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17 hours ago, gargamel9 said:

This is curious. I was planning on using Pama's Deadly Furniture scripts, but decided to rather implement it through an addon for the quarry, at some point. I removed the requirement from the masters' list in CK, and I just doublechecked, and the plugin is no longer listed. It used to be there, though, so before I figure things out, here's a link to the requirement:

But it shouldn't really be a requirement... Or maybe I've placed one I didn't remember.
Sorry for the inconvenience. Here it works fine. But I do have the scripts plugin installed.
The script referred to in the description refers to PAMA's alignment script, which is included in the mod. It's probably redundant with Pama's esp installed.

 

Those are the placed references:

Spoiler
[00:01] [REFR:06337BF4] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -37,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >
[00:01] [REFR:06337BF7] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -37,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >
[00:01] [REFR:06337BFA] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -37,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >
[00:01] [REFR:06346F30] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -38,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >

 

 

Found those by replacing the real master plugin with a dummy and then checking for errors in Ambient Slaves plugin with xEdit. Delete those and you can clean Pama's from masters.

Here's the already cleaned plugin. xEdit quick cleaning for ITMs and UDRs aswell as removing those references to Pama's mod.

 

The navmeshes still need to get undeleted though, that's something the mod author can do best

Ambient Slaves SE.esp

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2 hours ago, Mister X said:

 

Those are the placed references:

  Reveal hidden contents
[00:01] [REFR:06337BF4] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -37,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >
[00:01] [REFR:06337BF7] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -37,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >
[00:01] [REFR:06337BFA] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -37,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >
[00:01] [REFR:06346F30] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -38,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >

 

 

Found those by replacing the real master plugin with a dummy and then checking for errors in Ambient Slaves plugin with xEdit. Delete those and you can clean Pama's from masters.

Here's the already cleaned plugin. xEdit quick cleaning for ITMs and UDRs aswell as removing those references to Pama's mod.

 

The navmeshes still need to get undeleted though, that's something the mod author can do best

Ambient Slaves SE.esp 2.03 MB · 0 downloads

Thank you very much! I'll finish this as soon as I am back home, at the end of the week.

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7 hours ago, Zelathi said:

The main plugin really should be cleaned in xEdit and has 10 deleted navmeshes which ought to be fixed, as they can cause CTDs.

That is true. I just don't know how to do that. For me, the game seems stable despite this. Eventually I might address this, but not before I do some other more fun stuff, sorry.
 

 

7 hours ago, Zelathi said:

There are two floating posts at Fort Anguish's exterior, also your design for Fort Anguish looks great.

Thank you. This is most likely the manifestation of the invisible static objects bug mentioned in the description. I am clueless as to how to address it. Thanks for the praise!

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On 7/25/2023 at 10:08 AM, gargamel9 said:

That is true. I just don't know how to do that. For me, the game seems stable despite this. Eventually I might address this, but not before I do some other more fun stuff, sorry.
 

 

Thank you. This is most likely the manifestation of the invisible static objects bug mentioned in the description. I am clueless as to how to address it. Thanks for the praise!

Do not hesitate to accept help from those that do have these skills. Either following their instructions or let them do that part of the job for you. You found your niche of what you want to do, you cannot be expected to master everything yourself.

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I have upgraded from version 0.2c to 0.4b in a existing save game. With this latest version, I now get a CTD when opening the map -> see error message in spoiler section. What could be the problem?

Spoiler

Unhandled native exception occurred at 0x7FF7B17396A9 (SkyrimSE.exe+8E96A9) on thread 7320!

FrameworkName: NetScriptFramework
FrameworkVersion: 15
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 18
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 26 Jul 2023 18:43:03.774

Possible relevant objects (6)
{
  [   0]    TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`)
  [   0]    TESObjectREFR(FormId: 2C089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`))
  [   1]    NiNode(Name: null)
  [   6]    TESObjectSTAT(FormId: 2500E784, File: `DynDOLOD.esm`)
  [   6]    TESObjectREFR(FormId: E1084C3A, File: `DynDOLOD.esp`, BaseForm: TESObjectSTAT(FormId: 2500E784, File: `DynDOLOD.esm`))
  [  11]    TESObjectCELL(Name: Wilderness, FormId: FF000A4C)
}

Probable callstack
{
  [0]   0x7FF7B17396A9     (SkyrimSE.exe+8E96A9)          unk_8E9630+79
  [1]   0x7FF7B17390D5     (SkyrimSE.exe+8E90D5)          unk_8E8E10+2C5
  [2]   0x7FF7B17345B7     (SkyrimSE.exe+8E45B7)          MapMenu::unk_8E44A0+117
  [3]   0x7FF7B1D0F46A     (SkyrimSE.exe+EBF46A)          MenuManager::unk_EBF260+20A
  [4]   0x7FF7B1403620     (SkyrimSE.exe+5B3620)          Main::Update_5B2FF0+630
  [5]   0x7FF8D8FDB799     (hdtSMP64.dll+BB799)           
  [6]   0x1D71CF9A700                                     
}

Registers
{
  AX:       0x0                (NULL)
  BX:       0x0                (NULL)
  CX:       0x1D7CFD8BA60      (TESObjectREFR*) -> (FormId: 2C089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`))
  DX:       0x0                (NULL)
  SI:       0x1D8BA19F180      (void*)
  DI:       0x1D8BA199220      (TESObjectREFR**) -> (FormId: 2C089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`))
  BP:       0x1D8BA19F180      (void*)
  SP:       0x47305FF420       (void*)
  IP:       0x7FF7B17396A9     (SkyrimSE.exe+8E96A9) (void*)
  R8:       0x1D8BA15F180      (char*) "Y"
  R9:       0x1D8BA15F180      (char*) "Y"
  R10:      0x1D97F55B940      (void*)
  R11:      0x47305FF350       (void*)
  R12:      0x7FF7B2513670     (SkyrimSE.exe+16C3670) (void*)
  R13:      0x0                (NULL)
  R14:      0x47305FF520       (NiNode**) -> (Name: null)
  R15:      0x47305FF528       (void*)
  Flags:    0x10246          

 

Edited by Gudulba
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14 hours ago, Gudulba said:

I have upgraded from version 0.2c to 0.4b in a existing save game. With this latest version, I now get a CTD when opening the map -> see error message in spoiler section. What could be the problem?

  Reveal hidden contents

Unhandled native exception occurred at 0x7FF7B17396A9 (SkyrimSE.exe+8E96A9) on thread 7320!

FrameworkName: NetScriptFramework
FrameworkVersion: 15
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 18
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 26 Jul 2023 18:43:03.774

Possible relevant objects (6)
{
  [   0]    TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`)
  [   0]    TESObjectREFR(FormId: 2C089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`))
  [   1]    NiNode(Name: null)
  [   6]    TESObjectSTAT(FormId: 2500E784, File: `DynDOLOD.esm`)
  [   6]    TESObjectREFR(FormId: E1084C3A, File: `DynDOLOD.esp`, BaseForm: TESObjectSTAT(FormId: 2500E784, File: `DynDOLOD.esm`))
  [  11]    TESObjectCELL(Name: Wilderness, FormId: FF000A4C)
}

Probable callstack
{
  [0]   0x7FF7B17396A9     (SkyrimSE.exe+8E96A9)          unk_8E9630+79
  [1]   0x7FF7B17390D5     (SkyrimSE.exe+8E90D5)          unk_8E8E10+2C5
  [2]   0x7FF7B17345B7     (SkyrimSE.exe+8E45B7)          MapMenu::unk_8E44A0+117
  [3]   0x7FF7B1D0F46A     (SkyrimSE.exe+EBF46A)          MenuManager::unk_EBF260+20A
  [4]   0x7FF7B1403620     (SkyrimSE.exe+5B3620)          Main::Update_5B2FF0+630
  [5]   0x7FF8D8FDB799     (hdtSMP64.dll+BB799)           
  [6]   0x1D71CF9A700                                     
}

Registers
{
  AX:       0x0                (NULL)
  BX:       0x0                (NULL)
  CX:       0x1D7CFD8BA60      (TESObjectREFR*) -> (FormId: 2C089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`))
  DX:       0x0                (NULL)
  SI:       0x1D8BA19F180      (void*)
  DI:       0x1D8BA199220      (TESObjectREFR**) -> (FormId: 2C089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`))
  BP:       0x1D8BA19F180      (void*)
  SP:       0x47305FF420       (void*)
  IP:       0x7FF7B17396A9     (SkyrimSE.exe+8E96A9) (void*)
  R8:       0x1D8BA15F180      (char*) "Y"
  R9:       0x1D8BA15F180      (char*) "Y"
  R10:      0x1D97F55B940      (void*)
  R11:      0x47305FF350       (void*)
  R12:      0x7FF7B2513670     (SkyrimSE.exe+16C3670) (void*)
  R13:      0x0                (NULL)
  R14:      0x47305FF520       (NiNode**) -> (Name: null)
  R15:      0x47305FF528       (void*)
  Flags:    0x10246          

 

 

Seems to be an issue with this mod and Better Dynamic Snow. Search in xEdit for the FormID xx089768, where "xx" is the slot of Ambient Slaves. That then could be the cuplrit.

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On 7/25/2023 at 12:53 PM, mythcraft said:

damn, was hoping I don't need it, DD file size is too big, anyways thanks for the info

Sorry. I misunderstood your question the first time. I thought you were asking because of the PAMA script, as Pama warns about possible conflicts with DD, so I was merely trying to say that AS in combination with Pama's scripts doesn't crash DD, so you can use it. But it hasn't been a requirement for quite some time. Should work just fine without it.

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On 7/26/2023 at 10:35 AM, sweforce said:

Do not hesitate to accept help from those that do have these skills. Either following their instructions or let them do that part of the job for you. You found your niche of what you want to do, you cannot be expected to master everything yourself.

Thanks, yes, I am trying to do that, and many very kind people have helped me out a lot already. Ideally, I could just provide a very detailed description of how the mod is supposed to work, and let someone else do it :D
If capable volunteers come forward, I have it all planned out, very far ahead, of what all the features, quests and lore should be. Years worth of material :) And again, my main focus will always be VR gameplay. Some planned plugins will not be SE compatible, as they will require you to move rocks with your hands, using HIGGS. Once this version of AS is patched up, I can finally start experimenting with the plugins.
So it's a question, if my niche is big enough to gain significant manpower. 

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On 7/25/2023 at 7:55 AM, Mister X said:

 

Those are the placed references:

  Reveal hidden contents
[00:01] [REFR:06337BF4] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -37,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >
[00:01] [REFR:06337BF7] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -37,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >
[00:01] [REFR:06337BFA] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -37,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >
[00:01] [REFR:06346F30] (places [FE0002E9] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -38,-7)
[00:01]     REFR \ NAME - Base -> [FE0002E9] < Error: Could not be resolved >

 

 

Found those by replacing the real master plugin with a dummy and then checking for errors in Ambient Slaves plugin with xEdit. Delete those and you can clean Pama's from masters.

Here's the already cleaned plugin. xEdit quick cleaning for ITMs and UDRs aswell as removing those references to Pama's mod.

 

The navmeshes still need to get undeleted though, that's something the mod author can do best

Ambient Slaves SE.esp 2.03 MB · 5 downloads

Hey, and thanks again. It took me a while to realize, what you meant by undeleting the navmeshes. If I assume correctly, this has to do with neighboring triangles having mismatching border numbers, when two mods edited the same navmesh close enough to each other. But when this isn't the case, the deleted navmeshes cause no issues on their own. Right? Since I've only learned about this long after I've deleted quite a number of them, and since, again, if I'm correct, the process of undeleting them also involves submerging them deep underground and a number of other tedious steps, I have decided some time ago that I am going to ignore this and simply accept that some mods will be incompatible. None of those I use should, as I build around those. Maybe, one day, if my mod becomes widespread enough, people will build around my mod. I know it's selfish, but I have limited time resources and likely much less energy than so many great mod authors present here.
I will post your patch in the main download link, if you don't mind, Thanks! 

Edited by gargamel9
typo
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  • 2 months later...

This mod is shaping up I see, judging from the pictures. A bit too much bondage for my personal taste but that is just me. I would personally prefer fewer restraints and gags and reserve those as punishment for disobedient slaves. Imagine a cage holding several unrestrained and ungagged slaves and one disobedient one in a pillory outside and you get the idea about what I have in mind.

 

Anyway, an idea dawned on me, special npc's that are experts in non-damaging punishment (cannot damage the goods), so they use a cane rather than a whip. Imagine the aforementioned slave in the pillory being caned on the buttocks from time to time to get the idea. The absolutely easiest way to implement this would probably be to just let a npc carry a cane around and then hope that someone skilled in animation do a mod for the actual caning act.

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2 hours ago, sweforce said:

This mod is shaping up I see, judging from the pictures. A bit too much bondage for my personal taste but that is just me. I would personally prefer fewer restraints and gags and reserve those as punishment for disobedient slaves. Imagine a cage holding several unrestrained and ungagged slaves and one disobedient one in a pillory outside and you get the idea about what I have in mind.

 

Anyway, an idea dawned on me, special npc's that are experts in non-damaging punishment (cannot damage the goods), so they use a cane rather than a whip. Imagine the aforementioned slave in the pillory being caned on the buttocks from time to time to get the idea. The absolutely easiest way to implement this would probably be to just let a npc carry a cane around and then hope that someone skilled in animation do a mod for the actual caning act.

Hey, I've been actually giving some thought to that, with the restraints and gags, but the idea of changing all those instances of the slaves, this part of the mod will require a substantial rework, moving the NPCs into levelled lists and stuff like that. I've started this mod before I had any real understanding of what I was doing, but it's too much work to abandon, for now. So we will have to bear with the gagged slaves, for the time being, but I will definitely revisit this at some point, though when that point comes is as always a question of available time.
As for the mechanic you're describing, I already have something way better. A simple AI package which will make an NPC, whip, escort-whip, lead-whip, whatever, any PC or NPC to a desired destination, and stuff like that. About to show off some of that in an update of A Perilous Inn. I believe I managed to achieve a new level of immersion.
Now, setting up scenes like that still takes quite some time, so things like this will probably pop up gradually, along the way of further developing the mod, or they will be parts of plugin mods.

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  • 4 weeks later...
On 7/29/2023 at 4:20 PM, Lady Wintrish said:

Hi! Somebody working on a JK's Outskirts PATCH?

I have noticed some pretty heavy conflicts with JK's Markarth Outskirts. The entrance into the slaver's den is half covered by new JK structures.

 

JK's Solitude Outskirts might conflict with Ambient Slaves judging from the screenshots on Nexus. Haven't tested it yet.

 

JK's Whiterun Outskirts might conflict with Ambient Slaves judging from the screenshots on Nexus. Haven't tested it yet.

 

JK's Riften Outskirts seem to be fine. At least I haven't noticed any conflicts.

 

JK's Windhelm Outskirts seem to be fine. At least I haven't noticed any conflicts.

 

JK's Skyrim seems to have minor conflicts with Ambient Slaves in Dawnstar and Morthal.

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1 hour ago, Gudulba said:

I have noticed some pretty heavy conflicts with JK's Markarth Outskirts. The entrance into the slaver's den is half covered by new JK structures.

 

JK's Solitude Outskirts might conflict with Ambient Slaves judging from the screenshots on Nexus. Haven't tested it yet.

 

JK's Whiterun Outskirts might conflict with Ambient Slaves judging from the screenshots on Nexus. Haven't tested it yet.

 

JK's Riften Outskirts seem to be fine. At least I haven't noticed any conflicts.

 

JK's Windhelm Outskirts seem to be fine. At least I haven't noticed any conflicts.

 

JK's Skyrim seems to have minor conflicts with Ambient Slaves in Dawnstar and Morthal.

I've all of them installed so I passed for now.

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4 hours ago, Lady Wintrish said:

I've all of them installed so I passed for now.

Hey. Unfortunately, there isn't going to be any update to address that. I barely have the time to get my mods to do what I want, and I'm still at the very beginning. So I'm not going to reduce that limited time even further by making patches for mods I don't even have installed. Maybe someone else can make a patch. Currently, I'm fully focused on API, then I'm gonna add some stuff under the hood in AS, in order to be able to make the PC-being-shipped-around-between-the-outposts-and-sold mod, whereafter it's on to the first actual slavery mod. Maybe, if my Patreon, after I launch it, after I release the major API update, is unexpectedly successful, I may consider such a thing, if there's high demand by the patrons, but I seriously doubt this will be the case. Sorry  I don't have better news for you.

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  • 3 weeks later...

Outside Markarth, one of the slave girls always stands outside the cage she is supposed to be in (at least that's what I guess) -> see screenshot in spoiler section.

 

What could be causing this behaviour? I am not sure whether she is sometimes in the cage or not. Could be. But definitely she is outside the cage 99% of the time when I arrive in Markarth.

Spoiler

image.png.831c1f88847deeb77516f69d22ce45cb.png

 

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39 minutes ago, Gudulba said:

Outside Markarth, one of the slave girls always stands outside the cage she is supposed to be in (at least that's what I guess) -> see screenshot in spoiler section.

 

What could be causing this behaviour? I am not sure whether she is sometimes in the cage or not. Could be. But definitely she is outside the cage 99% of the time when I arrive in Markarth.

  Hide contents

image.png.831c1f88847deeb77516f69d22ce45cb.png

 

Yes, unfortunately this happens fairly often with all cages, and I don't know how to fix this. It's the overall quirkiness of furniture in Skyrim. Even with the Pama furniture alignment script, this keeps happening. I have discovered that if you run and bump into the slave, she will translate back into her cage. If you do this often enough and save, she then seems to get out less frequently, but it may be just my imagination. I'm considering adding a script to the actors to somehow bump them automatically, on loading of the cell, so the process would be initiated without requirement for player input, but I still haven't gotten around to figure out what function to use for this, or whether or not this is feasible at all. So there's probably not going to be a solution for this any time soon, sorry.

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2 hours ago, gargamel9 said:

Yes, unfortunately this happens fairly often with all cages, and I don't know how to fix this. It's the overall quirkiness of furniture in Skyrim. Even with the Pama furniture alignment script, this keeps happening. I have discovered that if you run and bump into the slave, she will translate back into her cage. If you do this often enough and save, she then seems to get out less frequently, but it may be just my imagination. I'm considering adding a script to the actors to somehow bump them automatically, on loading of the cell, so the process would be initiated without requirement for player input, but I still haven't gotten around to figure out what function to use for this, or whether or not this is feasible at all. So there's probably not going to be a solution for this any time soon, sorry.

Thank you for your feedback and for providing this mod in the first place!

Interestingly, the slave girl on the right hand side of the slaver's entrance seems to be in her hanging cage 99.9% of the time. Yes, definitely weird behaviour as you have pointed out.

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5 hours ago, Gudulba said:

Thank you for your feedback and for providing this mod in the first place!

Interestingly, the slave girl on the right hand side of the slaver's entrance seems to be in her hanging cage 99.9% of the time. Yes, definitely weird behaviour as you have pointed out.

Curious. never happened with that one for me. But it did with others. Well we have to work with what we've got :) Having seen Starfield, I wouldn't get my hopes up too much for ES6. We'll see when/if the creation kit comes out... So we might as well get used to the quirkiness :D. At least we have VR.

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  • 1 month later...

 

On 7/27/2023 at 2:35 AM, Mister X said:

 

Seems to be an issue with this mod and Better Dynamic Snow. Search in xEdit for the FormID xx089768, where "xx" is the slot of Ambient Slaves. That then could be the cuplrit.

i have the same issue and do not have Better Dynamic Snow :(

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