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Posted (edited)
23 minutes ago, PhobosMoon said:

That's a bit off... 1.6.1170 is THE latest version of SKYRIM in general (which would be the anniversary edition, AE).

The final Version of SE was 1.5.97.0 (to which I had to downgrade yesterday from 1.6.1170 because my harddrive said one final "goodbye"...)

Although I have to admit, I'm not sure which of your mods might work with that Skyrim version, and which ones are prone to mess it up: it's usually not a very good idea to mix versions unless you're totally aware of what you are doing

Don't you have any solution for it  ? Or should I back to 1.5.97 again ?If possible you can tell me what to do will be really appreciated 

Edited by ggoooo
Posted
42 minutes ago, sean017 said:

can anyone help me out here? I tried to update but fnis keeps giving me this warning

 

Warning: \character\behaviors\FNIS_BimbosOfSkyrim_Behavior.hkx not Skyrim SE compatible

 

im pretty sure i downloaded the SE ver for both botox and SE patches. im on skyrim 1.5.97 if that helps

 

You need the SE patch merged into or loaded after the main LE file. You're missing one of them, or your loading them in the wrong order.

Posted (edited)
6 hours ago, jib_buttkiss said:

 

-I probably won't connect the hypnosis to corruption- why would your maste care (or know) about how corrupted your soul is when give you orders? But yeah maybe I'll change some of the one-off events to require more than one go.

-Yep, Elivan spawns in too early. He shouldn't be there until the hypno quest starts.

-Yeah, I could add in corruption decay. I'd probably turn it off by default, but it won't be too hard to do. Regarding your 4000% corruption problem, I did actually add a cap of 300% in 1.8, so corruption should now stay at playable levels, at least.

 

 

Didn't know it was cap at 1.8, so thanks for the capping.

 

It's about damn time for corruption decay to be add. I set every corruption limit at 1 and yet it still raise too fast despite avoiding it.

 

And if it isn't too difficult to ask, would it be possible to add a slider at MCM whereby corruption buff was trigger at the percentage you set. Let's say you set "Bimbo: Gone Too Far" at 200%, you would need 200% corruption to be totally corrupt.

 

Thats allowed me to diversify the corruption values across all corruption option much better.

 

I also just notice 1 thing after playing your mod for so long. Bimbo never ask for orgy nor gangbang, is this intentional?

 

Edited by DrSeptimus
Posted

hi. maybe someone has already reported on this but just in case i want to say that advance the curse on sleep feature still doesn't work. in fact it got even worse than before. the way it works now, al least for me, is that when this feature is toggled on the curse seems to start from one of the later stages skipping all the previous ones and in effect it skipps giving accesories and bodyshape realated to those. i also noticed something that may not be related to this version of the mod but flirty charm power also doesn't work properly. when used on mutiple targets it's active only for a second and when offering body to one target all the rest become hostile. 

Posted

Love this mod, but I was wondering if there was some way to prevent just the hair change? Everything else would be the same through the transformation stages, except the hair would remain the same model while turning blonde. Would that somehow be possible?

Posted
8 hours ago, sean017 said:

can anyone help me out here? I tried to update but fnis keeps giving me this warning

 

Warning: \character\behaviors\FNIS_BimbosOfSkyrim_Behavior.hkx not Skyrim SE compatible

 

im pretty sure i downloaded the SE ver for both botox and SE patches. im on skyrim 1.5.97 if that helps

 

That's the patch being sorted ahead of the base mod in your load order, it happens sometimes.

The easy option would be uninstall-reinstall the SE patch (and probably Botox), as, at a guess, what happened was installing them all at once and then the BoS base files overwriting the patch files instead of the other way around.

Posted
13 hours ago, jib_buttkiss said:

So that's not entirely unexpected. Odd that it never gets fixed on a timer, I'll look into that, but the cell change triggering a fix is expected.

Maybe in that one save, you saved just before some trigger was about to fix the hair?

 

The save was made right after I had played around with their hair via the dialog commands, judging by the save image which shows the follower with purple hair. After running the curse on the two of them and seeing that their hair color didn't change, I used those commands to manually change the hair models and get the color to trigger. 

 

13 hours ago, jib_buttkiss said:

Are the greyface and hair ever fixed seperately to each other? Because if so, that's an issue.

 

When loading into that save where the fix is working the character's face and hair always change at the same time, with it working on the innkeeper first and then the follower a few seconds later. When loading into other saves made inside the inn neither part of the fix works, with the hair staying as their original hair mesh and their faces staying grey for as long as I stay inside the cell. On cell change in those cases the faces get fixed, but never the hair. 

 

 

Posted
13 hours ago, MellowDrama said:

No, Additem. I guess the princess one should be out of rotation too?

 

Yep. Those are the two unfinished ones. I couldn't get the Event to work for the YPS one and I just didn't have the drive to give the princess one the attention it required.

 

13 hours ago, Rocketman5461138 said:

Hello looking for advice. Playing on SE and FNIS is flagging 1.8.0 and the MCM is not showing the mod. Have both 1.8 and SE patch downloaded

 

Sounds like the SE patch isn't overwriting the main mod for one reason or another. Check your mod manager's load order.

 

8 hours ago, DrSeptimus said:

 

Didn't know it was cap at 1.8, so thanks for the capping.

 

It's about damn time for corruption decay to be add. I set every corruption limit at 1 and yet it still raise too fast despite avoiding it.

 

And if it isn't too difficult to ask, would it be possible to add a slider at MCM whereby corruption buff was trigger at the percentage you set. Let's say you set "Bimbo: Gone Too Far" at 200%, you would need 200% corruption to be totally corrupt.

 

Thats allowed me to diversify the corruption values across all corruption option much better.

 

I also just notice 1 thing after playing your mod for so long. Bimbo never ask for orgy nor gangbang, is this intentional?

 

 

-Well, I don't know about "about damn time", but I could get around to it.

If even 1 is too much, maybe turn off corruption from certain sources.

 

-Unfortunately, that is a pretty difficult ask. It's not a complex change, as such, just a really fiddly one- I'd have to make sure I catch every instance of corruption > 100 and replace it with corruption > userSetting, and missing even one could cause problems.

By the way, the "Bimbo: Gone Too Far" spell has nothing to with the actual curse or corruption. It's just an indicator that gets added at thresholds, it doesn't drive or control anything.

 

-Well, it's intentional insofar that I haven't implemented it at all. Triggering scenes with 3+ actors gets tricky, since you have to make a decision about the extra actors, and maintain control of the first one while the others get chosen. A normal 2-person sex scene is literally one line of code. A 3+ person scene could be a whole script.

If you're keen, the player can ask a bimbo follower for a threesome, then go find a third. That was fairly easy since a) I already know what a follower will be doing, b) I co-opted the bimbo prostitution script. Neither of those things are valid for a random bimbo NPC.

 

4 hours ago, jimjimjimjimjimjimjim said:

hi. maybe someone has already reported on this but just in case i want to say that advance the curse on sleep feature still doesn't work. in fact it got even worse than before. the way it works now, al least for me, is that when this feature is toggled on the curse seems to start from one of the later stages skipping all the previous ones and in effect it skipps giving accesories and bodyshape realated to those. i also noticed something that may not be related to this version of the mod but flirty charm power also doesn't work properly. when used on mutiple targets it's active only for a second and when offering body to one target all the rest become hostile. 

 

That would be odd, since all I changed in the sleep-mode curse was correcting a basic typo that made it get jammed at the clit piercing step.

And I haven't changed Flirty Charm in a good while. Have you added some other mod that could be messing with it?

 

2 hours ago, FrogsFromBogs said:

Love this mod, but I was wondering if there was some way to prevent just the hair change? Everything else would be the same through the transformation stages, except the hair would remain the same model while turning blonde. Would that somehow be possible?

 

Not currently. It's possible to implement, but would be pretty fiddly for me to do.

For the player at least, you could just remove the changed hair, then change your hair colour in racemenu.

 

30 minutes ago, AVS said:

 

The save was made right after I had played around with their hair via the dialog commands, judging by the save image which shows the follower with purple hair. After running the curse on the two of them and seeing that their hair color didn't change, I used those commands to manually change the hair models and get the color to trigger. 

 

 

When loading into that save where the fix is working the character's face and hair always change at the same time, with it working on the innkeeper first and then the follower a few seconds later. When loading into other saves made inside the inn neither part of the fix works, with the hair staying as their original hair mesh and their faces staying grey for as long as I stay inside the cell. On cell change in those cases the faces get fixed, but never the hair. 

 

 

 

Hm. The facefix and hairfix happening independently to each other makes me unhappy. I'll take a look. Maybe I messed something up when I pulled the name-fix code out of the hair-fix's script.

Posted (edited)

Been playing around with the 1.8 update. Thanks to script 3 I was able to get the notes to mostly work. Since I'm not sure how it's supposed to work I'll note what I'm seeing in spoilers...

 

Spoiler

The note to become aroused seems to stop quest progression. I had that note delivered with the quest saying increase arousal and had my arousal at both 99.94048 and tipped over 100 (orgasm) and still the quest never seems to notice the arousal. It's possible I am missing something with this one. 

 

The note to be the Court Slut seems broken as well. No one in the Jarl's building (tried Riften, Markarth, and Whiterun) seems to know about it. And the Jarl says, I'd never do such a thing. I was able to skip time past this one. I'm not sure if this should be a tie-in with Public Whore. The Jarl in Whiterun did have a line to direct me to his Thane but I'm pretty sure that's from Public Whore.

 

I really liked the task to tell someone my trigger phrase. Nothing came of that though I think this one could hold a lot of promise. Every time you enter the town will you get approached? Very nice.

 

Thanks for the great mod. I really like the Hypnosis update and look forward to playing with it some more. I like how it's just integrates into playing other quests. 

I appreciate the effort of you and other mod authors. Your work is appreciated. 

Edited by tester86
Posted (edited)
47 minutes ago, jib_buttkiss said:

 

That would be odd, since all I changed in the sleep-mode curse was correcting a basic typo that made it get jammed at the clit piercing step.

And I haven't changed Flirty Charm in a good while. Have you added some other mod that could be messing with it?

I looked at this and I think the way you determine the nextStage in the sleep script has a typo or logical oversight. For reference the psc files of CC_PlayerBimbo_Sleep says this (I changed the indentation for clarity)

 

        if (currentStage == 110)
            nextStage = 115
        elseif (currentStage == 87)
            nextStage = 90
        elseif (currentStage == 85)
            nextStage = 87
        elseif (currentStage == 80)
            nextStage = 85
        elseif currentStage < 20
            nextStage = 20
        elseif currentStage < 115
            nextStage = 120
        elseif (currentStage == 160)
            ;nah u good
        else
            nextStage = currentStage + 10
        endif

The line of note is the elseif currentStage < 115

Since we start at stage 20 the next stage is intended to be stage 30 as far as I can tell. However we never get to the else block since we hit the elseif currentStage<115 block first as 20 is very much smaller than 115. Thereby immediately catapulting us to stage 120.

 

I have yet to discern what the correct logic for that line is but hopefullly you do know that already.

 

Update: I believe it should be

elseif currentStage == 115

 

Under the assumption that this is indeed correct I edited the psc file which you can find attached to this message. I hope you don't mind my indentation changes too much I would have had to revert them before posting.

cc_playerbimbo_sleep.zip

Edited by LetsTestThis
Typo
Posted

Guys can someone tell me which version of the game will work well with this mod I already have the original version of the game from steam 1.6.1170 should I go for 1.5.97 ? Or stay with original version?

Posted
57 minutes ago, ggoooo said:

Guys can someone tell me which version of the game will work well with this mod I already have the original version of the game from steam 1.6.1170 should I go for 1.5.97 ? Or stay with original version?

 

Game version doesn't matter as long as all the mods you want to use support it. 1.6.1170 should be fine for you. I noticed on your other post that you have "HDT-SMP for SSE 1.5.97" so that might be where your issue lies. Make sure all of your mods are for the version you are currently on. I also recommend that you stop using HDT-SMP entirely and use FSMP instead. It's faster, up to date, and more reliable.
Another suggestion, if you still have trouble after that, is to switch from FNIS to something more up to date, like Nemesis or Pandora. I use Pandora with 0 issues and it builds animations in seconds.
Lastly, and not to be rude, but if you're still having trouble after that you should honestly start from scratch and follow a guide. Modding can be pretty difficult sometimes and requires a lot of problem solving. If you're having this much trouble now, you're only going to have more trouble down the line, and you're not gonna know how to fix it. Gopher's Tutorials are a bit old now, but they still hold up rather well imo and serve as a good base to start learning.

Posted
15 minutes ago, Selloh said:

 

Game version doesn't matter as long as all the mods you want to use support it. 1.6.1170 should be fine for you. I noticed on your other post that you have "HDT-SMP for SSE 1.5.97" so that might be where your issue lies. Make sure all of your mods are for the version you are currently on. I also recommend that you stop using HDT-SMP entirely and use FSMP instead. It's faster, up to date, and more reliable.
Another suggestion, if you still have trouble after that, is to switch from FNIS to something more up to date, like Nemesis or Pandora. I use Pandora with 0 issues and it builds animations in seconds.
Lastly, and not to be rude, but if you're still having trouble after that you should honestly start from scratch and follow a guide. Modding can be pretty difficult sometimes and requires a lot of problem solving. If you're having this much trouble now, you're only going to have more trouble down the line, and you're not gonna know how to fix it. Gopher's Tutorials are a bit old now, but they still hold up rather well imo and serve as a good base to start learning.

Well thank you for responding I will try from the beginning again with your suggestions 

Posted (edited)
3 hours ago, jib_buttkiss said:

-Well, I don't know about "about damn time", but I could get around to it.

If even 1 is too much, maybe turn off corruption from certain sources.

 

-Unfortunately, that is a pretty difficult ask. It's not a complex change, as such, just a really fiddly one- I'd have to make sure I catch every instance of corruption > 100 and replace it with corruption > userSetting, and missing even one could cause problems.

By the way, the "Bimbo: Gone Too Far" spell has nothing to with the actual curse or corruption. It's just an indicator that gets added at thresholds, it doesn't drive or control anything.

 

-Well, it's intentional insofar that I haven't implemented it at all. Triggering scenes with 3+ actors gets tricky, since you have to make a decision about the extra actors, and maintain control of the first one while the others get chosen. A normal 2-person sex scene is literally one line of code. A 3+ person scene could be a whole script.

If you're keen, the player can ask a bimbo follower for a threesome, then go find a third. That was fairly easy since a) I already know what a follower will be doing, b) I co-opted the bimbo prostitution script. Neither of those things are valid for a random bimbo NPC.

 

 

Or maybe add a slider that are similar to mod such as Skooma mod.

 

For example, you can name the slider "Corruption Speed" and the slider shown as "Very Slow (300% corruption), Slow (200%), Normal (150%), Fast (100%), Very Fast (50%).

 

So if you set it very fast, you would be bimbofy as soon as it hit 50% corruption.

 

By the way, I know you have a lot of idea. Do you have idea to integrate skooma whore with this mod? 

And are you planning to release hotfix? or all would be fix at 1.9?

Edited by DrSeptimus
Posted
11 minutes ago, AphroditesEye said:

I don't seem to be hearing the giggle on corruption threshold as the mod indicates, I was sent over 20% with Anaita's note and then 40% through aggressive sex yet nothing played.

I've noticed the same but I'm using the hide corruption option in MCM so I don't know if it's a feature or a bug for that mode.

Posted (edited)
11 hours ago, FrogsFromBogs said:

Love this mod, but I was wondering if there was some way to prevent just the hair change? Everything else would be the same through the transformation stages, except the hair would remain the same model while turning blonde. Would that somehow be possible?

If you use yps your best bet would just be to add the hair that you desire to the custom hairs section in yps's MCM and set it to be classic length. If you wanna go really in depth you could also crack into the yps hair json files and add it there instead so it would be a permanent part of that hair length. Otherwise you just have to reload the custom hair in MCM for each new playthrough.

Edited by H Bof
Posted
25 minutes ago, H Bof said:

I've noticed the same but I'm using the hide corruption option in MCM so I don't know if it's a feature or a bug for that mode.

I tested further - I DO get it at High Bimbo corruption specifically. Haven't tested very high yet.

Imo it'd also be pretty cool for the character to have an increased chance of playing a giggle sound whenever they gain corruption depending on how high their corruption currently is/how much they gained/combo tho, adds a sense of "forboding". Also its hot so thats cool.

Posted (edited)
10 hours ago, tester86 said:

Been playing around with the 1.8 update. Thanks to script 3 I was able to get the notes to mostly work. Since I'm not sure how it's supposed to work I'll note what I'm seeing in spoilers...

 

  Hide contents

The note to become aroused seems to stop quest progression. I had that note delivered with the quest saying increase arousal and had my arousal at both 99.94048 and tipped over 100 (orgasm) and still the quest never seems to notice the arousal. It's possible I am missing something with this one. 

 

The note to be the Court Slut seems broken as well. No one in the Jarl's building (tried Riften, Markarth, and Whiterun) seems to know about it. And the Jarl says, I'd never do such a thing. I was able to skip time past this one. I'm not sure if this should be a tie-in with Public Whore. The Jarl in Whiterun did have a line to direct me to his Thane but I'm pretty sure that's from Public Whore.

 

I really liked the task to tell someone my trigger phrase. Nothing came of that though I think this one could hold a lot of promise. Every time you enter the town will you get approached? Very nice.

 

Thanks for the great mod. I really like the Hypnosis update and look forward to playing with it some more. I like how it's just integrates into playing other quests. 

I appreciate the effort of you and other mod authors. Your work is appreciated. 

 

Glad you're enjoying it!

 

Yeah, the quest log is bugged and doesn't update on the notes that complete immediately (like "get aroused"). I've got it fixed in the upcoming patch. The bug doesn't actually affect the progression though, so it's not a huge worry until then.

 

For the Court Slut one, did you talk to other NPCs? You should be able to offer yourself to them. I'll take a look, maybe it's not working right. It's nothing to do with Public Whore though. I actually did consider having a note that made you enlist in that mod's systems, but it doesn't have a way for an external mod to do that.

 

For the trigger phrase, they won't approach you, but when you try to talk to them (or anyone else who might have overheard...!) they have a chance of using the trigger. Though I just checked, and looks like I set the odds of that happening to be weirdly low. I'll bump them up in 1.8.1.

 

10 hours ago, LetsTestThis said:

I looked at this and I think the way you determine the nextStage in the sleep script has a typo or logical oversight. For reference the psc files of CC_PlayerBimbo_Sleep says this (I changed the indentation for clarity)

 

        if (currentStage == 110)
            nextStage = 115
        elseif (currentStage == 87)
            nextStage = 90
        elseif (currentStage == 85)
            nextStage = 87
        elseif (currentStage == 80)
            nextStage = 85
        elseif currentStage < 20
            nextStage = 20
        elseif currentStage < 115
            nextStage = 120
        elseif (currentStage == 160)
            ;nah u good
        else
            nextStage = currentStage + 10
        endif

The line of note is the elseif currentStage < 115

Since we start at stage 20 the next stage is intended to be stage 30 as far as I can tell. However we never get to the else block since we hit the elseif currentStage<115 block first as 20 is very much smaller than 115. Thereby immediately catapulting us to stage 120.

 

I have yet to discern what the correct logic for that line is but hopefullly you do know that already.

 

Update: I believe it should be

elseif currentStage == 115

 

Under the assumption that this is indeed correct I edited the psc file which you can find attached to this message. I hope you don't mind my indentation changes too much I would have had to revert them before posting.

cc_playerbimbo_sleep.zip 889 B · 1 download

 

Oh yeah fukken whoops that'll do it.

 

Your logic in your edit is right. Since the bimbo curse quest stages aren't always an even 10 20 30..., there needs to be some special handling when one of those off-10 stages is reached. So you can see in that if-else tree, when currentStage == 80, instead of nextStage being 80+10=90 like you'd expect (the default case the else handles), it needs to be set to 85.

 

The problem in 1.7 was that I missed the case for stage 115 progressing to 120, so the curse would jam because it would fall through to the else nextStage = currentStage + 10, and try to set stage 125 which doesn't exist. But now it looks like I copy-pasted the previous elseif when I added the 115 case, but accidentally grabbed the < 20 line instead (which is there to handle error states and debugging).

 

Thanks for digging that out, I'll fix it in 1.8.1.

 

7 hours ago, DrSeptimus said:

 

Or maybe add a slider that are similar to mod such as Skooma mod.

 

For example, you can name the slider "Corruption Speed" and the slider shown as "Very Slow (300% corruption), Slow (200%), Normal (150%), Fast (100%), Very Fast (50%).

 

So if you set it very fast, you would be bimbofy as soon as it hit 50% corruption.

 

By the way, I know you have a lot of idea. Do you have idea to integrate skooma whore with this mod? 

And are you planning to release hotfix? or all would be fix at 1.9?

 

The problem isn't putting the value on nice even numbers, the problem is that the value is hardcoded to 100% in a lot of places, and while I could change that, it would be a lot of effort and there would certainly be things I'd miss, causing problems for ages.

 

I don't know anything about Skooma Whore. What integrations could there be? How easy is it to interface with?

 

For the bugs discussed over the last few pages, I'll have a hotfix 1.8.1 out real soon.

 

1 hour ago, AphroditesEye said:

I tested further - I DO get it at High Bimbo corruption specifically. Haven't tested very high yet.

Imo it'd also be pretty cool for the character to have an increased chance of playing a giggle sound whenever they gain corruption depending on how high their corruption currently is/how much they gained/combo tho, adds a sense of "forboding". Also its hot so thats cool.

 

Oh, looks like I got the patchnote wrong- the giggles only play starting from High corruption. But in 1.8.1 I'll bring that down to start from Moderate, so it happens more than twice.

 

I like the idea of occasional giggles at high corruption. There's already the idea of adding some minor behaviors at high corruption, so it would be a nice part of that.

 

   

1 hour ago, H Bof said:

I've noticed the same but I'm using the hide corruption option in MCM so I don't know if it's a feature or a bug for that mode.

 

Yeah, the giggles are a part of the corruption indicator logic that gets disabled when in secret mode. I'll probably change that when I add some other pre-curse behavior, because I'll bundle them into that logic instead of into the indicator's logic.

Edited by jib_buttkiss
Posted
10 hours ago, LetsTestThis said:

I looked at this and I think the way you determine the nextStage in the sleep script has a typo or logical oversight. For reference the psc files of CC_PlayerBimbo_Sleep says this (I changed the indentation for clarity)

 

        if (currentStage == 110)
            nextStage = 115
        elseif (currentStage == 87)
            nextStage = 90
        elseif (currentStage == 85)
            nextStage = 87
        elseif (currentStage == 80)
            nextStage = 85
        elseif currentStage < 20
            nextStage = 20
        elseif currentStage < 115
            nextStage = 120
        elseif (currentStage == 160)
            ;nah u good
        else
            nextStage = currentStage + 10
        endif

The line of note is the elseif currentStage < 115

Since we start at stage 20 the next stage is intended to be stage 30 as far as I can tell. However we never get to the else block since we hit the elseif currentStage<115 block first as 20 is very much smaller than 115. Thereby immediately catapulting us to stage 120.

 

I have yet to discern what the correct logic for that line is but hopefullly you do know that already.

 

Update: I believe it should be

elseif currentStage == 115

 

Under the assumption that this is indeed correct I edited the psc file which you can find attached to this message. I hope you don't mind my indentation changes too much I would have had to revert them before posting.

cc_playerbimbo_sleep.zip 889 B · 1 download

Yeah, I've noticed the same. I thought another mod in my setup broke BoS, because after the 3-4 stage, when I sleep I got a message of a wayyy later stage. Plus all the thoughts of a late stage, even tho I should only be in the 5 or so stage.

Posted
16 minutes ago, jib_buttkiss said:

Yeah, the giggles are a part of the corruption indicator logic that gets disabled when in secret mode. I'll probably change that when I add some other pre-curse behavior, because I'll bundle them into that logic instead of into the indicator's logic.

That makes sense, it would be really cool in the future to see more natural ways to gauge player corruption much like how Morella's dialogue will change as it goes up. Not that I'm asking for PC dialogue rewrites just subtle things like the giggling @AphroditesEye mentioned and potentially being able to reuse elements like the visual effect from reading the new notes, making it occur every so often and becoming a stronger effect as corruption goes up.

Posted
13 hours ago, randotemp said:

 

That's the patch being sorted ahead of the base mod in your load order, it happens sometimes.

The easy option would be uninstall-reinstall the SE patch (and probably Botox), as, at a guess, what happened was installing them all at once and then the BoS base files overwriting the patch files instead of the other way around.

 

I tried this and it worked, thanks for the advice man. Really appreciate it.

Posted

I think I saw it mentioned that there was an idea with the notes that the player might accidentally click on them and they would reactivate. A minor suggestion could be to add a letter before the name of different letters so they get scattered in the player's inventory when it gets sorted alphabetically e.g. a Anonymous Note b Anonymous Note , c Anonymous Note , etc. It may not be the prettiest I suppose but it would certainly up the risk factor.

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