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Skyrim AE for Beginners - V 3.1.0


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Posted

@hardcoremanuel Yeah, then I probably got it first from the Bard College and erroneously though I got it from the Blue Palace, it doesn't really matter anyways, when the 2 patches you made are repackaged for the modlist it'll probably fix the issue.

Posted (edited)

The patches from @hardcoremanuel are integrated into the guide (in 'NPC'). Thanks again.

 

  

14 hours ago, FulgrimPrince said:

Second the guards in Margarth have their lower legs invisible. What could cause this and how do I fix this?

Last update and check the version of SPID.

Edited by Aylis
Posted
12 hours ago, Kusoneko said:

@Aylis Alright, thanks.

 

@Temphyx Yes, I'm aware of that, however there is the SLSB conversion patch thing from SLP+ which has an option for ZAZ animations, which claims to work with 7, 8 and 8+, which I ticked. In the exact same category, it has an option for Devious Devices NG, which I installed for a quick test and the animations for that work just fine. As a result, I kinda think it *should* work, unless I misunderstand how the SLSB conversion patch for that category is supposed to work.

 

@hardcoremanuel I did not see Orla's chest when I was looking around in Aela's room, perhaps I'm just blind, but I didn't see it. As for Elisif's chest, I wasn't even aware there was one, I found the Adoration book literally lying around on a table in a room in the Blue Palace when I originally found the book. That might possibly be as a result of the Bashed Patch though. I'm not aware that SoD adds those things to leveled lists, but maybe it does, and if it does then that would explain why I found the book lying around.

 

@FulgrimPrince That sounds like a Bodyslide issue, I'm not sure which mod exactly provides their leg pieces, but they probably don't have their bodyslides generated. Either that or you're missing something else that that set is based on but not overwriting the bottom part. Not quite sure on this specifically.

 

@Arkerthan Yes, Aylis is aware of this, the list is a WIP being regularly updated, at the moment they're working on specifically adding mods to each category and making the game stable with them. Afterwards, the instructions for FOMODs and basically everything else will probably be looked at and updated. The current instructions are from the old version of the list, so some might not be accurate, still there at all and some might not have instructions at all despite perhaps needing some.

 

16 hours ago, FulgrimPrince said:

I currently have 2 bugs (that I know of) and hope that someone can point me in the right direction on how to fix them:

Firstly my PC sometimes randomly gets in the animation where her hands seem bound behind her and I am unable to take any action besides walking. This stays for a second or two and then she returns to the normal state. What could cause this and how do I fix this?

 

Second the guards in Margarth have their lower legs invisible. What could cause this and how do I fix this?

 

Please advise :D

 

In the end I fixed it with this mod:
https://www.nexusmods.com/skyrimspecialedition/mods/42441

Posted

Quick question, does the Zeroed files work only with the presets presenting under the Gameplay - Anatomy? or will it still work with other bodyslides presets I've downloaded as well? (Sorry, I am quite new to the Bodyslides thinggy)

Posted
22 minutes ago, NiceSlides said:

Quick question, does the Zeroed files work only with the presets presenting under the Gameplay - Anatomy? or will it still work with other bodyslides presets I've downloaded as well? (Sorry, I am quite new to the Bodyslides thinggy)

 

For the whole thing to work, you need to have or build Bodyslides or your clothes and armors with zero presets. In this guide, they will be available for download, but you can just build more for any other armor you choose to include. That is the foundation for OBody to work. After that it can work with any bodyslide presets, but you will either have to manually apply them ingame or create a config file that includes all presets you want to have. I'm sure that config file for the presets of the guide will be available eventually and you can just modify it to your liking.

 

For more information about the topic you can read the general OBody installation guide and the one for the JSON configuration file.

Posted (edited)
52 minutes ago, YuFeng said:

I'm sure that config file for the presets of the guide will be available eventually and you can just modify it to your liking.

???

 

The file is, for quite some time now, available.

 

I added it to the entry as i'm not completely done with it. Some presets look nice in the preview pictures, but having them in the game is a bit different.

  

2 hours ago, FulgrimPrince said:

In the end I fixed it with this mod:
https://www.nexusmods.com/skyrimspecialedition/mods/42441

This is no fix for the issues you mentioned and it only hides a completely different bug (which btw was already fixed by me).

 

@NiceSlides

Big pics belong in spoilers!

Edited by Aylis
Posted
1 hour ago, Aylis said:

???

 

The file is, for quite some time now, available.

 

I added it to the entry as i'm not completely done with it. Some presets look nice in the preview pictures, but having them in the game is a bit different.

 

I meant the file when you are completely done with it. :P

Posted (edited)

It seems like the zeroed files do interfere with the armor appearance, reverting them to the vanilla armors instead of the one in the list.

 

Aela before Zeroing
 

Spoiler

image.png.7bd8860ca4c1a423eec356789496518c.png

 

Aela after Zeroing
 

Spoiler

image.png.aec1762d89192fabc9aad1c62a32d642.png

 

Or is it because of my load order (I loaded the zeroed files after the mod files)

Edited by NiceSlides
Posted (edited)

@NiceSlides No, you are supposed to put the Zeroed files after the mod files, near the end of the mod order in fact, this seems to be more of a conflict with regards to what you generated with Bodyslide. Let's take the topless forsworn armor for an example cause that's the one I had that experience with myself:

- CBBE provides a Forsworn armor.

- Vanilla SMP clothing also provides one.

- Fur Shader Armors also provides one.

- CBBE 3BA Vanilla Outfits Redone also provides one.

- Topless Forsworn Armor Replacer provides one.

They are all armor replacers, meaning they will replace the exact same vanilla armor files. So, let's say I generate bodyslides for them and put the Vanilla SMP clothing's bodyslide generated files last, that will, in essence, give you the forsworn armor from the vanilla SMP clothing set.

 

So, in your case, whatever armor set Aela normally wears, you put the bodyslide output for the wrong set last if the set you want is the one in your first screenshot, just with 3BA and physics. I can't tell for sure what set you picked and what set you should have picked, I myself am mostly relying on Aylis' old bodyslides outputs except for the few armor sets that aren't yet available + all the HIMBO stuff, because I had a similar issue there. If I'd built the modlist from scratch by myself, I'd probably know which outfit is in which group so I'd be better placed to answer the question as to what you did wrong in bodyslide but as I did essentially just copy the entire list, I'm not exactly clear on what is supposed to overwrite what and therefore which options are supposed to be winning bodyslide conflicts and which are meant to lose them.

Edited by Kusoneko
Posted (edited)

Vanilla and CC clothing/armors come first, then the ones from Frankly, and finally the rest to get the correct order of overwrites.

 

If you use the 'Topless Forsworn' it is extremely important that this one doesn't get overwritten (with the predone bodyslides for it being the exception). Using the wrong meshes causes glitches or even CTD.

 

In the end it should look like this:

Spoiler

Unbenannt.png.a04ffcd3ad54ba14ad219af148870fc2.png

Minus the ones i have to remove later...

Edited by Aylis
Posted
54 minutes ago, Aylis said:

 

In the end it should look like this:

  Hide contents

Unbenannt.png.a04ffcd3ad54ba14ad219af148870fc2.png

Minus the ones i have to remove later...

Sorry if I sound stupid, but I don't see a lot of Zeroed bodyslides under the files section. So far I've seen only;
- Zeroed Nude
- Zeroed CC Armor
- Zeroed Clothing
- Zeroed Fishing gear
- Zeroed Armor
- Zeroed New Legion
- Zeroed Away, Come Away Armor
-Zeroed Confessor Outfit
-Zeroed Dibella Sisterhood
-Zeroed Dwemer Armor
-Zeroed Female Cicero
-Zeroed Gigadeux
-Zeroed Inquisitor
- Zeroed League
- Zeroed Practical Pirat
- Zeroed Silver Armor
- Zeroed SMP Clothing
- Zeroed Topless Forsworn
- Zeroed Travelling Mage
- Zeroed Wind Ruler
 

Posted

 

2 hours ago, NiceSlides said:

Sorry if I sound stupid, but I don't see a lot of Zeroed bodyslides under the files section. So far I've seen only;
...

 

Make a guess what i am working on... 

 

To quote myself:

On 8/3/2024 at 11:29 AM, Aylis said:

The predone armors are coming together (the ones with brackets are finished).

 

For some armors there is no HIMBO preset as those are female only. Others seem to have never gotten one (still digging). 

 

The biggest issue will be the upload later on. Especially when LL gets problematic during an upload. And 'Zeroed Armor' will be big so i might have to split it anyway.

  

On 8/3/2024 at 11:42 PM, Aylis said:

Getting more armors done. Its a slow and painful task (hundreds of clicks) But i'll get there.

 

Posted
6 hours ago, Aylis said:

Vanilla and CC clothing/armors come first, then the ones from Frankly, and finally the rest to get the correct order of overwrites.

 

If you use the 'Topless Forsworn' it is extremely important that this one doesn't get overwritten (with the predone bodyslides for it being the exception). Using the wrong meshes causes glitches or even CTD.

 

In the end it should look like this:

  Reveal hidden contents

Unbenannt.png.a04ffcd3ad54ba14ad219af148870fc2.png

Minus the ones i have to remove later...

Yes, I kinda get that, the issue I guess is that I'm a little dumb so figuring out which "group" contains which specific items is harder. For instance, when I went for making the Nude body myself, I ended up having about 7 or so choices to pick, and it's not obvious which one you should be using. Which is what I mean when I say that figuring out both the correct order for bodyslide outputs and what exactly is supposed to be in each one is a little difficult. That's also what I meant when I said if I was the one building the modlist I'd have a better idea, because I'd be adding the mods one at a time, and so changes in the "group" selections between one item and the next would be obvious, and I'd then be able to properly determine what to pick and what to ignore. for each specific set.

Posted (edited)
On 8/5/2024 at 4:46 AM, NiceSlides said:

would you mind explain to me how to do it in detail? I would like to try this method. For example, where to find the model/texture required or where should I copy it to. (P.S. It doesn't only happen to Aela, but also werewolf in general)

 

 

Ok, I got my werewolf back, apparently I forgot to install Monster Facial Animation (MFA) main file. It seems like I only install the Werebeasts only file that was linked to only. (Maybe the author could separate the link into Monster Facial Animation (MFA) and MFA Vanilla SE - Werebeasts only by making them 2 separate link under the PC section?)

@NiceSlides
If you hover over Textures [5]: and press shift on keyboard - it will expand and show you the textures in use by character - then do the same for each texture and it will show you the location in data dir where that texture is being looked for. You can then search your mod directories for the relevant textures and put them in a New mod with the correct paths to fix the issue.

Like this: 

 

For the example below - I had an issue with a missing texture on dragons. 

I used console to look up textures used by dragon - then used Everything (search tool) to search for that texture and compared the path the file had to what the game expected it to have.  

Once you find the offending texture, Create a new empty mod  in MO2 (Call it missing Texture Fixes or something like that), and create the path the game is expecting in that mod (In below example - you'd have to create the folders: Textures\Actors\Dragon). Then copy the texture from where you found it to the missing textures Mod you created - placing it so it's exactly where the game expects it to be.

 

Note - that this is the quick and dirty way to fix the issue. 

The real issue is that there's an ESP in loadorder that's modifying the path to the correct NIF mesh (Texture locations are stored in the nif mesh), so it likely means you have 2 mods conflicting here and the wrong one won out. I find my method generally quicker than trying to find & fix the issue via modifying the loadorder since my game's stable with current LO - aside from 1 or 2 easily fixable texture issues.

 

 

The Elder Scrolls V Skyrim_2024.07.31-18.43_2.png

Edited by monkinsane
Added example Image
Posted (edited)

Quick question again, (and sorry if I sound a little stupid again, I just want to make sure that I don't brick my game as I am quite a newbie to modding), there are some character presets that require Expressive Facegen Morphs SE mainfile in order to make the character look exactly the same as in its pic. If I want to use those presets which require Expressive Facegen Morphs SE, should I download the main Expressive Facegen Morphs SE file and use it along side Expressive Facegen Morphs SE Racemenu plugin? Will it cause problems?

Edited by NiceSlides
Posted
2 hours ago, NiceSlides said:

Quick question again, (and sorry if I sound a little stupid again, I just want to make sure that I don't brick my game as I am quite a newbie to modding), there are some character presets that require Expressive Facegen Morphs SE mainfile in order to make the character look exactly the same as in its pic. If I want to use those presets which require Expressive Facegen Morphs SE, should I download the main Expressive Facegen Morphs SE file and use it along side Expressive Facegen Morphs SE Racemenu plugin? Will it cause problems?


 From Mod page:
image.png.31dbb82fd8f5fbb96e233cdc097f038a.png

 

It seems it will cause issues as the mod states it's not compatible with existing faces and presets.

 

I'm using the Racemenu plugin only - and have yet to run into an issue in my 3 month long playthrough. (My modlist is based on the old list still.)
 

Posted

Hi, I'm on the part with visual world enhancements (trees, grass, landscape, plants) and I'm experiencing huge drops due to the grass during testing (stable 60 all-around except forests)
These are my specs:   Ryzen 7 3800X, GeForce GTX 1050Ti, 16,0 GB of RAM, 1920x1080 display, HDD drive (for now, depending on mod list size at the end might move to SSD)
Also instead of ENB I'm using community shaders with ReShade (no big hit on fps during tests around 3-5 even in forests).
I tried to increase performance with a bunch of guides (mainly Free FPS), setting BethINI to low and finally disabling mods. Grass mods have biggest impact and tree mods after that.
But when I could get better FPS without dynamic trees I could not for the life of me get grass to give better performance other than disabling almost all of the mods for it.

After disabling:
-Skyrim 3D Landscapes
-Cathedral - 3D Pine Grass
-Origins Of Forest - 3D Forest Grass
-Folkvangr - Grass and Landscape Overhaul
-Folkvangr Summer Tundra - Alternate Grass For Folkvangr
-QW's Grass Patch 2 - Origins of Forest - Cathedral - Folkvangr
-Forest Fragments - Forest Debris Expansion
-All plant retextures (long list, can add in next comment if needed)
I get 50-60 fps depending on using reshade or not.


So my question now is: Are there any steps I can take to get to 45 fps at least? Maybe some fixes, different list/guide for grass and landscape?

tl/dr: very low grass performance, any alternatives
Other than that, loving the guide so far, much love!
 

Posted
5 minutes ago, FatPrp said:

These are my specs:   Ryzen 7 3800X, GeForce GTX 1050Ti, 16,0 GB of RAM, 1920x1080 display, HDD drive (for now, depending on mod list size at the end might move to SSD)

Aylis said earlier that her current mod folder is about 200 GB already, but ofc size depends on the textures you are using.

Posted
1 hour ago, FatPrp said:

Hi, I'm on the part with visual world enhancements (trees, grass, landscape, plants) and I'm experiencing huge drops due to the grass during testing (stable 60 all-around except forests)
These are my specs:   Ryzen 7 3800X, GeForce GTX 1050Ti, 16,0 GB of RAM, 1920x1080 display, HDD drive (for now, depending on mod list size at the end might move to SSD)
Also instead of ENB I'm using community shaders with ReShade (no big hit on fps during tests around 3-5 even in forests).
I tried to increase performance with a bunch of guides (mainly Free FPS), setting BethINI to low and finally disabling mods. Grass mods have biggest impact and tree mods after that.
But when I could get better FPS without dynamic trees I could not for the life of me get grass to give better performance other than disabling almost all of the mods for it.

After disabling:
-Skyrim 3D Landscapes
-Cathedral - 3D Pine Grass
-Origins Of Forest - 3D Forest Grass
-Folkvangr - Grass and Landscape Overhaul
-Folkvangr Summer Tundra - Alternate Grass For Folkvangr
-QW's Grass Patch 2 - Origins of Forest - Cathedral - Folkvangr
-Forest Fragments - Forest Debris Expansion
-All plant retextures (long list, can add in next comment if needed)
I get 50-60 fps depending on using reshade or not.


So my question now is: Are there any steps I can take to get to 45 fps at least? Maybe some fixes, different list/guide for grass and landscape?

tl/dr: very low grass performance, any alternatives
Other than that, loving the guide so far, much love!
 

 

What you're experiencing is about what I'd expect really.  Modded Skyrim hits lots of bottlenecks.  Even with much higher hardware, there are limits to what the engine can really push through it.  I've got significantly higher end hardware than you're running, but at 1440p res.  There are some places that just bog a system down, even when it doesn't seem like it should...

 

But I've also seen references to Folkvangr just being mean on systems.  Myself, I went through a search for grasses that worked better for me, and landed on Veydosebrom Regions as an acceptable (to me), one-and-done system for grass. 

https://www.nexusmods.com/skyrimspecialedition/mods/26293

 

But as Simpossible mentioned, you may be hitting the limits of texture size, and your machine could be swapping from Vram to system ram (major slowdown).  Try kicking some of your texture packs to 1k or 2k if you're running 2k or 4k.

Posted

@FatPrpI hate to be that one, but along with what the others said, I'd guess the main issue would be with the specs you have:

- 1050Ti is pretty old for a GPU, even my previous GPU of 1080Ti I'd probably not do very well

- 16GB of RAM while this may not seem like an issue at first glance, on my current setup, which follows the current guide pretty closely, Skyrim often uses between 10-18GB of RAM, so perhaps an upgrade to 32GB would help a little, but it's not really going to fix the FPS issue much as the root of the issue is either GPU or CPU or storage, of course, having more RAM available and especially more Video RAM would both help with the storage issue but no one's got 200+GB of Video RAM so no matter what you'll have to rely on storage at least a little.
- HDD is definitely a major issue in any case. The slowness of a even the highest RPM HDD vs a SSD is going to affect the speed at which Skyrim can retrieve its files and the mods' files from the storage medium, which means that the game will lag while it's waiting to receive that data. You'll also spend a lot of time in loading screens as well.

 

I can't comment on the CPU by itself as I have one 2 generations up and it's only being used at about 20% by Skyrim, so while yours might see much more usage, it's probably not the bottleneck for you at this point. I'd say you'd be better off first moving it all to a SSD, ideally a NVMe M.2 SSD, but even a SATA3 SSD would be a massive improvement. For the record, my specs are a Ryzen 9 5950X, a 6900XT, 128GB of RAM, 1440p display and a M.2 SSD, for the Skyrim setup, and I put everything above the PC category in 2K size and everything below in 4K and still occasionally encounter some lag, especially in forests, as you've noted, but also in Solitude on each entry into the city, which eventually resolves itself, and some outdoor towns as well. I can always live with the lag episodes though as most of the time when fighting starts, the lag spike will either be over or at least not laggy enough that it's unplayable. So, that'd be my recommendations, SSD - ideally a NVMe M.2, increase RAM to at least 24GB (remember that windows and any other background program you run also uses some, including Steam, MO2, Discord, a web browser [especially guilty of this], etc, so I'd recommend doubling to 32GB if possible), ideally get a more recent GPU, like at least 6x00 for AMD or 30x0 for Nvidia. I realize not all of that is realistic just for Skyrim as those are all pricey things, so in that case you may want to as said above, reduce texture size to 1K for most and 2K for characters, or even lower if that doesn't help, as well as look for alternatives for the specific mods you've noted tend to hit your system the hardest.

 

@AylisIt's been a while but I figured I'd mention this, I've pinpointed the vast majority of crashes to be so far happening in Dwemeri locations, those at random times, idk why, and especially annoying, every time I enter the Blue Palace in Solitude, if it's not right *after* launching the game and loading the save, there's a good 80% chance it'll crash during the loading screen. Also, unrelated, but the 3DNPC "Way of the Nine" questline is impossible to complete without cheating with commands, because the Zenithar Merc requirement is located in the "old" Weeking Skeever instead of the new one. They're technically in the same "cell/world map" but to get to the old one you need to toggle collision and walk through walls into a particular direction to find the old one. I figured that out by being unable to find him by following quest markers and instead having to sqt (show quest targets) followed by movetoqt <questid> to get sent directly to him, and then I was curious so I tcl'd around and manage to reach the new one somehow.

Posted
11 hours ago, FatPrp said:

Hi, I'm on the part with visual world enhancements (trees, grass, landscape, plants) and I'm experiencing huge drops due to the grass during testing (stable 60 all-around except forests)
These are my specs:   Ryzen 7 3800X, GeForce GTX 1050Ti, 16,0 GB of RAM, 1920x1080 display, HDD drive (for now, depending on mod list size at the end might move to SSD)
Also instead of ENB I'm using community shaders with ReShade (no big hit on fps during tests around 3-5 even in forests).

[...]


So my question now is: Are there any steps I can take to get to 45 fps at least? Maybe some fixes, different list/guide for grass and landscape?

tl/dr: very low grass performance, any alternatives
Other than that, loving the guide so far, much love!

 

With 4GB VRAM on your GPU you want to pick the smallest texture packs available (and make sure to scale down the DYNDOLOD settings as well). You still will run into the occasional location (i.e. Riften) where textures will start to swap into regular RAM, thus producing noticable frame dips but mostly you should be fine.

Then do yourself a favor, upgrade to a SSD and be amazed. Make sure to check if your motherboard already supports M.2 SSD though even a plain SATA SSD already is a HUGE upgrade.

Posted (edited)
14 hours ago, FatPrp said:

Hi, I'm on the part with visual world enhancements (trees, grass, landscape, plants) and I'm experiencing huge drops due to the grass during testing (stable 60 all-around except forests)
These are my specs:   Ryzen 7 3800X, GeForce GTX 1050Ti, 16,0 GB of RAM, 1920x1080 display, HDD drive (for now, depending on mod list size at the end might move to SSD)
Also instead of ENB I'm using community shaders with ReShade (no big hit on fps during tests around 3-5 even in forests).
I tried to increase performance with a bunch of guides (mainly Free FPS), setting BethINI to low and finally disabling mods. Grass mods have biggest impact and tree mods after that.
But when I could get better FPS without dynamic trees I could not for the life of me get grass to give better performance other than disabling almost all of the mods for it.

After disabling:
-Skyrim 3D Landscapes
-Cathedral - 3D Pine Grass
-Origins Of Forest - 3D Forest Grass
-Folkvangr - Grass and Landscape Overhaul
-Folkvangr Summer Tundra - Alternate Grass For Folkvangr
-QW's Grass Patch 2 - Origins of Forest - Cathedral - Folkvangr
-Forest Fragments - Forest Debris Expansion
-All plant retextures (long list, can add in next comment if needed)
I get 50-60 fps depending on using reshade or not.


So my question now is: Are there any steps I can take to get to 45 fps at least? Maybe some fixes, different list/guide for grass and landscape?

tl/dr: very low grass performance, any alternatives
Other than that, loving the guide so far, much love!
 


With a 1050 Ti, you are most likely running out of VRAM. I had a GTX 1080 (*GB VRAM vs your card's 4 GB) and had similar issues - Skyrim SE (Modded) for me uses about 12 GB VRAM consistently - so I bit the bullet and bought a Radeon RX 7800 XT with 16GB VRAM.  Use MSI Afterburner or similar so you can monitor VRAM usage etc... while playing to confirm this.

You have 2 options really, Upgrade your GPU (I would also throw in another 16 GB of RAM if possible), or lower the texture resolution of mods.


You can use Cathedral Asset Optimizer then to lower the texture resolution of mods, I suggest you downscale from 4K to 2K (If you're running 4K testure mods), retest, and if still a problem, downscale from 2K to 1K.

Edited by monkinsane
Posted
1 hour ago, Simpossible_xx said:

@Kusoneko can you please explain more about RAM usage in your build and what is using the most of the RAM? Would a swap file help? My specs are 10400f, 4060, NVME m.2 and 16 GB RAM, gonna play in 1080p ofc.


you're allready using a swap file - Windows creates one by default upon installation. Default Settings are sub-optimal though - I suggest you set your swapfile size to RAM size + 50%.

IT's still going to be slowed down though as soon as it starts swapping, slower than RAM and VRAM. Performance will drop as soon as your system runs out of VRAM and needs to start using normal RAM, and then take a nosedive when it needs to start swappping to pagefile. If your pagefile is sitting on NVME - it may mitigate the performance drop somewhat, but not completely.

Posted (edited)
20 minutes ago, monkinsane said:


you're allready using a swap file - Windows creates one by default upon installation. Default Settings are sub-optimal though - I suggest you set your swapfile size to RAM size + 50%.

IT's still going to be slowed down though as soon as it starts swapping, slower than RAM and VRAM. Performance will drop as soon as your system runs out of VRAM and needs to start using normal RAM, and then take a nosedive when it needs to start swappping to pagefile. If your pagefile is sitting on NVME - it may mitigate the performance drop somewhat, but not completely.

What can you suggest me in order not to run out of VRAM/RAM or minimize those cases? What affects VRAM/RAM the most and can be replaced with lower textures without major loses in quality?

 

My goal is to make the game pretty enough, and I'll be mainly focused on sex mods, so I don't really need 16k tree textures or so.

Edited by Simpossible_xx

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