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Posted
On 10/29/2024 at 9:55 PM, darthradik said:

have an issue with the beginning of "The Gordian Bind" After getting locked in the cross, Irkalla goes and talks to the guy in the next room. Then she shuts the door to the first room and proceeds to just stand there. Whenever I get out she immediately tells me stop and results in a bad end. Is there a timeframe for when she walks away?

If there's an issue with Irkalla departing, there may be something messing up her walking away.  I had an instance with that last patch but she didn't bad-end me right there, and eventually moved on.  Maybe try to save *before* you have to get on to the cross and reload?  If it persists you might have an interfering mod somehow.

Posted
On 10/27/2024 at 4:16 PM, Steone said:

I can't open the first door in the second quest. It says to put on clothes(boots, glowes, legchains) from the table, I put them on. He hits me with a taser and throws me back as if I wasn't wearing anything...

And for some reason, the rope gag is invisible although I updated all the files via bodyslide

 

Invisible gag is almost certainly a DD / DD NG issue. There have been some bugs with these recently.

 

For that door, you need one device you didn't mention:

Spoiler

That door requires you to wear a) the ball & chain and b) the steel manacles. You may have just missed the manacles.

 

 

On 10/30/2024 at 8:55 AM, darthradik said:

have an issue with the beginning of "The Gordian Bind" After getting locked in the cross, Irkalla goes and talks to the guy in the next room. Then she shuts the door to the first room and proceeds to just stand there. Whenever I get out she immediately tells me stop and results in a bad end. Is there a timeframe for when she walks away?

 

She's supposed to walk away a second or two after she shuts the door, but I've seen her fail to walk away a few times myself. Probably just Skyrim jank again. Wasn't an issue before, but it is now that I've added the bad endings. I'll add something to poke her AI to update and teleport her away after a few seconds as a safeguard.

 

20 hours ago, Steone said:

trial of toy, glowes put on table correctly, the boots not, i can't continue quest... dafuq...

 

I've seen people report this, but I have not been able to reproduce it myself. I'll need more info: is this on the first attempt of the trial or a later one? Does it still happen after you save / reload? Does it still happen if you try the trial again? Do you have any mods that modify those gloves or boots? Can you post me a papyrus log of it happening?

 

10 hours ago, cockroach666 said:

so i read the letter, went to the inn at dragon bridge, but she won't give me the dialogue to continue the quest.

 

Do you have any mods that replace the innkeeper there? There's really not much that can go wrong in there. Type "sqs frayescapequest" into the console. If it says "11: 1" and "12: 0" you should have dialogue with the innkeeper there. If you don't, it's 100% some other mods interfering. You can bypass by typing "setstage frayescapequest 12" into the console, but please do let me know if you identify an interfering mod so that I can add it to the mod compatibility section.

Posted
On 10/21/2024 at 4:39 AM, IcicleInn said:

Bosmer runthrough documented glitches and assorted knicknacks

 

1. Campfire for friendly entry into Gordian Bind is misaligned off of the ground mesh.

  Reveal hidden contents

image.png.69976be11d762c115be53d5dfad65c85.png


2. Got caught by Irkalla on the second floor.  After the resultant Bad End, I experienced the "float up" glitch which only resolved on exiting Skyrim and reloading.  Not sure where Irkalla was when she caught me but pathing close to her room caused the dialogue without her being in sight.

 

3. Took Lethal level damage from discharge while using the tonal fork to disarm crystals.

 

4. The Greatsword in the lab did not respond to Unrelenting Pull

 

5. The brazier near the pillory cell reacts to camera position and will turn lights off if camera is in the wrong place.

 

6. Still have intermittent pathing issues but they aren't story breaking. Most Notable one is Irkalla sometimes has trouble walking past you in the "safe" cave.

 

7. The "Stealing hired thugs" interaction still exists, and for some reason the spawn location for thugs happens in Irkalla's bedroom.  I had the funny situation where I dismissed Irkalla, walked by her room and triggered the Thug dialog, went up to check it out and promptly saw the three thugs kill Irkalla and then come after me.  Only spawns them AFTER Gordian Bind is complete.

 

8. Post Gordian Bind dialogue typo:

  Reveal hidden contents

image.png.ff4296e8b3f909ff2879a710f3e766a4.png

 

** Didn't find the new gargoyle on this first pass, will check again when I do choice troubleshooting

There seems to be a bit of weird detection distance near Irkalla's bedroom.  Getting visual triggers from people due to proximity from outside the first door.

 

Thanks, I've fixed the easy ones already (1, 3, 7, 8). Rest are trickier. For your point 2:

Spoiler

getting the detection to work right (also in a way that's robust to stealth mods interfering) is surprisingly difficult, which is why I gave up on it when I tried it earlier during The Gordian Bind's development. The current way (proximity-triggered forcegreet) works passably well, if a little basic and sometimes unfair because it ignores line-of-sight. It could be fun to try some more advanced stealth mechanics, but I'd rather mess around with that in another context rather than try to fit it into The Gordian Bind.

 

Posted
On 11/1/2024 at 2:11 AM, Frayed said:

 

Thanks, I've fixed the easy ones already (1, 3, 7, 8). Rest are trickier. 

 

 Thanks for all the hard work!  My initial thought was maybe make it a 2 strikes thing so that you don't instantly spook her through the wall.  But I'm honestly not sure how difficult that would be to do.  

 

I have done my second experimental playthrough for this version so here's the thoughts from that:

Altmer runthrough

Notable other mods in load order: DD:NG, SL Survival, MME, OSLA

 

No issues with gags or blindfolds on an altmer character with DDNG

Spoiler

image.png.3ac5a6aff06a1ce2113f95f62956dc09.png

image.png.4e74661e90c47acaa063256bd0bfc59d.png

 

1. This is likely a DDNG/DD Framework / Racemenu compatibility issue more than a TTOF thing but I had my Altmer at .93 height scaling to put her closer to base 1.00 size and actor alignments. DD Contraptions do not resize to Racemenu adjustments.  Leads to some highly comical layouts for some of the furniture.

Spoiler

image.png.ddf5cfdfe7e9c751624f709096f31d63.png

 

2 May be a SS++ interaction, but after a hostile Irkalla interaction in snare, the SS++ Bridge strips all of the gift wrapping that Irkalla puts on.  I am currently not using the latest SS++ but I did take care to not click "equip slave gear" before the transition

 

 

3. I cannot consistently get this to reproduce, but every now and then the handwraps on Irkalla's Telvanni outfit go invisible and she gets floating hand syndrome.

Spoiler

image.png.42ddcffcedf614f1fea3fcf7ad8fd3c9.png

 

4. My first unfriendly entry into Gordian Bind had a stall out with the scripted walking to the X Cross.  I have SL Survival loaded so I turned the barefoot penalties on that off and did not get the same problems on reload.  Not sure if that was the culprit or not though.

 

 

5. I still have not found the extra gargoyle you said you added in the last version?  The only "new" gargoyle I located was the one just outside of the mushroom's upstairs door, but I thought that was added a version or so earlier.

Gargoyle counts: 

Spoiler

1. Outside of first room
2. Stairs up out of alchemy lab
3. Stairs down outside of alchemy lab
4. Above ground mushroom entrance
5. above high mushroom entrance.
6. First floor inside mushroom near elevator.

6. Greatsword in locked lab did respond to Shout pull this time, but I still had difficulty getting it because I Couldn't see it through the mass of dark/effects in the middle of the room

 

 

7. First trial had some weird interaction with Defeat mod, and the game tried to re-do dialogues multiple times (interacting with device also triggers dialogue while you're in the device).  Long story short, used Defeat Mod to solve the trial (execute), faded to white, faded back in with no control instead of returning from trial

 

 

8. Strange MME interactions, had one conversion into milkmaid in pillory Khammtragh scene, and one conversion into milkmaid during trial of the Prisoner while struggling free from the post.  Probably a MME issue but thought it worth mentioning.  I do have a number of potential mod conflicts so I don't think these are necessary TTOF related.

 

 

9. Exiting Trial of the Prisoner had some dd scripting interactions with the chastity belt.  Autoremoval seemed to think it was still worn and was still in my inventory after exiting the trial.  Self-correcting as entering the third trial made it disappear.

 

 

10. The Liberation shout worked this time going into the pit while still in petsuit.   Has been inconsistent in the past.

 

Postgordian thoughts:
Consider making Walker a Lockpicking or a Sneaking trainer?
Irkalla is an alchemist, not sure how much effort a store of levelled potions that she can periodically provide would be.
Irkalla is very challenging to fight as a destruction mage... had to rely on getting bound and progressing the fight that way.
 

Posted

BUG. help.

Spoiler

I got stuck when Irakla wanted to check on me, I went back to my cell, and then the guy said "yes, Mrs. Irakla" and left. Irgakla is not even in the location. She doesn't come, and I'm trapped endlessly in the cross. I tried to teleport her to me through the console, then I initiated a conversation with her, she asked how she was, then she freed me from the cross, but I can't move, and she doesn't leave the cage. For the sake of interest, I tried to teleport to her. She's sitting in a Mushroom. Help.

help

Posted (edited)

Any walkthrough for the staff puzzle? I

Spoiler

found 4 staves and can ignite 4 different pillars, but one alteration and one illusion piller are left and will shut down the whole puzzle if i use any of the four staves in inventory. The walkthrough does not address this puzzle, nor did a search of the thread address this specific issue.

 

I have staff of fear, reanimation, renew vigor, suggestion charm. what am I missing? Is there anywhere i can find the quest set stages to operate around blocks?

 

Edited by supergodman55
Posted
1 hour ago, thanatoskaja said:

Where can I find the blindfold and gag I need for the Azura trials?

I think any of them will work. But, if I'm not mistaken, you put one on at the very beginning of Act 2 to get through the first door.

Posted
On 11/3/2024 at 5:14 PM, נסיכה said:

BUG. help.

  Hide contents

I got stuck when Irakla wanted to check on me, I went back to my cell, and then the guy said "yes, Mrs. Irakla" and left. Irgakla is not even in the location. She doesn't come, and I'm trapped endlessly in the cross. I tried to teleport her to me through the console, then I initiated a conversation with her, she asked how she was, then she freed me from the cross, but I can't move, and she doesn't leave the cage. For the sake of interest, I tried to teleport to her. She's sitting in a Mushroom. Help.

help

 

If you can reproduce this issue, check which NPC package Irkalla is using while it occurs. I've never seen this issue before. I strongly suspect some funky mod interference is going on on your side rather than an issue with this mod.

 

2 hours ago, thanatoskaja said:

Where can I find the blindfold and gag I need for the Azura trials?

 

Spoiler

Upper floor of the mushroom house. Gag should be on a table near the contraptions, blindfold should be in the small dressing room next to it. Alternatively, another blindfold can be found in the storage room near the alchemy lab.

 

2 hours ago, supergodman55 said:

Any walkthrough for the staff puzzle? I

  Reveal hidden contents

found 4 staves and can ignite 4 different pillars, but one alteration and one illusion piller are left and will shut down the whole puzzle if i use any of the four staves in inventory. The walkthrough does not address this puzzle, nor did a search of the thread address this specific issue.

 

I have staff of fear, reanimation, renew vigor, suggestion charm. what am I missing? Is there anywhere i can find the quest set stages to operate around blocks?

 

The walkthrough does describe the staff puzzle, under "Finding something to bargain with" -> "The pedestal puzzle". You're missing two staves:

Spoiler

The Staff of Arcane Phallus, and the Staff of Magelight.

 

Posted
On 11/3/2024 at 4:58 AM, IcicleInn said:

 Thanks for all the hard work!  My initial thought was maybe make it a 2 strikes thing so that you don't instantly spook her through the wall.  But I'm honestly not sure how difficult that would be to do.  

 

I have done my second experimental playthrough for this version so here's the thoughts from that:

Altmer runthrough

Notable other mods in load order: DD:NG, SL Survival, MME, OSLA

 

No issues with gags or blindfolds on an altmer character with DDNG

  Reveal hidden contents

image.png.3ac5a6aff06a1ce2113f95f62956dc09.png

image.png.4e74661e90c47acaa063256bd0bfc59d.png

 

1. This is likely a DDNG/DD Framework / Racemenu compatibility issue more than a TTOF thing but I had my Altmer at .93 height scaling to put her closer to base 1.00 size and actor alignments. DD Contraptions do not resize to Racemenu adjustments.  Leads to some highly comical layouts for some of the furniture.

  Reveal hidden contents

image.png.ddf5cfdfe7e9c751624f709096f31d63.png

 

2 May be a SS++ interaction, but after a hostile Irkalla interaction in snare, the SS++ Bridge strips all of the gift wrapping that Irkalla puts on.  I am currently not using the latest SS++ but I did take care to not click "equip slave gear" before the transition

 

 

3. I cannot consistently get this to reproduce, but every now and then the handwraps on Irkalla's Telvanni outfit go invisible and she gets floating hand syndrome.

  Reveal hidden contents

image.png.42ddcffcedf614f1fea3fcf7ad8fd3c9.png

 

4. My first unfriendly entry into Gordian Bind had a stall out with the scripted walking to the X Cross.  I have SL Survival loaded so I turned the barefoot penalties on that off and did not get the same problems on reload.  Not sure if that was the culprit or not though.

 

 

5. I still have not found the extra gargoyle you said you added in the last version?  The only "new" gargoyle I located was the one just outside of the mushroom's upstairs door, but I thought that was added a version or so earlier.

Gargoyle counts: 

  Reveal hidden contents

1. Outside of first room
2. Stairs up out of alchemy lab
3. Stairs down outside of alchemy lab
4. Above ground mushroom entrance
5. above high mushroom entrance.
6. First floor inside mushroom near elevator.

6. Greatsword in locked lab did respond to Shout pull this time, but I still had difficulty getting it because I Couldn't see it through the mass of dark/effects in the middle of the room

 

 

7. First trial had some weird interaction with Defeat mod, and the game tried to re-do dialogues multiple times (interacting with device also triggers dialogue while you're in the device).  Long story short, used Defeat Mod to solve the trial (execute), faded to white, faded back in with no control instead of returning from trial

 

 

8. Strange MME interactions, had one conversion into milkmaid in pillory Khammtragh scene, and one conversion into milkmaid during trial of the Prisoner while struggling free from the post.  Probably a MME issue but thought it worth mentioning.  I do have a number of potential mod conflicts so I don't think these are necessary TTOF related.

 

 

9. Exiting Trial of the Prisoner had some dd scripting interactions with the chastity belt.  Autoremoval seemed to think it was still worn and was still in my inventory after exiting the trial.  Self-correcting as entering the third trial made it disappear.

 

 

10. The Liberation shout worked this time going into the pit while still in petsuit.   Has been inconsistent in the past.

 

Postgordian thoughts:
Consider making Walker a Lockpicking or a Sneaking trainer?
Irkalla is an alchemist, not sure how much effort a store of levelled potions that she can periodically provide would be.
Irkalla is very challenging to fight as a destruction mage... had to rely on getting bound and progressing the fight that way.
 

 

1. That's a DD thing. Probably worth posting in the DD dev thread and DD NG discord for visibility. Probably solvable in much the same way Sexlab handles its actor scaling.

2. Yeah... I wrote the "gift wrapping" section before I realized SS (rightfully) strips all that stuff, so it's a bit redundant if you have that installed. Still used if you don't have SS though, so I might as well leave it in. Just looks a bit odd.

3. I've noticed that too sometimes, but I've never bothered to track down the reason because it's so minor. I also don't know if it's even always there...

4. Never used SL Survival, but scripted walk sections do not play nice with movement speed debuffs. Especially on slopes/stairs.

5. The new gargoyle is

Spoiler

just above the entrance/exit from the large cavern to the world outside.

7. The first trial

Spoiler

uses an OnDeath events on Irkalla to progress the quest stage, so if your particular Defeat mod prevents that it can probably bug out in various ways, yes. Same thing if another mod places you in a scene or starts moving/animating the character while the trial quest is trying to clean up. If it's a widespread and reproducible problem I can make workarounds and safeguards, but otherwise these kind of conflicts are up to the user to identify and resolve.

8. I've never used that mod, so I've no idea what you're referring to. In general, TTOF uses the dhlp-suspend / dhlp-resume convention to signal to other mods that they shouldn't do gameplay-disruptive things while TTOF is running. However, this by itself does nothing unless other mods respect the suspend event.

9. I've seen that, but haven't investigated in detail yet. I think it might be a DD NG issue, but it's also possible I've set up the questItem flags improperly on the belt still.

 

Post:

Good suggestions. I'll probably use both. They fit and give some nice reasons to come back.

Combat balance is very difficult to achieve in modded setups, let alone in someone else's modded setup. So I've tried to design TTOF in such a way that I don't need to have balanced combat anywhere. In this case, by making it so you can win by losing.

Posted

Excellent Mod Frayed! Thanks for releasing and maintaining this awesome DD experience. Just a couple of questions: 

1. I got an issue where as Misstress Irakla puts you to sleep in her bedroom and be awakened by Molag Bal but the Misstress is still standing there and I’m stuck in the bondage chair. Is there a command console use to enact the next step?

 

2. I love this mod and I am SOOO grateful for having the walk through readily available as it is very to next to impossible to complete without some tips. (I was able to get through most of both settings with out it but I needed some guidance. 
 

3. Is there plans on keeping her around as a Misstress for occasional bondage funtime? Or is she a follower after you beat the situations?

 

Otherwise, it works majority of the time and it’s great! Hope to see it evolve more. 

Posted (edited)
14 hours ago, Frayed said:

 

The walkthrough does describe the staff puzzle, under "Finding something to bargain with" -> "The pedestal puzzle". You're missing two staves:

  Hide contents

The Staff of Arcane Phallus, and the Staff of Magelight.

 

Thanks!

Oh, lol, didn;t notice who replied. Seriously amazing work on the mod dude, definitely the best of its sort on here. Escape room + horny.

Edited by supergodman55
Posted
5 hours ago, Frayed said:

2. Yeah... I wrote the "gift wrapping" section before I realized SS (rightfully) strips all that stuff, so it's a bit redundant if you have that installed. Still used if you don't have SS though, so I might as well leave it in. Just looks a bit odd.

 

So, SS++ has a feature where you get DD pieces removed on the platform... which implies to me that there should be a way to transport in with all the gift wrappings...  but I'm not a modder so I couldn't say if that's just an overlooked feature conflict or what.  

 

5 hours ago, Frayed said:

5. The new gargoyle is

Aha.  Since I've just been running through the Gordian Bind just by progressing section to section that would explain why I missed it.  I'll keep an eye out for it.  Before running up that way would just force your hand with the collar and you'd walk back down, after all.

 

8.  Yeah don't worry about this one too much.  MME is a pretty script heavy and potentially buggy mod as is, and I literally just kept it in my load order to see if it messed with anything significant.  It essentially flags a character if they are triggered to become pregnant, or consume a specific drug, and it has a lot of cross-compatibilities in other LL mods that might be causing the trigger.   

 

 

Had a little bit of a think on my item 6 (basically sometimes difficult to snag items with Unrelenting Pull)

And one of my entries from my earlier playthrough: (Irkalla pathing out of the quiet pool area before the finale section)

 

It may be a bit heavy handed and break the flow somewhat, but is there any reason you can't do the sword and the Embalming Tool (Trial of the prisoner) the same way your failsafes are set up for keys in Snare to Loosen?   I.e. use Shout on Sword/Tool, have a popup window and place the sword/tool in reach? 

 

Likewise, is there any particular reason Irkalla walks away from the pool (as the walking script puts you right in her path) instead of just teleporting away?  Right now the failsafe if she stalls is that she just vanishes, but I understand if you have a preference of her walking in that section.

 

Both of these are just suggestions though, as the current setup works well enough.

 

Again thanks for all the work you've put into this mod, it really is fantastic.

Posted (edited)

Ok, i think this is the last place i am stuck:

 

Spoiler

I have removed the final barrier to the pit. After that, I checked the walkthrough and Boethia is supposed to spawn to remove the muffling hood, but he has not spawned. Everything else can be removed manually, but the hood cannot be unlocked and doesn't appear to be struggleable. Is there a way to proceed?

 

EDIT: It can be cut, but the lack of Boethia spawns has me wondering if i can complete the quest

 

 

Not sure-- i get a perpetual CTD after the fight when irkalla says 'please let me repay--' then crash

 

Edit: just esc and restarting solved that. Irkalla does not seem to have follower behaviour though. SHe just stays in the deep pit and even if force recruited with EFF will not follow the player. This one seems to be a legit but or an interaction with one of the follower mods.

 

Edited by supergodman55
Posted (edited)

Heya. I was trying to start the quest of this mod, but whenever I get teleported I CTD right before I can see the message box (I have a black screen while loading, I hear my character make a sound as if someone hit her, and I can glimpse the message box before the CTD). Tried several times and it is consistent.

 

Here is a crash log for example:

crash-2024-11-06-03-11-49.log

 

Has anyone ever run into this, or has ideas? My game has been mostly stable so far, and I have most crash fixes that I know of, but this is a the first consistent crush I had to deal with (DCL is also a DD mod that sometimes teleports you, but I don't consistently CTD on it, so I don't think it's a DD problem)
 

I use NG, might as well mention

Edited by thedarkone1234
Posted
5 hours ago, thedarkone1234 said:

Heya. I was trying to start the quest of this mod, but whenever I get teleported I CTD right before I can see the message box (I have a black screen while loading, I hear my character make a sound as if someone hit her, and I can glimpse the message box before the CTD). Tried several times and it is consistent.

 

Without looking at the crash log, I can say the hit sound (and sometimes a shuffle sound from inventory movement) does often play when starting a Snare to Loosen.  That said from older experience, make sure you're not wearing any DDs when you black out, and consider disabling DCL if it's active in your load order.  If I remember correctly there's an MCM feature you can activate to suppress DCL stuff that might help.

Posted (edited)
9 hours ago, IcicleInn said:

Without looking at the crash log, I can say the hit sound (and sometimes a shuffle sound from inventory movement) does often play when starting a Snare to Loosen.  That said from older experience, make sure you're not wearing any DDs when you black out, and consider disabling DCL if it's active in your load order.  If I remember correctly there's an MCM feature you can activate to suppress DCL stuff that might help.

 

I was not wearing any DD, but I can try to disable DCL. Out of curiosity though, why would that make things crash during loading into the new cell? DCL isn't particularly heavy when it isn't actively doing anything.

 

EDIT: Disabling DCL in the MCM did not help.

 

Adding a log (not another crash log, they are all the same) of the last attempt:

Papyrus.0.log

 

Here's a load order in case anyone has an idea about a conflicting mod (like how SOS or Creature Framework sometimes break the companion's vanilla quest):

 

loadorder.txt

 

Any help will be very appreciated

Edited by thedarkone1234
Posted
24 minutes ago, thedarkone1234 said:

 

I was not wearing any DD, but I can try to disable DCL. Out of curiosity though, why would that make things crash during loading into the new cell? DCL isn't particularly heavy when it isn't actively doing anything.

 

EDIT: Disabling DCL in the MCM did not help.

 

Adding a log (not another crash log, they are all the same) of the last attempt:

Papyrus.0.log 225.78 kB · 0 downloads

 

Here's a load order in case anyone has an idea about a conflicting mod (like how SOS or Creature Framework sometimes break the companion's vanilla quest):

 

loadorder.txt 6.35 kB · 0 downloads

 

Any help will be very appreciated

DEFINITELY don't have DCL installed when playing this mod. Or, at least, have all the spawned activators (opening containers, doors, etc), DCL comments, misogyny and the like turned off while you're playing. It's true that there aren't a lot of script-breaks from it - but the dialog injections have been known to conflict with other mods, and the activators can conflict with some of the custom mechanics built into this mod.

Posted

In the final fight of the gordian bind and 'lost' to Irkalla, given the objective of find a way to destroy the alter. I cant move at all, cant open inventory only look around and pause

Posted (edited)
11 hours ago, Aquin said:

In the final fight of the gordian bind and 'lost' to Irkalla, given the objective of find a way to destroy the alter. I cant move at all, cant open inventory only look around and pause

 

It's likely a glitch due to the combat not ending when you are fully restrained - what happens when the combat ends depends on a previous choice.

 

You might have a look at a death alternative mod (maybe the DCL option, or SL Defeat?), those tend to screw with scripts that change how a battle ends.

Edited by FromMindoir
Posted

guys please help me, how to remove the harness? :') ive been stuck like 2 hour.
the walkthrough not show up any video so I cant really see it how to remove the harness

 

Posted
3 hours ago, PigeonAsh said:

guys please help me, how to remove the harness? :') ive been stuck like 2 hour.
the walkthrough not show up any video so I cant really see it how to remove the harness

 

Which part are you on? The first or second? 

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