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Toys Poll  

992 members have voted

  1. 1. The most important feature in Toys is...

    • The toys themselves
      309
    • Toys Effects & Buffs, incl. transformation & unique escape methods
      193
    • Toys "Love" features... Rousing, Fondle, Denial, Oversexed, Spontaneous Orgasm
      212
    • Animations... Bound, Blind Fall, Spontaneous Orgasm, Signing, & Other
      278
  2. 2. When using Toys, I normally have...

    • Only Toys Framework installed
      134
    • Toys + DD installed
      94
    • Toys + ZAP installed
      135
    • Toys + ZAP + DD installed
      629


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Posted (edited)

nice will definitely try this out now

 

 

Edit - Looks good minus the arms not working. Also I am using the Sanguine Toy Box

 

Spoiler

image.jpeg.c6fc290609b46d9c35cb8097de136934.jpeg

 

Edited by Clea Strange
Posted
39 minutes ago, black-watch said:

it can not sync Rousing with Arousal-Baka´s version

unable to turn it on in MCM settings "Rousing & Denial"

 

Toys&Love does not care which version. It works with any.

If you can't turn sync on in MCM... 3 possible causes:

  1. You are trying to turn sync on too early after starting up the game. Needs a minute
  2. No version of SexLabAroused.esm is found     <---- for this one, If you are using vortex, try purge then redeploy
  3. You have a corrupt save

 

Posted (edited)
4 hours ago, Clea Strange said:

nice will definitely try this out now

 

 

Edit - Looks good minus the arms not working. Also I am using the Sanguine Toy Box

 

  Hide contents

image.jpeg.c6fc290609b46d9c35cb8097de136934.jpeg

 

 

Problem reports for the RC, in discord please.

 

Need more detail....

  1. When does this happen?
  2. Is it consistent?
  3. What happens if you use MCM - Debug - Player Reset?
  4. Did you re-run FNIS?

Tell me in discord please, if you can spend the time :D 

Edited by VirginMarie
Posted
1 hour ago, VirginMarie said:

 

Problem reports for the RC, in discord please.

 

Need more detail....

  1. When does this happen?
  2. Is it consistent?
  3. What happens if you use MCM - Debug - Player Reset?
  4. Did you re-run FNIS?

Tell me in discord please, if you can spend the time :D 

 

sorry I'll go to discord

Posted (edited)

There is an option to disable cover animation anyway?

 

I saw better cover animation, but sadly "cover top only" is very rare to use, because it's only detected by cuirass and clothing keyword.

 

Since I use Underwear mod with same slot with Devious Device slot (49 for Panty, and 56 for Bra). better be only cover top only when she naked and only wearing slot 49 

Edited by Black714
Posted
2 minutes ago, Black714 said:

There is an option to disable cover animation anyway?

 

This mod does not do a cover animation.

 

There's a similar animation for fondling, which can be done both by hotkey, and involuntary. The involuntary has MCM chance options. Set to zero disables.

Posted
42 minutes ago, Black714 said:

There is an option to disable cover animation anyway?

 

I saw better cover animation, but sadly "cover top only" is very rare to use, because it's only detected by cuirass and clothing keyword.

 

Since I use Underwear mod with same slot with Devious Device slot (49 for Panty, and 56 for Bra). better be only cover top only when she naked and only wearing slot 49 

 

Replying again since you edited. 

 

See my first reply. If that does not help, please explain differently, as I don't understand. Picture might help.

Posted (edited)
5 hours ago, VirginMarie said:

 

Replying again since you edited. 

 

See my first reply. If that does not help, please explain differently, as I don't understand. Picture might help.

No, that's my fault. I found a problem. the cover animation that I use come from "EVG Conditional Idles".

 

Now I made it Separately. thanks for the help. Finally I can made it. since cover top only is rare to use. Now it can work both.
 

it should be cover top only when nude and no wearing bra. and cover both if not wearing panty or belt. (Slot 49 and 56)

Edited by Black714
Posted

Teaser Video - When Toys Workshop Love Dance meets the Dark Desires Club

 

Only possible with the next release.

It's the Toys Workshop Love Dance scene triggered when wearing the Skooma Plug toy, with new orgies from Toys&Love.

I decided to stress test it in DDC. Works fine in the club. A little extreme, but what a blast!

 

 

Posted

I started a whole new game, taking Aylis SE base game, removing all the SexLab stuff, and going with just Toys.  After about 30 hours, this is what I found...

 

Spoiler


1) I use Alternate Start so did lots of playing and configuration from the opening jail cell.

1) SexLab was required.  I could not get the Toys Test button to work until sexlab.esm was enabled.  I did not Build Registry or do the Sexlab install.  Just turning on the .esm solved it.

2) The Toys intro quest is really good.  I really enjoy the memory lane of doing research and getting caught in the library.  Nice callback to the Forgotten Bookshelves from the original belts on LL.

3) After that I wandered into the SlaVe storyline and proceeded through training and got my keys.  Remembering that Nightly had some tasks for me, I visited her again. Things got weird.

4) So I took the Simultaneous test of Nightly's. That resulted in losing my newly earned Virginity.  Very amusing that Nocturnal's pet would get me in trouble like this.  Nightly clearly needs more punishment.

5) Freshly broken, I turned of SlaVe events ... i'll go back but wanted to check out Santa's Workshop.

6) I'm running through that now and things are good, but found another problem... With SlaVe disabled, I cannot learn any Shouts at all.  I stopped by a wall in Riften and it glowed, my PC twitched, but the shout would not learn.  I re-enabled SlaVe events, learned the shout.

7) Last test, since wall learning was disabled, I checked Standing Stones. Those still work with SlaVe disabled.

 

Requests

1) I want option to "Only Manually Use Keys to Remove Toys". Right now Keys are automatically used whether I want them to or not.  Too many things try to strip the character (like GoToBed mod).  If I have a key that would work, it gets spent.  But I have the psychology that I want to keep the lesser device and save the key in case a Diabolical version spawns.  I'd rather wear something and hold a key. Right now I can't so I'm stashing keys on my Follower.    I prefer that my PC always has to choose to use a key and try to open device.

2) Can Shout Walls work like Standing Stones and play the animation when SlaVe events are disabled?

3) pls Review the Nightly thing above.  maybe it works properly because she's just that evil.

 

In this playthrough, I have SexLab.esm, but zero experience on the history tab (yay).  I have SexLabAroused.esm but am using the MCM option to disable it.  I miss SexLab Survival, but have taken the minimal approach. I would like to turn on Dark Desires but ... I don't have ZaZ or DD in this build.

 

 

 

 

Posted (edited)
2 hours ago, saphiral said:

I started a whole new game, taking Aylis SE base game, removing all the SexLab stuff, and going with just Toys.  After about 30 hours, this is what I found...

 

SexLab was required.  I could not get the Toys Test button to work until sexlab.esm was enabled.  I did not Build Registry or do the Sexlab install.  Just turning on the .esm solved it.

I can assure you that Sexlab.esm is not required. I do most of my testing with no SL, SLAL, SLA, DD, ZAP.

  • We don't have enough info here to understand
  • We DO know that your game started up without Sexlab, since you were able to run the Toys MCM test, so can rule out any mod having a hard dep on SL
  • I suspect that when you added sexlab.esm, something else changed, and it was the something else that fixed it. Maybe even just needed to start a new game
  • I don't know what Aylis SE base game, removing all the SexLab stuff means. I see that Aylis is a Fallout mods author. Maybe this could be related

Nice callback to the Forgotten Bookshelves

Forbidden Bookcases :D Zed was the guy you had to look for.

 

Simultaneous test of Nightly's. That resulted in losing my newly earned Virginity

Seems you are indicating this to be a problem/bug. But that depends on what was equipped when you started the Trial of Simul. Not just any chastity would stay on, or phase and still protect. I'm guessing this was working as intended. It would also not be unique to that Trial, as this could happen anytime a Love scene plays.

 

With SlaVe disabled, I cannot learn any Shouts at all. 

Working as intended. SLaVE does not have a disable feature, its a "some events on hold" feature. Its only intended for NOT interrupting things like long scenes in another mod. Example: prison mods.

 

Requests

option to "Only Manually Use Keys to Remove Toys"

Only way to do this is to use pop-up menus for the UI. But that would be breaking our Covenants. Can you think of a way for the UI to work without that?

One could argue that its adding some challenge here :P Making you stash keys on your follower hehe. But the reason is the desire to have a pop-up-less experience with toys.

 

Can Shout Walls work like Standing Stones and play the animation when SlaVe events are disabled

Not easily, but the question is... Why are you putting the SLaVE events on hold?

See above for the intent of that feature. I think the solution here is... don't use that feature unless you are in a prison or something (a long scene from another rmod where we don't want Nocturnal messing with you). It should be rare to use it. If you are trying to use it for purposes beyond that, you are going to find out as you go, that its not sufficient in other ways, not just the word walls.

 

pls Review the Nightly thing above

answered above

Edited by VirginMarie
Posted
1 hour ago, VirginMarie said:

 

 

  • I don't know what Aylis SE base game, removing all the SexLab stuff means. I see that Aylis is a Fallout mods author. Maybe this could be related

 

My last Skyrim build was pre-Covid so I started over from scratch. I used this SE build from here as the basis. I just left out 90% of the Loverslab section and instead used Toys as listed on https://virginmarie1.wixsite.com/toys.  It worked pretty well.  The only things of Toys that I'm missing from Toys "significant focus" section are Whorecrux and Dark Desires Club.  This is because I didn't know some of the other compatibility stuff, like ZaZ.

 

 

As for trying to turn off SlaVe some, the Nocturnal mandated Toy collection did not seem to be compatible at all with the Skooma toys.  I wanted to play the various scenarios without them stepping on each other.  Nocturnal pops up on almost every fight and her events fire constantly.  That was distracting and taking me away from the Workshop.  I didn't feel like she was allowing me to give it good attention. 

Posted

Some thoughts about the automatic use of Keys..
 

My thinking is that if I open Inventory and click a Toy, I am interacting with it and trying to remove it. Instead, Toys seem to exercise keys and remove themselves in these cases:
1) another mod removes equipment (e.g. GoToBed). The Toy grabs a key and spends it instead of staying bound to the PC.

2) I click on a pair of gloves forgetting that slot has a locked Toy.  The gloves equip, the Toy unequips, and a Key is spent.

 

In both of these cases, the player did not intend to unlock the Toy.  It just happens and isn't Optional.

 

So what can be done that doesn't force the Toy to ask the player "Did you Intend this?" .,. because that - No. Just No.

 

thoughts 
* a checkbox defaults to TRUE that "Use keys to Unlock Toys".  player unchecks it, result is keys are never even checked. The only removal is breaking, orgasm, or other methods.  leaving it checked works exactly as system does now.

* key objects in skyrim are not really useable so any ideas about "Stashing" or "protecting" keys probably can't be done from keys themselves

* I'll have to look around for other mods that do something like a Keyring function. Drawback is since player has it, Toys would probably use it.

* keep on giving Sofia all my keys and spare devices. She seems to be enjoying that role.

 

Thanks for responding. really awesome work you;ve done here.

 

Posted

I've to say I mostly agree with saphiral on keys (minus the Sophia part ... since no Sophia here. :p). Yes pop-ups would be annoying and should not be introduced. Silent key use is just as annoying though. I understand the feature is mostly for compatibility with DD and DD equipping mods. But having a (default=true) toggle that prevents key usage if set to false and clearly labelling it (in big friendly letters) "disabling this can cause problems with Devious Devices among other things" should work IMHO.

Posted

 

8 hours ago, saphiral said:

As for trying to turn off SlaVe some, the Nocturnal mandated Toy collection did not seem to be compatible at all with the Skooma toys.

 

Its fully compatible. Toys that should not be removed, are not removed. But that's only a few and that is a feature, not in incompatibility.

 

Toys mods are usually designed to respect each other's "cannot be removed" toys. This is built into Toys&Love making it easy to design your quests. Using Toys Workshop as an example, if you meet up with a certain NPC, he will tell you to get rid of the toys before he will give you his sugar. So now part of the story and challenge is to deal with the toys you can't currently remove. Maybe you need to find a key. Maybe you need to finish your Virgin Training so that Nocturnal gives you the key. 

 

Putting SLaVE on hold will not in any way help here, since it's not removing toys.

 

8 hours ago, saphiral said:

 Nocturnal pops up on almost every fight and her events fire constantly. 

 

The only time Nocturnal shows up, is when you shout, or if you have a punishing collar causing her (and others) to whip your misbehaving ass.

 

You can change Nocturnal's behavior in the SLaVE MCM, Encounters tab, making it so she shows up less, or never. This is an alternative to putting the mod on hold. For the collar you want her to show up because that's how you eventually get the collar off. This is independent from the MCM Encounters Tab.

 

8 hours ago, saphiral said:

Some thoughts about the automatic use of Keys..
 

My thinking is that if I open Inventory and click a Toy, I am interacting with it and trying to remove it. Instead, Toys seem to exercise keys and remove themselves in these cases:
1) another mod removes equipment (e.g. GoToBed). The Toy grabs a key and spends it instead of staying bound to the PC.

2) I click on a pair of gloves forgetting that slot has a locked Toy.  The gloves equip, the Toy unequips, and a Key is spent.

 

In both of these cases, the player did not intend to unlock the Toy.  It just happens and isn't Optional.

 

So what can be done that doesn't force the Toy to ask the player "Did you Intend this?" .,. because that - No. Just No.


* a checkbox defaults to TRUE that "Use keys to Unlock Toys".  player unchecks it, result is keys are never even checked. The only removal is breaking, orgasm, or other methods.  leaving it checked works exactly as system does now.

 

I understand, and would love to figure out a solution that does not involve pop-up stuff. Have not found one.

 

The toys in Toys&Love work like vanilla... you just just click on the toy to remove, but for this to work, it must check for a key and use if found, otherwise stop you from removing (technically it's re-equipping). Making this mechanic is essentially not intended by the vanilla game, and is very difficult to do.

 

There's only one method a mod can detect that a toy is removed (an unequip event). The game tells you the armor item is unequipped, period. There's no requesting to unequip or something pre-removal to use. The unequip event does not tell you the following different use caes...

  1. User clicked on an armor item/toy in inventory which caused it to unequip
  2. User swapped a armor item/toy by clicking another armor item/toy/dd/ZAP in the same slot
  3. User dropped 
  4. User moved to another container (you CAN detect if container changed)
  5. Another mod equipped, or it's a Jail/Embassy event

The only differentiation Toys&Love can make is... "is the inventory window open when the unequip happened?". This tells me if its #5 (another mod), versus the others.

 

We cant differentiate between 1, 2, and 3, as Skyrim provides no means. Thus If a checkbox defaults to TRUE that "Use keys to Unlock Toys" is done, then it applies to all, as I have no way to do otherwise. So now, how do you remove the toy? Going back to the MCM and toggling an option, is not going to cut it.

 

I'm not saying this is impossible, but I've not found a solution.

 

2 hours ago, Talesien said:

I've to say I mostly agree with saphiral on keys (minus the Sophia part ... since no Sophia here. :p). Yes pop-ups would be annoying and should not be introduced. Silent key use is just as annoying though. I understand the feature is mostly for compatibility with DD and DD equipping mods. But having a (default=true) toggle that prevents key usage if set to false and clearly labelling it (in big friendly letters) "disabling this can cause problems with Devious Devices among other things" should work IMHO.

 

If you wrap your mind around the above reply, I think you will see why that's not a potential solution. Its beyond the consequences of interactions with DD and ZAP, which would be very problematic for users who don't read (most of you :P ).

Posted (edited)

Hmmmm ... could you make keys 'equipable' (probably means giving them a weapon slot) and then check if a key is equipped, deciding based on that if the toy should be re-equipped or not? (For convenience you might not have to equip the right type of key, as long as you have the right type on you.) It's a slight annoyance, but then so are most DD escape mechanisms (at least) and more of a workaround, but then it would only be for those people who disable the normal unequip function. Of course that requires the hands to be free, to equip items, IIRC locked wristbinds and the like prevent that, not sure if you can work around that.

Edited by Talesien
Posted

Would it be possible to implement, when using a combination of DD mods, and toys, the random equip event to have the same effect as a trapped container when equipped with the 'Lucky Charm' item from DD?
The lucky charm is consumed but the event warded.

Posted
10 hours ago, Talesien said:

Hmmmm ... could you make keys 'equipable' (probably means giving them a weapon slot) and then check if a key is equipped, deciding based on that if the toy should be re-equipped or not? (For convenience you might not have to equip the right type of key, as long as you have the right type on you.) It's a slight annoyance, but then so are most DD escape mechanisms (at least) and more of a workaround, but then it would only be for those people who disable the normal unequip function. Of course that requires the hands to be free, to equip items, IIRC locked wristbinds and the like prevent that, not sure if you can work around that.

 

Think I'd prefer to implement an optional pop up menu over that. Needs to be simple to discover. But my take is that its not necessary. Vanilla skyrim... swapping out an item replaces the item, should work the same. for a toy.  Click carefully if you don't want to consume a key.

 

@saphiral's case of a mod unequipping toys when you sleep... that one I might be able to fix in the future. It should not be happening. Its on my list now to try.

 

 

51 minutes ago, Canaduh said:

Would it be possible to implement, when using a combination of DD mods, and toys, the random equip event to have the same effect as a trapped container when equipped with the 'Lucky Charm' item from DD?
The lucky charm is consumed but the event warded.

 

First, I like your name. I'm a Canadian too. I'm guessing you are eh?

 

I'm not entirely certain if your suggestion pertains at all to the above posts, but I'm replying assuming no.

 

when using a combination of DD mods, and toys

not sure why a combination of mods is important, or related to the idea. If its meant to be for toys from Toys&Love, it would not matter if DD related mods are there or not. It would work just if Toys&Love is present.

 

The Toys mod doing random equip traps, is @Scrab's Toyful Temptations.  It would make sense to implement such feature in TT. But I'd suggest, not copy DCL's Lucky Charm at all. We can do better. How about, if you manage to have a Simultaneous Orgasm, a transforming toy is now "charged" with your orgasmic energies and wards off the next trap? :D It could lose its charge after a timer, plus of course lose the charge if the ward was done once.

 

Maybe post your suggestion on the TT thread :D Course I've already kinda summoned the author. Scrab would need to be interested in implementing.

 

Whatever the case, this feature belongs in a content mod, not the framework. 

Posted

@unknown199824 Copied from your PM...

Quote

 

Greetings,

I have a problem with the Toys&Love Framework.

I Installed the newest SE Version of the Framework (v. 2.11) and the 3ba bodyslide files (v. 2.01) but it dose't work.

In the Setup section of the MCM Menu it says that I have the LE version and that SKSE isn't running.

The Framework and other SLaVe are the only mods that have a Problem. Toybox, wildlife and workshop seemed to work.

 

I added some Pictures with all the Mods installed.

There weren't any problems with FNIS, bodyslide or LOOT.

 

I Thank you for your Time.

 

 

When Toys&Love reports no SKSE, the only thing to look at is SKSE. SKSE must not be installed correctly, or is not functioning. A few possibilities:

  • Maybe you have not started a new game?
  • Maybe wrong version of SKSE installed. Looks like all your stuff is for AE, but is SKSE?
  • Maybe you are not using the mod manager correctly. it would be related to how SKSE is installed
    • I do see errors reported at the bottom of the MO2 screenshots you sent.... for example..... Plugin not found: Shout Like a Virgin
    • I don't use MO2, so I can't help much with installing
    • Someone who uses MO2, reading here, might be able to help you with any particulars for SKSE with MO2

If this does not help, for more help we need...

  1. Run the Toys MCM - Setup Tab - Installation test. Does it pass or fail?
  2. A screenshot of the Setup Tab, so we can see this SKSE error
  3. A screenshot for the MO2 errors I mentioned above. This is to help others reading here help you
  4. Your papyrus log How to get a Papyrus Log
    • We want the log to cover a game session where you.... startup up from desktop.... go to MCM setup tab, see SKSE error... run Installation test... exit to desktop.... grab that log and attach it here
Posted

Greetings and thanks for the Reply,

 

1. I started a new Game, I was still in the abandoned Prison from "Live another Live".

 

2. I have the correct Version of SKSE64 since no other Mod has a problem and the Sexlab Framework says that everything is OK (see Screenshot)

 

20220625202907_1.jpg.b2728257fab48557901ee951b8368bf4.jpg

 

3. The Errors regarding Plugin not found: Shout Like a Virgin appear because I disabled the Mod. After activating them and restarting MO2 these Errors disappeared

 

4. The Installation Test dosen`t  want to Start. I click on "Run" but nothing happens except a message at the bottom appears (see Screenshot)

 

20220625202000_1.jpg.22baee8d9702127ad8aa3e84ec51a6a6.jpg

 

I thank you for your time.

Papyrus.0.log

Posted (edited)
1 hour ago, unknown199824 said:

2. I have the correct Version of SKSE64 since no other Mod has a problem and the Sexlab Framework says that everything is OK (see Screenshot)

 

I agree, its not a SKSE issue.

 

According to your log, Toys&Love is not initializing at all. It's like is only partly there. Somehow, you have an MCM, but nothing initialized. So of course nothing can work, not even its check for SKSE can run (which is why it's showing as failed). The Install Test has no hope of running. Shout Like a Virgin and all Toys mods, have no hope of working. But you have issues beyond Toys Family of mods.

 

This is the only log entry coming from Toys&Love (normally on startup there dozens):

  • [06/25/2022 - 08:28:54PM] Error: toysplayeralias.OnPlayerLoadGame() being called on an invalid object, aborting function call

We have a script on the player, trying to call the main script, but it can't find the object (which would be the Toys script). Skyrim says it does not exist. Hence no initialization can start.

 

 

We have some other hints that your game is not healthy. I suspect that you have a lot more wrong than just Toys&Love not being initialized.

In summary your log has...

  • Warning messages - 296
  • Errors - 174  mostly from Blades Hakama

Having several dozen can be fairly normal but you are beyond that. Most of these might be harmless, but its worth seeing if any give a clue. Here's the clues...

 

SOS is warning..... Reinstall me!!

[06/25/2022 - 08:28:54PM] SOS Warning!
SchlongsOfSkyrim.dll not found, or the installed version is too old.
Found -1, expected 300004.
Please exit the game and reinstall SOS

 

Blades Hakama is spamming errors

[06/25/2022 - 08:28:54PM] Error: File "Blades Hakama SE.esp" does not exist or is not currently loaded.

 

I'm not suggesting that those 2 mods are the cause of the problem, but rather, they could be, or they could be victims of the problem. Toys&Love is a victim of some problem. So what could the root cause be?

 

First, don't trust your Mod Manager, it can get things wrong, or it can be unaware of what you have installed outside of it. You have to baby it. If you had Vortex I'd say... run the purge and redeploy. For MO2, I don't know how you do that. I have no idea what is wrong specifically.

 

You might need to use a process of elimination to find the problem. Or you might need to step through by installing the minimum requirements and building up. You could try completely reinstalling Toys&Love, but I don't think that's going to help, your issue is not this mod. You may need to nuke so you are installing from a clean slate.

Edited by VirginMarie
Posted
15 hours ago, VirginMarie said:

Think I'd prefer to implement an optional pop up menu over that. Needs to be simple to discover. But my take is that its not necessary. Vanilla skyrim... swapping out an item replaces the item, should work the same. for a toy.  Click carefully if you don't want to consume a key.

The problem is NOT losing keys to accidental clicking in the inventory. The problem is losing keys to stuff like SkyUI outfits feature, automatic stripping in baths/beds/etc. if one goes a bit beyond just the Toys (or NSFW mods in general) world there are tons of mods that remove/change what you are wearing automatically or semi-automatically. It gets really, really, really bothersome having to modify all the 2-4 standard outfits I equip with SkyUI hotkeys just because I got another random toy. In that regard DD is superior, it is susceptible to the slot removal by SkyUI (or was, supposedly the latest beta at least does not break anymore shoudl that happen), but otherwise it didn't eat through your scant keys for nothing. Sadly Toys does. OTOH getting a popup everytime I hit F4 (for my range combat setup) or F1 (for melee), not sure that would be better, likely would annoy the hell outta me very fast, considering how often I hit those keys.
Add something like @OsmelMC nifty Outfit Manager that can modify your outfit depending on a multitude of conditions (like why is Serana the only sensible person in Skyrim? Why does the DB not bother to remove his/her had, helmet, whatever when entering a building?) and you quickly end up with a massive mess one way or another.


There got to be a middle way. Perhaps a hotkey to block or unblock key usage? (And a simple message in the notification area if you tried to remove a toy while key usage is blocked, just for the forgetful or obtuse ones ... well likely more for the forgetful ones. ?)

Posted (edited)
16 minutes ago, Talesien said:

The problem is NOT losing keys to accidental clicking in the inventory. The problem is losing keys to stuff like SkyUI outfits feature, automatic stripping in baths/beds/etc.

 

And for that, I've said above... its on my list... I think I can fix it in the future.  This would not require a change in design, or using pop ups etc.

Edited by VirginMarie

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