Chinese (partial machine translation) Supported ingame languages (DWToska3): English Known issues: If you have the right army strength and use the default game rules of this mod, then this mod is stupidly overpowered and should not be taken serious. You can pretty much run wild and just straight out murder your enemies in wars or raids by imprisoning or killing their leaders, generals and kights in successive battles. That's why you can turn the features provided in this mod on and off via a decission at any time and can adjust frequency of events and traits of randomly generated victims via game rules. The error.log isn't entirely clean and there are some issues, but the mod works and doesn't cause crashes as far as I can tell. The errors happen when the events to create the random bonus victims fires and can't find the scope of the barony's owner, because there is none. This should be easy to fix, but I haven't figured that one out yet. Like said: It works, so ... /shrug Submitter DocToska Submitted 09/03/2020 Category Crusader Kings 3 Requires Carnalitas 23
wolfiespring Posted September 3, 2020 Posted September 3, 2020 Welcome back Toska ❤️ Any chance we can get the bestiality content as well? 2
whateverdontcare Posted September 3, 2020 Posted September 3, 2020 Rather than just a plain 50% chance of pregnancy, I think the base game has actually implemented something similar to the Dark World style "have sex" events with their math to calculate a chance of pregnancy. I've gotten events where one option says that I will lay with someone. You can take a look at events/scheme_events/seduce_scheme. In the ongoing events for example there's show_as_tooltip = { had_sex_with_effect = { CHARACTER = scope:owner PREGNANCY_CHANCE = seduce_pregnancy_chance } } Or in the events/lifestyles/intrigue_lifestyle/intrigue_temptation_events you can see a whole bunch of the had_sex_with_effect had_sex_with_effect = { CHARACTER = scope:guest_lover PREGNANCY_CHANCE = pregnancy_chance } You'd want to do a bit more digging around yourself, for which pregnancy chance is best, but you should definitely use the had_sex_with_effect here.
DocToska Posted September 3, 2020 Author Posted September 3, 2020 17 minutes ago, wolfiespring said: Welcome back Toska ❤️ Any chance we can get the bestiality content as well? Thank you! Ah, not sure if I want to go there. We'll see. 1
DocToska Posted September 3, 2020 Author Posted September 3, 2020 3 minutes ago, whateverdontcare said: You'd want to do a bit more digging around yourself, for which pregnancy chance is best, but you should definitely use the had_sex_with_effect here. Yeah, I played around with the 'had_sex_with_effect' stuff and couldn't get the pregnancy firing. I must have messed up the scopes somewhere. I'll give it another look. 1
srx47 Posted September 3, 2020 Posted September 3, 2020 DocToska maybe you could find what shit blocks same sex marriage? >_> can't do my glorious futa empire that way...
Atamisk Posted September 3, 2020 Posted September 3, 2020 Just a heads up, having an issue. Looks to be a descriptor path issue according to the launcher. Basically I loaded up the game, only other mod is the nude inspect mod, but the options aren't showing. Do I need to have the lustful trait or any specific trigger for the options to show? I'll try fixing the path issue mentioned above and see if that works while waiting for a response. The error message on mouseover, "A mod descriptor file is missing a path to directory containing the mod. Please verify it and try again." Edit: or maybe I'm an idiot and this is to create a branch off of the mod. In any case, The options weren't showing, hence my little searching around for clues. Edit 2: Okay not a complete idiot, I managed to fix it by adding the path in the DWToska.mod file. Add a new line at the bottom(without brackets), [ path="mod/DWToska" ]
jipad Posted September 3, 2020 Posted September 3, 2020 5 hours ago, srx47 said: DocToska maybe you could find what shit blocks same sex marriage? >_> can't do my glorious futa empire that way... I heard its hardcoded, but i think you could try creating a new ethnicity/culture and put female meshes as males. You would need to adapt the clothes too.
Hemiger Posted September 3, 2020 Posted September 3, 2020 10 hours ago, whateverdontcare said: Rather than just a plain 50% chance of pregnancy, I think the base game has actually implemented something similar to the Dark World style "have sex" events with their math to calculate a chance of pregnancy. I've gotten events where one option says that I will lay with someone. You can take a look at events/scheme_events/seduce_scheme. In the ongoing events for example there's show_as_tooltip = { had_sex_with_effect = { CHARACTER = scope:owner PREGNANCY_CHANCE = seduce_pregnancy_chance } } Or in the events/lifestyles/intrigue_lifestyle/intrigue_temptation_events you can see a whole bunch of the had_sex_with_effect had_sex_with_effect = { CHARACTER = scope:guest_lover PREGNANCY_CHANCE = pregnancy_chance } You'd want to do a bit more digging around yourself, for which pregnancy chance is best, but you should definitely use the had_sex_with_effect here. The chance is in the defines file along with a lot of the age pregnancy and enabling portrait section So commons/defines/00_defines.txt That and female chance are no longer hard coded. PORTRAIT_MALE_ADULT_AGE = 1 # The boy -> male portrait change happens at this age PORTRAIT_FEMALE_ADULT_AGE = 1 # The girl -> female portrait change happens at this age were set to 18 while nudity was possible at 16 caused a graphics glitch not changed NChildbirth = { MIN_REPRODUCTION_AGE_IN_HISTORY_DB = 12 # If a historical parent is younger than this when their child is born, we log an error MIN_FEMALE_REPRODUCTION_AGE = 16 MAX_FEMALE_REPRODUCTION_AGE = 55 MIN_MALE_REPRODUCTION_AGE = 16 BASE_NR_OF_CHILDREN_PER_COUPLE = { 1 1 2 3 5 5 } # Based on tier of character or parents; whichever is higher Unlanded, Baron, Count, ..., Emperor CHANCE_OF_LOWERED_CHILD_LIMIT = 0.5 # Chance that the child limit is lowered by 1 EXTRA_CHILDREN_FOR_RULERS = 2 # If either character is a ruler, they get extra children CHARACTER_IN_POOL_CHILD_LIMIT = -1 # If in the pool, child limit is modified by this CHILD_BIRTH_TO_PREGNANCY_WAIT = 3 MALE_FERTILITY_MULTIPLIER_LIMITS = { 70 60 50 40 35 } # Ages where fertility multiplier is applied 25 means up to 25, needs to be sorted in descending order MALE_FERTILITY_MULTIPLIER = { 0.5 0.6 0.7 0.8 0.9 1.0 } # Multiplier values based on age limits from FERTILITY_MULTIPLIER_LIMITS should have an extra value at the beginning for characters older than first limit FEMALE_FERTILITY_MULTIPLIER_LIMITS = { 45 40 35 30 25 } # Ages where fertility multiplier is applied 25 means up to 25, needs to be sorted in descending order FEMALE_FERTILITY_MULTIPLIER = { 0.1 0.33 0.5 0.7 0.8 0.9 } # Multiplier values based on age limits from FERTILITY_MULTIPLIER_LIMITS should have an extra value at the beginning for characters older than first limit MOTHER_FERTILITY_REDUCTION_PER_PREVIOUS_CHILD = 0.05 LOW_FERTILITY = 0.1 PRIMARY_SPOUSE_FERTILITY_MULTIPLIER = 3 SECONDARY_SPOUSE_FERTILITY_MULTIPLIER = 1.5 CONCUBINE_FERTILITY_MULTIPLIER = 1 NOT_SPOUSE_FERTILITY_MULTIPLIER = 1 NON_RULER_FERTILITY_MULTIPLIER = 0.85 # If neither parent is a ruler, resulting fertility gets multiplied by this FERTILITY_CHANCE_MULTIPLIER = 4.75 # Fertility is an average between the father and the mother (if the mother has 0.3 and the father 0.5, the average is 0.4), this number is then multiplied by this multiplier to produce the percentage chance of impregnation. Impregnation is checked every month. MIN_FERTILITY_CHANCE = 1 MAX_FERTILITY_CHANCE = 25 TWIN_BASE_CHANCE = 0.02 TWIN_BONUS_MAX_AGE = 35 TWIN_BONUS_MIN_AGE = 25 TWIN_BONUS_CHANCE = 0.1 TWIN_MOTHER_HAD_TWINS_BONUS = 0.25 TWIN_GRANDMOTHER_HAD_TWINS_BONUS = 0.3 IDENTICAL_TWIN_CHANCE = 0.25 PREGNANCY_DAYS = 280 DAYS_TO_PREGNANCY_REVEAL = 60 FEMALE_CHANCE = 75 NEWBORN_HEALTH_BASE = 4.5 NEWBORN_HEALTH_SPAN = 0.5 NEWBORN_HEALTH_FEMALE_BONUS = 2.5 INHERIT_RECESSIVE_GENE_CHANCE = 0.25 # Probability of a recessive gene being picked as a child's dominant/recessive gene. Only used for portraits # Note that the recessive chance is checked only if inheriting it outright fails # Chances are in %. Values above 100% work and can make sense if there's modifiers that might reduce the chance ACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 80 # Chance of outright inheriting a genetic trait if both parents have it ACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 50 # Chance of outright inheriting a genetic trait if one parent has it, and one is carrying it recessively ACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 25 # Chance of outright inheriting a genetic trait if one parent has it ACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 10 # Chance of outright inheriting a genetic trait if both parents are carrying it ACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 2 # Chance of outright inheriting a genetic trait if one parent is carrying it INACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 150 # Chance of recessively inheriting a genetic trait if both parents have it. Deliberately over 100% so even if it is a bad trait, the modifiers to inheritance won't let you avoid it INACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 100 # Chance of recessively inheriting a genetic trait if one parent has it, and one is carrying it recessively INACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 75 # Chance of recessively inheriting a genetic trait if one parent has it INACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 50 # Chance of recessively inheriting a genetic trait if both parents are carrying it INACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 25 # Chance of recessively inheriting a genetic trait if one parent is carrying it # General logic for tiered trait inheritance: # 1. Start from highest trait # 2. Calc active chance. Lower tiers ( including inactive ) count as inactive of the tier. Each level down beyond the first multiplies chance by a define # 3. If active, use it; DONE # 4. Otherwise, go down a tier, if inactive pretend 1 more parent has that tier active, otherwise 1 more parent has it inactive.GOTO 2 MATCHED_TRAIT_DIFFERENCE_MULT = 0.2 # When trying to inherit a tiered genetic trait, and the other person has one of lower tier, we pretend that means they've got the higher tier one recessively, and reduce the chance of inheritance by this much per tier further down than 1 the other parent's trait is TIER_TRAIT_REDUCTION_MULT = 0.4 # When going down a tier, add this chance FERTILITY_LEVELS = { 0.0 0.2 0.6 0.8 } # The thresholds for each fertility level INBREEDING_ANCESTOR_GENERATIONS = 4 # How many generations are checked for common ancestors of the both parents (including the parents) for the purposes of getting the inbreeding trait and the pure-blooded trait INBRED_CHANCE_ANCESTOR_COUNT_LEVELS = { 15 17 20 22 } # Numbers of common ancestors defining different level of inbreeding chance (one extra level above the max value) INBRED_CHANCE_FACTOR_LEVELS = { 0.33 0.75 1 2 3 } # Inbreeding chance factors for different level. The final chance in percent is given by the number of common ancestors X corresponding level factor X inbreeding chance modifier PUREBLOODED_CHANCE_ANCESTOR_COUNT_LEVELS = { 20 22 } # Same as INBRED_CHANCE_ANCESTOR_COUNT_LEVELS, but for the "pure-blooded" trait. PUREBLOODED_CHANCE_FACTOR_LEVELS = { 0 0.15 0.3 } # Same as INBRED_CHANCE_FACTOR_LEVELS, but for the "pure-blooded" trait. TRAIT_REINFORCEMENT_CHANCE = 0.5 # The chance that a trait that gets inherited from both parents will get reinforced to a higher level. EXTRA_CHILDREN_FOR_PLAYERS = 50 # Num of extra children players can have before reaching living child limit EXTRA_CHILDREN_PER_EXTRA_SPOUSE = 3 # Num of extra children per spouse above one before reaching living child limit EXTRA_CHILDREN_PER_EXTRA_CONCUBINE = 3 # Num of extra children per concubine above one before reaching living child limit EXTRA_FERTILITY_FOR_FIRST_CHILD = 0.0 # Extra fertility if the couple are primary spouses and have no children together EXTRA_FERTILITY_FOR_FIRST_RULER_CHILD = 0.2 # Extra fertility if the couple are primary spouses and have no children together, and at least one of them is a ruler DIVINE_MARRIAGE_FERTILITY_MULTIPLIER = 5 # Multiplier if the couple is close or extended family and their faith allows divine marriage CLOSE_FAMILY_FERTILITY_MULTIPLIER = 2 # Multiplier if the couple is close family and their faith does not allow divine marriage EXTENDED_FAMILY_FERTILITY_MULTIPLIER = 2 # Multiplier if the couple is extended family and their faith does not allow divine marriage FERTILITY_IN_POOL_MULTIPLIER = 0.25 # Characters in the pool will have their fertility multiplied by this } I've changed a few things in there but that was basicly the limiter for fertilty and child amounts also setting how well traits inherit at base values
justaclonbro Posted September 3, 2020 Posted September 3, 2020 About pregnancy,you only get a chance of getting her pregnant or she gets pregnant 100% if you are amale and she a female?I didnt understand that part
DocToska Posted September 3, 2020 Author Posted September 3, 2020 8 hours ago, Atamisk said: Edit 2: managed to fix it by adding the path in the DWToska.mod file. Add a new line at the bottom(without brackets), [ path="mod/DWToska" ] Thank you. I'll fix that in an updated version. May have that out later today. 1
whateverdontcare Posted September 3, 2020 Posted September 3, 2020 1 hour ago, Hemiger said: The chance is in the defines file along with a lot of the age pregnancy and enabling portrait section So commons/defines/00_defines.txt That and female chance are no longer hard coded. -snip- I've changed a few things in there but that was basicly the limiter for fertilty and child amounts also setting how well traits inherit at base values I think you're looking at the completely wrong thing here. That's the pregnancy chance for being married, or just passively in a relationship that might result in pregnancy. It very clearly says FERTILITY_CHANCE_MULTIPLIER = 4.75 # Fertility is an average between the father and the mother (if the mother has 0.3 and the father 0.5, the average is 0.4), this number is then multiplied by this multiplier to produce the percentage chance of impregnation. Impregnation is checked every month. I'm looking at the had_sex_with_effect. I've been able to find it within scripted_effects/romance_effects and it has a lot of stuff about what to do with the had_sex_with_effect but the pregnancy chance is still just random = { chance = $PREGNANCY_CHANCE$ make_pregnant = { father = $CHARACTER$ } } Which I'm pretty sure means it refers to our PREGNANCY_CHANCE = pregnancy_chance from earlier. Somewhere else is probably a definition of pregnancy_chance, and seduce_pregnancy_chance, but I haven't found it yet.
DocToska Posted September 3, 2020 Author Posted September 3, 2020 2 hours ago, LueRV said: Is it still compatible with 1.0.3? Yes, it is. But I also just uploaded DWToska-1.0.1 with the following fixes: CK3 supported_version=1.0.3 Missing path set in DWToska.mod Pregnancy chance is now determined by using CK3's stock 'had_sex_with_effect' function. Thanks to @whateverdontcare for encouraging me to do it the right way. ? 1
DocToska Posted September 3, 2020 Author Posted September 3, 2020 1 hour ago, justaclonbro said: About pregnancy,you only get a chance of getting her pregnant or she gets pregnant 100% if you are amale and she a female?I didnt understand that part The way it is now in DWToska-1.0.1 it uses CK3's native 'had_sex_with_effect' function. That's part of game\common\scripted_effects\00_romance_effects.txt Let's look at how I use it in a code fragment. This example is simplified, cutting out everything irrelavant but the "act": on_accept = { scope:recipient = { show_as_tooltip = { if = { limit = { is_female = yes is_pregnant = no } had_sex_with_effect = { CHARACTER = scope:actor PREGNANCY_CHANCE = seduce_pregnancy_chance } } } } scope:actor = { show_as_tooltip = { if = { limit = { is_female = yes is_pregnant = no } had_sex_with_effect = { CHARACTER = scope:recipient PREGNANCY_CHANCE = seduce_pregnancy_chance } } } } This still is a bit over the top, as I wouldn't need to make the 'is_female' and 'is_pregnant' checks, because the native CK3 function "had_sex_with_effect" does some checks in that regards on its own. The native CK3 function "had_sex_with_effect" only needs to be fed with a couple of parameters. The minimum being WHO the involved character had sex with. That function has currently 254 lines of code and calculates stress loss/gain for all involved parties, traits, gender, age fertility of participants and if there are any secrets or scandals involved (incest, etc.). So at the end of the day pregancy involved a fertile man and fertile woman and only the woman then has a chance of getting pregnant. If you are a female and rape a courtier or prisoner and you both are fertile, then the usual base chance for pregnancy kicks in as well and the female raper can get pregnant. Likewise: A male liege raping a female courtier or prisoner has a chance of making her pregnant. 1
dewguru Posted September 3, 2020 Posted September 3, 2020 6 hours ago, jipad said: I heard its hardcoded, but i think you could try creating a new ethnicity/culture and put female meshes as males. You would need to adapt the clothes too. According to a Q&A session, marriage is no longer hard coded. There is supposed to be a way now to set-up a marriage to be possible if certain conditions are met. So a mod could have a marriage take place between the same sex. I just started looking at the code aspects today, so I can't say exactly how it's done yet. Just that the developer that did the Q&A indicated it was indeed possible now.
MrBabado Posted September 3, 2020 Posted September 3, 2020 I have no idea how to install this, please help.
rhiper Posted September 3, 2020 Posted September 3, 2020 16 minutes ago, dewguru said: According to a Q&A session, marriage is no longer hard coded. There is supposed to be a way now to set-up a marriage to be possible if certain conditions are met. So a mod could have a marriage take place between the same sex. I just started looking at the code aspects today, so I can't say exactly how it's done yet. Just that the developer that did the Q&A indicated it was indeed possible now. in a certain way the marriage still IS hardcoced trough arrange_marriage_interaction that does some unaccessible magic"Q: What does the special interaction type arrange_marriage_interaction do?" "A: special_interaction = arrange_marriage_interaction will add extra marriage info to the interaction, this info makes the game show the special marriage interfaces when setting up an interaction or replying to it. It's also used by the ai in knowing which interaction to use when setting up marriages. It automatically marries/betroths the secondary participants and sets up alliances and hands out prestige."
rhiper Posted September 3, 2020 Posted September 3, 2020 Btw toska, just a question? (or suggestion?) about one thing, why do you set nakedness in the interaction add_character_flag = { flag = is_naked days = 1 } and then in the event you have right_portrait = { character = scope:recipient animation = prisondungeon # fear remove_default_outfit = yes } when you could set the nakedness right in the event right_portrait = { character = scope:recipient animation = prisondungeon # fear triggered_outfit = { remove_default_outfit = yes outfit_tags = { no_clothes } } } (I noticed this when searching trough base game events)
justaclonbro Posted September 3, 2020 Posted September 3, 2020 1 hour ago, Mrbalth said: I have no idea how to install this, please help. This works for me 1-copy and paste the files inside your mod folder 2-open the launcher 3-click "mods" 4-click"manage mods" 5-Enable the mod
fakyfaky Posted September 4, 2020 Posted September 4, 2020 Can you get raped while being a prisoner? Will a courtier/family member of yours who is imprisoned by another ruler get raped? Will NPC rulers rape their NPC prisoners?
justaclonbro Posted September 4, 2020 Posted September 4, 2020 Are you able to rape somone after kidnaping her?I havent kidnaped anyone so i dont know if when you kindap somone she counts as a prisioner or no
DocToska Posted September 4, 2020 Author Posted September 4, 2020 1 hour ago, rhipeen said: Btw toska, just a question? (or suggestion?) about one thing, why do you set nakedness in the interaction add_character_flag = { flag = is_naked days = 1 } and then in the event you have right_portrait = { character = scope:recipient animation = prisondungeon # fear remove_default_outfit = yes } when you could set the nakedness right in the event right_portrait = { character = scope:recipient animation = prisondungeon # fear triggered_outfit = { remove_default_outfit = yes outfit_tags = { no_clothes } } } (I noticed this when searching trough base game events) When I played around with it I noticed that the behaviour for "is_naked" and "remove_default_outfit" is slightly different. The funny part is also that neither seems to work in certain circumstances. Very old or very young people won't get naked. But also adults with the correct age will not be stripped naked if they are wearing at least one specific outfit that I know of. There may be more. For that reason I added both methods. I could have combined them into the same call, though. That is true. There is a game file that defines the outfits depending on culture/race, gender and age, so I'm fairly certain that this can be modded according to our needs.
DocToska Posted September 4, 2020 Author Posted September 4, 2020 1 minute ago, justaclonbro said: Are you able to rape somone after kidnaping her?I havent kidnaped anyone so i dont know if when you kindap somone she counts as a prisioner or no I think kindnapped people count as prisoners. So yeah. That should work. Provided they are of the opposite gender and adults. 1
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