CGi Posted December 8, 2013 Posted December 8, 2013 German version of SexLab Submit 2013-12-06. includes the updated MCM translation and the ESP. Needs the original mod to be installed first. Afterwards just unpack this archive over the original mod, replacing 2 files. Attachement deleted. it's now attached to the main post, so check the bottom of the OP.
nutluck Posted December 8, 2013 Posted December 8, 2013 Ashra I did the same thing earlier in the week a full fresh reinstall of everything. As for the mod as it sits now I really only have two suggestions left, one is more of a immersion issue that just kinda bugs me, than anything wrong with the mod. The following has happened a couple of times now. I go into a fort, camp, cave or what ever. A fight starts NPC's from other area's join in the fight. My character submits, and then the NPC's wander off back to where they was. Which about half the time takes them out of line of sight. Like into a different part of the camp behind a wall, or into a another room in the caves further in. Leaving my character alone tied up on the floor. My only problem is, it is hard for me to wrap my head around NPC's leaving your PC alone out of site. I tested this a few times, and waited a long time to see if the NPC's would wander back in the area and they almost never did. Leaving me to take me time to escape and then requip with no fear or issues. My solution and it might not be doable, but it seems like it would since the mod already does it with NPC's. Is put the PC on a teather aka follow command. So they have to stay with in x range of the NPC that captured the PC. This would make it a bit more challenging to escape then. My final request is a on off switch for 3ways, so if you turn it off the two NPC's just take turns instead of a 3way every time. Or if it is not suppose to be a 3way everything, that is what I have gotten every time, they never take turns. It is so far always either 1 NPC or if their is 2 more more a 3way.
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 Has anybody had any luck submitting to giants? I've managed to submit to bandits and draugr but whenever i try with giants it doesn't work. I know on the previous versions it did and i thought that draugr were counted in the same category as giants so i expected one to work if the other did. Originally, the "sentient humanoids" were only the ones that had the "missionary/doggy/holding" set of animations, and everything else, including Giants, were put in the second "all creatures" category. But, upon play testing, since the silly seeker Daedra were in the sentient category and only had the single animation as well, I suppose the Giant should be as well. I'll change that for the next update.
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 Thank you for the wonderful update. Depending on the updates i always switch between submit and defeat as main "death alternative mod", but always use both. Recently with the creature support i used defeat more, but this update is terrific, so i am using submit as main mod again It was never my intention to make it super duper involved in earning the freedom, ala SD or something. And I felt having to run back to town to find a guard to cut you free would be tedious to the point that no one would want. But, I did add in a "Hardcore" option, reducing the grace period to simply 5seconds upon release. I could revisit that and make it truly hardcore, where you do not regain the ability to fight/cast/inventory/etc, only move, and force you to find a guard or someone that is a relationship >= 1. Can build that into the option at the same time I revisit followers getting boned as well. I would love that feature too. With 5 seconds grace period everything currently works fine, but with 60 seconds grace period my former enemies did not turn hostile again. Would it be possible to lower the minimum escape chance when bound to 0% or even better let the player adjust a malus? Currently even with master binding it seems too easy for a lvl 1 character to escape. Maybe i have been super lucky, but so far i always escaped before getting noticed. It failed about 4-5 times usually but then i managed to get unbound. And could you add more binding options? Not sure if it is technically possible, but if it is it would add even more variety if your enemies randomly pick one of the several options to bind you when you submit, so sometimes you end up hogtied, sometimes tied, sometimes tied on the wheel or to a pole etc.. Finally they should whip you when they notice you trying to escape. Did you have the "random repeat" option turned on? If you did, and you cranked the bonus combat difficulty down to -25%, you'd get re-assaulted on any failure at that point. If you failed 4-5 times at that point, and weren't re-assaulted, it was because none had LOS to you, which is the only thing that let you go unmolested, which is by design.
Ashra XIII Posted December 8, 2013 Posted December 8, 2013 Ashra I did the same thing earlier in the week a full fresh reinstall of everything. As for the mod as it sits now I really only have two suggestions left, one is more of a immersion issue that just kinda bugs me, than anything wrong with the mod. The following has happened a couple of times now. I go into a fort, camp, cave or what ever. A fight starts NPC's from other area's join in the fight. My character submits, and then the NPC's wander off back to where they was. Which about half the time takes them out of line of sight. Like into a different part of the camp behind a wall, or into a another room in the caves further in. Leaving my character alone tied up on the floor. My only problem is, it is hard for me to wrap my head around NPC's leaving your PC alone out of site. I tested this a few times, and waited a long time to see if the NPC's would wander back in the area and they almost never did. Leaving me to take me time to escape and then requip with no fear or issues. My solution and it might not be doable, but it seems like it would since the mod already does it with NPC's. Is put the PC on a teather aka follow command. So they have to stay with in x range of the NPC that captured the PC. This would make it a bit more challenging to escape then. My final request is a on off switch for 3ways, so if you turn it off the two NPC's just take turns instead of a 3way every time. Or if it is not suppose to be a 3way everything, that is what I have gotten every time, they never take turns. It is so far always either 1 NPC or if their is 2 more more a 3way. I've experienced the same issues as you with bandits wandering off once I've submitted (except for the 1 or 2 that stick around to rape, but even they leave after), leaving me alone and able to escape with no repurcussions, since no one has LOS. In some respects it makes sense... for instance, if we're just out on the road somewhere and, now that they've had their way, the bandits or whatever no longer care what happens to me. Often-times it happens in a camp, though, where this sort've behavior makes less sense. I just kinda go along with it because I'm very happy with what the mod can do, and I'm not sure how easy it would be to completely change this behavior. Forcing the PC to be 'tethered' to whomever she submitted is a pretty good idea, and something Sanguine's does, but it kinda interferes with being able to break free and sneak off. Honestly, the 'hardcore' option of not being able to break the binds, but being able to move while bound would fix this somewhat, because I could move myself into the camp and role-play that the bandits are keeping me around (with an increasing chance that they will use me again) and then finally being able to slip away to get help once they aren't paying attention. I'm willing to do this on my own without the mod forcing me, but of course I also don't mind being forced by the mod if it's possible.
whatto51 Posted December 8, 2013 Posted December 8, 2013 I got to actually play Skyrim yesterday after spending the majority of the day re-building it (seriously it's gotten to the point where downloading the entire game isn't even the longest part). So on a fresh, clean game loaded down with tons of mods + Submit, I can report a very smooth experience so far. I have not made any tweaks to the .ini files yet beyond what was explicitly outlined in a few mods (like my ENB and RCRN), and the game looks fantastic with no (or at lest, very little) script lag.Submitting has thus far worked well both with humans and creatures, and the ravaging actually is pretty great with Lover's Victim helping. I've even tested enemies noticing my escape attempts and coming back for seconds. I think my only real suggestion at this point would be tweaking the escape mechanism just a bit. I'd either like the lock difficulty to be either random, or somehow based on the enemy (which might be too much work). Ooooor I'd love the 'hardcore' mode that was discussed where my character cannot escape at all without the help of a friendly/neutral NPC. I of course personally prefer the latter. If possible, I'd like for the hardcore mode to not require a friendly NPC necessarily... just one who isn't hostile. I am more in love with the vision of having to run into some strange village which happens to be nearby, naked and defenseless and begging for help. NPCs in that town/village/mine (or even ones encountered along the road) should have a chance to either help or take advantage of my situation, having their way and leaving me still bound. That'd be awesome. Of course, since I would be bound while running about, my only defense against other bandits/creatures that find me would either be to run, or submit yet again and let them have a turn in order for them to give me some time to continue searching for help. Thanx, you saved me some writing I would have suggested exactly the same solution. If SLAroused will add some penalties for too much sex, it would be perfect.
nutluck Posted December 8, 2013 Posted December 8, 2013 I've experienced the same issues as you with bandits wandering off once I've submitted (except for the 1 or 2 that stick around to rape, but even they leave after), leaving me alone and able to escape with no repurcussions, since no one has LOS. In some respects it makes sense... for instance, if we're just out on the road somewhere and, now that they've had their way, the bandits or whatever no longer care what happens to me. Often-times it happens in a camp, though, where this sort've behavior makes less sense. I just kinda go along with it because I'm very happy with what the mod can do, and I'm not sure how easy it would be to completely change this behavior. Forcing the PC to be 'tethered' to whomever she submitted is a pretty good idea, and something Sanguine's does, but it kinda interferes with being able to break free and sneak off. Honestly, the 'hardcore' option of not being able to break the binds, but being able to move while bound would fix this somewhat, because I could move myself into the camp and role-play that the bandits are keeping me around (with an increasing chance that they will use me again) and then finally being able to slip away to get help once they aren't paying attention. I'm willing to do this on my own without the mod forcing me, but of course I also don't mind being forced by the mod if it's possible. Yeah like I said it is not a big deal, but having it work like you can turn in a NPC for a bounty, they walk with their hands tied in front of them and follow the PC around. Maybe that could be done to the PC and they would follow the NPC that they submited too. When not following the NPC they would switch back to the kneeling bound pose. either way no reason while walking or kneeling you couldn't try to untie the bounds. Would make escapes a bit more challenging is all, with out forcing you to have to run to NPC's. Kinda in between how hard it is now to escape(which honestly is very easy) and hardcore idea of only a NPC can untie you(which I could see some problems with but maybe not)
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 Ashra I did the same thing earlier in the week a full fresh reinstall of everything. As for the mod as it sits now I really only have two suggestions left, one is more of a immersion issue that just kinda bugs me, than anything wrong with the mod. The following has happened a couple of times now. I go into a fort, camp, cave or what ever. A fight starts NPC's from other area's join in the fight. My character submits, and then the NPC's wander off back to where they was. Which about half the time takes them out of line of sight. Like into a different part of the camp behind a wall, or into a another room in the caves further in. Leaving my character alone tied up on the floor. My only problem is, it is hard for me to wrap my head around NPC's leaving your PC alone out of site. I tested this a few times, and waited a long time to see if the NPC's would wander back in the area and they almost never did. Leaving me to take me time to escape and then requip with no fear or issues. My solution and it might not be doable, but it seems like it would since the mod already does it with NPC's. Is put the PC on a teather aka follow command. So they have to stay with in x range of the NPC that captured the PC. This would make it a bit more challenging to escape then. My final request is a on off switch for 3ways, so if you turn it off the two NPC's just take turns instead of a 3way every time. Or if it is not suppose to be a 3way everything, that is what I have gotten every time, they never take turns. It is so far always either 1 NPC or if their is 2 more more a 3way. Forcing the PC to be 'tethered' to whomever she submitted is a pretty good idea, and something Sanguine's does, but it kinda interferes with being able to break free and sneak off. Honestly, the 'hardcore' option of not being able to break the binds, but being able to move while bound would fix this somewhat, because I could move myself into the camp and role-play that the bandits are keeping me around (with an increasing chance that they will use me again) and then finally being able to slip away to get help once they aren't paying attention. I'm willing to do this on my own without the mod forcing me, but of course I also don't mind being forced by the mod if it's possible. For the hardcore option, I will look into something more of a looser AI package that lets them sorta sandbox with the PC as the focal point, as opposed to fully clearing their alias and have them go back to whatever. If I can find a suitable package, then sure. If not, then it will just remain as is with regards to post sex and sandboxing.
nutluck Posted December 8, 2013 Posted December 8, 2013 Thanks for checking and if it is to much work then not a problem. Though if you can't find a solution as a compromise could you allow the PC to move and maybe limit it to walking speed only while bound. When they stop moving they revert to kneeling and while moving move like the NPC's do with the arms crossed in front in a tied up position. This would let those of us that wanted to, to just play it out and make our character follow the bandits to where we believe they would realistically put the character and then we can try and escape on our own. Not as much fun as a package you might be able to set up but more than good enough. Since I don't want to keep pestering you for stuff, as you have already given us a great mod.
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 ... If possible, I'd like for the hardcore mode to not require a friendly NPC necessarily... just one who isn't hostile. I am more in love with the vision of having to run into some strange village which happens to be nearby, naked and defenseless and begging for help. NPCs in that town/village/mine (or even ones encountered along the road) should have a chance to either help or take advantage of my situation, having their way and leaving me still bound. That'd be awesome. Of course, since I would be bound while running about, my only defense against other bandits/creatures that find me would either be to run, or submit yet again and let them have a turn in order for them to give me some time to continue searching for help. I originally said "guard or friendly" because I had in my head that you could use the map quick travel once out of range of hostiles and go to the nearest place with guards or someone you've gotten the rank to 1+. But, if the map is allowed, then the inventory screen is allowed, which lets you put your gear back on if you opt to not have it all stolen, which defeats the whole point of being "hardcore" So, I'll just make it any non-hostile NPC, lock down the menu screens and combat ability, leaving your only defense to indeed run or surrender once more, until you find help. As to your "help" simply "helping themselves", eh. We'll see. Prolly not, but if I did, they would need to have low Morality and be indoors, since civilians raping people in the middle of the street is silly, and a high moral NPC wouldn't do that anyway.
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 Also, added a slight visual queue to the escape attempt. When you push the button (and it isn't on CD, and therefor ignoring repeated pushes), you will briefly stand with arms behind, then kneel back down, with 0.25s between the two. Something small, but enough to show that your character tried *something*.
Mimycro Posted December 8, 2013 Posted December 8, 2013 I'm having a little issue! I'm using an unarmed build, but after beating someone down etcetera, my unarmed strikes no longer do any damage. I made sure to use a clean install to test this. On another note, when submitting to upscaled spiders (for example the wounded frostbite one), their model is scaled down to that of a normal spider, but the actors are not aligned properly. I'm not sure what's meant to happen there.
Ashra XIII Posted December 8, 2013 Posted December 8, 2013 ... If possible, I'd like for the hardcore mode to not require a friendly NPC necessarily... just one who isn't hostile. I am more in love with the vision of having to run into some strange village which happens to be nearby, naked and defenseless and begging for help. NPCs in that town/village/mine (or even ones encountered along the road) should have a chance to either help or take advantage of my situation, having their way and leaving me still bound. That'd be awesome. Of course, since I would be bound while running about, my only defense against other bandits/creatures that find me would either be to run, or submit yet again and let them have a turn in order for them to give me some time to continue searching for help. I originally said "guard or friendly" because I had in my head that you could use the map quick travel once out of range of hostiles and go to the nearest place with guards or someone you've gotten the rank to 1+. But, if the map is allowed, then the inventory screen is allowed, which lets you put your gear back on if you opt to not have it all stolen, which defeats the whole point of being "hardcore" So, I'll just make it any non-hostile NPC, lock down the menu screens and combat ability, leaving your only defense to indeed run or surrender once more, until you find help. As to your "help" simply "helping themselves", eh. We'll see. Prolly not, but if I did, they would need to have low Morality and be indoors, since civilians raping people in the middle of the street is silly, and a high moral NPC wouldn't do that anyway. This would be completely awesome. Even without the NPC possibly taking advantage through Submit, having to go into a town/camp naked might trigger other mods (like LoversVictim or Dangerously Nude) which would cause them to have some fun with my character. I'm not so concerned with NPCs raping my character in the street, as I can fit this sorta thing into my personal narrative, but I understand why you might not like it.
nutluck Posted December 8, 2013 Posted December 8, 2013 Also, added a slight visual queue to the escape attempt. When you push the button (and it isn't on CD, and therefor ignoring repeated pushes), you will briefly stand with arms behind, then kneel back down, with 0.25s between the two. Something small, but enough to show that your character tried *something*. Very handy, I am sure it will help people to keep from being confused if they see the character moving. I have tried a number of other things with the mod looking for bugs and still so far have not yet personally found anymore. Other than the one you already fixed about pushing the button to much.
NicoleDragoness Posted December 8, 2013 Posted December 8, 2013 I read that this was already posted in other threads (technical support of SexLab and others), but Submit is unusable with Vilja (latest version 2-0-3 too). After the sex, she remains stuck in place, responding to talks but unable to move (even she walks in place). No way to restore her except to kill her by console and then resurrect. But this way makes a big mess of everything custom you gave her. Considering that this happens also with RandomSex, Matchmaker and, not sure, with other sexlab based mods, maybe it's a problem with the "sex slots" marked by the Framework. Any idea?
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 I'm having a little issue! I'm using an unarmed build, but after beating someone down etcetera, my unarmed strikes no longer do any damage. I made sure to use a clean install to test this. On another note, when submitting to upscaled spiders (for example the wounded frostbite one), their model is scaled down to that of a normal spider, but the actors are not aligned properly. I'm not sure what's meant to happen there. The spider part, I have no control over. I seem to recall the large spiders getting scaled down is a known issue with the creature in general, and I also saw the alignment issue during my testing, but I don't do anything beyond telling it to start the sex. The Framework and the animation handle the actual alignment/sizing/scaling stuff. As to the first thing, Hrm, I added a spell effect whose purpose was to deliberately reduce damage to nothing before the first swing you take to avoid you accidentally killing your target if they are very low level and wounded. It *should* have been automatically removed after that, but it's possible it isn't for some reason. I will double check to make sure I didn't mess up the removal part.
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 I read that this was already posted in other threads (technical support of SexLab and others), but Submit is unusable with Vilja (latest version 2-0-3 too). After the sex, she remains stuck in place, responding to talks but unable to move (even she walks in place). No way to restore her except to kill her by console and then resurrect. But this way makes a big mess of everything custom you gave her. Considering that this happens also with RandomSex, Matchmaker and, not sure, with other sexlab based mods, maybe it's a problem with the "sex slots" marked by the Framework. Any idea? I don't think there is much I can do about that. I don't use that mod, and I'm not going to download other mods to figure out how/why they do certain things to try to make my mod work around their quirks. But if you experience it with other SL mods, I think you answered your own question, and it's likely a Framework thing. There is nothing I can do about that, since all actual sex relies on the Framework to handle. I just set up the scene and let the Framework do the rest, so if it's a common problem to the Framework, only Ashal could possibly do anything about it.
Ashra XIII Posted December 8, 2013 Posted December 8, 2013 Yeah the spider scaling is an issue with SexLab, and will hopefully be fixed in some future version. It's a little disappointing, but nothing individual mod makers can fix because all their mods do is call up SexLab animations.
dkatryl Posted December 8, 2013 Author Posted December 8, 2013 I'm having a little issue! I'm using an unarmed build, but after beating someone down etcetera, my unarmed strikes no longer do any damage. I made sure to use a clean install to test this. As to the first thing, Hrm, I added a spell effect whose purpose was to deliberately reduce damage to nothing before the first swing you take to avoid you accidentally killing your target if they are very low level and wounded. It *should* have been automatically removed after that, but it's possible it isn't for some reason. I will double check to make sure I didn't mess up the removal part. Hrm, okay, tested this, and yep, it seems the effect is remaining, despite sending the command to remove it. I'll figure out the cause of the problem and fix it for the next update. Edit: Looks like I figured it out. the MagicEffect was correctly set to 'detrimental' to lower the unarmed damage, but I didn't check the 'recover' box, so when the effect was removed, it didn't actually recover the "damaged unarmed" effect. It seems to be correctly removing it now.
velocitas eradico Posted December 8, 2013 Posted December 8, 2013 I think even if you select level one sentient creatures only the check still happens, seen a message in the top corner while fighting a saber tooth cat (didn't get a chance to read it, too busy staying alive). I have a question about when scripts run. If, in the MCM menu, I don't have player submit active or leave it at default 0% chance, will those scripts still run in the background? I use a lot of mods, and after beta I likely won't use that feature. I was just wondering because of script lag.
shinji72 Posted December 8, 2013 Posted December 8, 2013 Hi Dkatryl. Checked the undress issue. Found it was simply caused by the related option in the Framework. Actor undress. Toggle off the option and there is no rapists undressing.The undressing anim is good, it only look strange in the submit sequence because the keep looping it until the start of the sex anim. Since it may take a few second the spend those seconds undressing constantly... There is another thing I've noted which, in my opinion, would improve the whole surrendering sequence. When you submit you sheath your weapon, then get banged in the face, robbed and so on. My proposal is: Wouldn't be better to skip the sheath part and having the weapon simply fall to the ground?This way would add more drama and realism to the sequence.A surrendering fighter would throw his/her weapon to the ground, not taking the time to sheath it. Stopping for sheathing now feels a little bit unnatural. Of course the dropped weapon would disappear as soon as it is robbed with the rest of the PC equipment.
dkatryl Posted December 9, 2013 Author Posted December 9, 2013 Hi Dkatryl. Checked the undress issue. Found it was simply caused by the related option in the Framework. Actor undress. Toggle off the option and there is no rapists undressing. The undressing anim is good, it only look strange in the submit sequence because the keep looping it until the start of the sex anim. Since it may take a few second the spend those seconds undressing constantly... There is another thing I've noted which, in my opinion, would improve the whole surrendering sequence. When you submit you sheath your weapon, then get banged in the face, robbed and so on. My proposal is: Wouldn't be better to skip the sheath part and having the weapon simply fall to the ground? This way would add more drama and realism to the sequence. A surrendering fighter would throw his/her weapon to the ground, not taking the time to sheath it. Stopping for sheathing now feels a little bit unnatural. Of course the dropped weapon would disappear as soon as it is robbed with the rest of the PC equipment. Huh, I have the Framework's Undress Animation turned on, and my assailants undress the one time, then go into the scene. Never experienced them looping multiple times. As to the rest, eh, true, but you have to sheathe your weapon in order to use the manual surrender already, so this would only be applicable for auto triggered surrender. Additionally, just dropping the weapon would only be applicable for those that have their gear stolen, as ones that opt to not actually have it stolen would be annoyed by that if it would break favorites designations.
dkatryl Posted December 9, 2013 Author Posted December 9, 2013 I think even if you select level one sentient creatures only the check still happens, seen a message in the top corner while fighting a saber tooth cat (didn't get a chance to read it, too busy staying alive). I have a question about when scripts run. If, in the MCM menu, I don't have player submit active or leave it at default 0% chance, will those scripts still run in the background? I use a lot of mods, and after beta I likely won't use that feature. I was just wondering because of script lag. Seeing the message is because OnHit() uses an ObjectReference for the first argument, akAggressor. My functions to check valid aggressor (NPC Only, Sentient, All) require an Actor, not an ObjectReference. Originally, when it was only NPC's, I could use HasKeyword, which is part of the ObjectReference script, but the existing Keywords are far too limited to define all of the different creatures that have valid animations. So, basically, if you have auto surrender turned on, I do a check once you fall below the threshold. If you roll higher than the chance, nothing happens, check again on next hit. If/when you don't roll higher than the chance, then the auto-surrender spell is cast, which effectively acts like you manually surrendered. That is where the actual NPC vs creature validity check is made. As to the second question, if you have player submit turned off, no surrender related scripts will ever play. The way the auto surrender works is if you set it to >0%, you cast a spell on yourself that continually monitors for the OnHit() that I just discussed. Nothing happens until you get hit. If you set it to 0%, that spell is removed, and it will never run the OnHit() check because the MagicEffect that controls it isn't on the player.
dkatryl Posted December 9, 2013 Author Posted December 9, 2013 Okay, took a few minutes tonight, tried making an "enchanted item" that is auto equipped on the "hardcore" escape version, and it automatically puts you back into the "wrist bound" position, despite sprinting, jumping, sneaking, etc. You may briefly move your hands while doing this, but they then immediately return to the bound position. Going to add that functionality to the prisoner bounty as well.
xboronx Posted December 9, 2013 Posted December 9, 2013 Did you have the "random repeat" option turned on? If you did, and you cranked the bonus combat difficulty down to -25%, you'd get re-assaulted on any failure at that point. If you failed 4-5 times at that point, and weren't re-assaulted, it was because none had LOS to you, which is the only thing that let you go unmolested, which is by design. Forgot the -25%. Random repeat was on. The bandits who defeated me indeed walked away and probably had no LOS. Thanks for the clarification. If i understand it correctly now my only gripe is that you have always a 10% chance to escape. Would love it if you could slightly change the system that you can have 0% chance on the first attempt, but each unsuccessful attempt increases your chance a bit like 1-5%. This would simulate wiggling and jiggling around and slowly loosening the bondage. Also if you could add an option that the enemies randomly chose the binding strength would be great. Lowlevel enemies should only be able to do easy tieing, whereas stronger enemies would also use stronger bindings. This way a new player character would have to still struggle a few times even when bound by common bandits whereas a stronger player character would have little trouble with bandit bindings but still get a challenge if captured by a powerful vampire or similiar.
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