Jump to content

Recommended Posts

Posted
59 minutes ago, rubber_duck said:

 

Thanks for the kind words! Your feedback is very appreciated!

 

 

Absolutely - just select all the records in 'Armor' section of Fallout4.esm and run my script to export the FormIDs. Basically, you'd do it like you patch every single mod. Fallout4.esm is, afterall, a plugin.

 

 

I don't think it's necessary. I'm also using CCO replacers (rather than standalones) with some outfits (primarily DLC stuff) from Lazman, and replacers are just mesh replacements. This means that the item will be identical to vanilla one (found in the base game), only it will look differently. Standalones, on the other hand, would require you to patch them in addition to vanilla items, as they (standalones) add a new plugin.

 

In other words, if you're patching replacers (either CCO, Lazman's or both), just create a single Fallout4.ini file with SAKR/RCP Gen and you're good. It's how I'd do it, at least.

 

That being said, double check the DLC stuff... Outfits added in Nuka World, for example, would be in Nuka World's plugin. Remember: ONE export per CSV, and ONE CSV per plugin (don't mix combine two or more plugins in the same CSV)!

 

 

Correct. However, as I recall, replacers don't have a plugin - they are just mesh modification.

 

Bottom line - if you're patching CCO Replacers, for example, you should export all the 'Armor' records from Fallout4.esm to CSV file, load that CSV in SAKR/RCP Gen, apply the keywords for items, and save the ini as Fallout4.ini. But, if you're patching CCO Standalones (Craftable versions), for example, you'd export all the 'Armor' section from CCO*.esp plugin as it has its own plugin, and then save the ini as CCO*.ini.

 

* - stands for the name of the pack, such as 'Saucy Settlers', 'Vulgar Villains', etc.

 

I hope this helps! If you have any further questions, feel free to ask!

 

Absolutely very helpful, thanks so much!

Posted
1 hour ago, vaultbait said:

 

Technically the CCO replacers do have a plugin, but they're mainly just overriding bones in ArmorAddon records (I think related to dismemberment support, not sure about that though). Regardless, they don't add new Armor records nor alter the vanilla Armor records that I can see, so it's irrelevant for purposes of this activity.

 

Yup, you're right. However, like you said, those plugins don't contain any 'Armor' records and as such - they're irrelevant!

 

Anyway, thanks for keeping an eye on this topic - you're the best! :)

Posted

Pretty sure I did this correctly, and got all of everything. Feel free to double-check me (and let me know if I'm an idiot if needed, I can take it) but here are all of the vanilla outfits. This is for a FG (although I don't think the body matters) CCO replacement, adding keywords using the zaps I've chosen for the outfits. Figure if I've done it correctly, it's worth sharing to maybe save someone else a half a day's worth of mouse clicking. And if I didn't then someone will let me know and I'll learn from it. ?

 

On to the DLC's (after some sleep lol) and then my other 8 billion or so loaded outfit mods that haven't already been done by one of you fine folk. Really gotta say rubber_duck, this is a mighty fine program you made for creating these RCP .ini files. Well beyond my programming understanding or capability to know what went into making it, but it is seriously easy to use. The longest part is navigating through bodyslide so I can see what the outfit I'm adding keywords to looks like. Two thumbs way up!

Fallout4.ini

Posted
11 hours ago, kylorayker said:

Pretty sure I did this correctly, and got all of everything. Feel free to double-check me (and let me know if I'm an idiot if needed, I can take it) but here are all of the vanilla outfits. This is for a FG (although I don't think the body matters) CCO replacement, adding keywords using the zaps I've chosen for the outfits. Figure if I've done it correctly, it's worth sharing to maybe save someone else a half a day's worth of mouse clicking. And if I didn't then someone will let me know and I'll learn from it. ?

 

On to the DLC's (after some sleep lol) and then my other 8 billion or so loaded outfit mods that haven't already been done by one of you fine folk. Really gotta say rubber_duck, this is a mighty fine program you made for creating these RCP .ini files. Well beyond my programming understanding or capability to know what went into making it, but it is seriously easy to use. The longest part is navigating through bodyslide so I can see what the outfit I'm adding keywords to looks like. Two thumbs way up!

Fallout4.ini 42.89 kB · 3 downloads

 

Thank you for sharing your INI and for kind words!

 

I'm still not 100% happy with the program - surely, it works, but there are some minor flaws with it that I intend to improve over the following months.

 

Either way, I'm very glad you like it and that it serves its purpose! Also, your INIs are welcome here (well, everyone's INIs, in fact) - so feel free to share! Sadly, I'll have to create my own Fallout4.esm ini because I use different zaps, but yours looks pretty good!

 

Take care, mate!

 

(And by the way, I hope you managed to get some sleep. Patching every single outfit from the base game must've been extremely exhausting!)

Posted

I use NMM as my Mod Manager. As far as I can tell NMM cannot create an empty mod. Can you upload RD_RCPGen_Repository as an empty mod for use in NMM or what can I do as a workaround?

Posted
3 hours ago, seddonac said:

I use NMM as my Mod Manager. As far as I can tell NMM cannot create an empty mod. Can you upload RD_RCPGen_Repository as an empty mod for use in NMM or what can I do as a workaround?

 

Ah man, you got me...

 

How/where does NMM install mods? Where are those directories? Wherever they are, create a new empty directory and inside create the proper structure.

 

This is entirely optional, mind you, but it does keep everything clean and nicely organized. If all else fails, download my repository (check the SAKR/RCP Gen Description page and there's link to it available under My SAKR Repo), install it and delete everything inside.

 

I've never used NMM nor Vortex, and as such I'm unable to provide any support/useful info on the two. Sorry!

Posted

Hey, I've got a couple more questions. First... I'm adding keywords to some of the clothing mods I downloaded for Commonwealth Captives Outfit Injector, and some of them only have a few base files as ARMO records, and then the different variations are all ARMA records, in the armor addon section of the .esp in FO4Edit.

 

As I understand how it works, you can craft an item, and then change the item's skin (to show it is normal, torn, pushed up, yanked down, etc.). These ARMAs use different .nif files and are craftable separately in bodyslide, but I don't know enough to know if I can add keywords to those files instead of the ARMO ones? Some of them can alter the core outfit enough to warrant a change in SAKR tags.

 

Second (and maybe these are questions better asked directly on the SAKR forum, but I'll try my luck here first since I have that other question too)... what happens when an item has NO SAKR tags? Like, if I don't add tags to the Nuka World DLC clothing, how will SAKR interpret it if I'm wearing some Pack underarmor for example? On that note, is there any purpose to adding tags to vanilla & DLC non-replacer items? They're pretty much always Top:Full and Pants:Long, so that would honestly probably be pretty easy to create those .ini's I would think. Just not sure if there's a point.


Thanks again for all the help, sorry for bugging you so much. I'm new to this moderately more advanced level of modding!

Posted
4 minutes ago, kylorayker said:

Hey, I've got a couple more questions. First... I'm adding keywords to some of the clothing mods I downloaded for Commonwealth Captives Outfit Injector, and some of them only have a few base files as ARMO records, and then the different variations are all ARMA records, in the armor addon section of the .esp in FO4Edit.

 

As I understand how it works, you can craft an item, and then change the item's skin (to show it is normal, torn, pushed up, yanked down, etc.). These ARMAs use different .nif files and are craftable separately in bodyslide, but I don't know enough to know if I can add keywords to those files instead of the ARMO ones? Some of them can alter the core outfit enough to warrant a change in SAKR tags.

 

ARMA records can't add distinct keywords to Armor objects as far as I can tell, so there would be no way to have different keywords based solely on the ARMA. That said, you're probably missing how the game is instructed which ARMA should be active on a particular reference. The armors I've seen with multiple changeable models (through the armor workbench) are done by attaching or detaching OMOD records, for example the light/medium/heavy variants of vanilla armors, and those can indeed switch the active ARMA record.

 

As an example, let's look at the base Leather Chest Piece "Armor_Leather_Torso" (Fallout4.esm|7B9C6), you'll see it has 6 different ARMA records identifying the different meshes for light, medium and heavy models with and without studs. Also relevant is the attach parent slot "ap_armor_Size" on the armor (more on that in a moment). As part of the armor's Object Templates you'll notice there's a "Default" template which attaches several mods one of which is "mod_armor_Leather_Torso_Size_A" (there are also explicit Light/Medium/Heavy templates which have different corresponding size mods). Now if you look at that default size Object Mod (Fallout4.esm|182E60) you'll see that it fills attachment point "ap_armor_Size" and one of its Property Modifiers is iAddonIndex SET 1 which basically says for a ref with this OMOD attached use ARMA #1 from the corresponding base ARMO form. The various "size" OMODs select distinct ARMAs.

 

In summary, what's important is that for each of the different meshes on a modifiable armor piece, there is a corresponding OMOD record. More relevant, and the reason I'm pointing this out, is that OMODs can add temporary keywords to an ARMO while attached. Unfortunately, there currently isn't support in RobCo Patcher to inject Keyword ADD function properties into an OMOD record (that's been requested and OMODs are the author's current development focus for it, so hopefully it will be possible soon). In the meantime you'd have to do that sort of thing with a plugin instead.

 

4 minutes ago, kylorayker said:

Second (and maybe these are questions better asked directly on the SAKR forum, but I'll try my luck here first since I have that other question too)... what happens when an item has NO SAKR tags? Like, if I don't add tags to the Nuka World DLC clothing, how will SAKR interpret it if I'm wearing some Pack underarmor for example?

 

The coverage and tag keywords are additive among all the items you're wearing, so if some items you have on don't have any SAKR keywords then they simply don't contribute to the determination of how much your collective ensemble is covering or how skimpy it is in aggregate.

 

If you're only wearing a suit of Pack Underarmor and there are no SAKR coverage keywords for it, then mods relying on SAKR will consider you to be stark naked.

 

4 minutes ago, kylorayker said:

On that note, is there any purpose to adding tags to vanilla & DLC non-replacer items? They're pretty much always Top:Full and Pants:Long, so that would honestly probably be pretty easy to create those .ini's I would think. Just not sure if there's a point.

 

Yes, and there have been some already posted, though I forget which of the several support topics they ended up in.

Posted
2 minutes ago, vaultbait said:

 

ARMA records can't add distinct keywords to Armor objects as far as I can tell, so there would be no way to have different keywords based solely on the ARMA. That said, you're probably missing how the game is instructed which ARMA should be active on a particular reference. The armors I've seen with multiple changeable models (through the armor workbench) are done by attaching or detaching OMOD records, for example the light/medium/heavy variants of vanilla armors, and those can indeed switch the active ARMA record.

 

As an example, let's look at the base Leather Chest Piece "Armor_Leather_Torso" (Fallout4.esm|7B9C6), you'll see it has 6 different ARMA records identifying the different meshes for light, medium and heavy models with and without studs. Also relevant is the attach parent slot "ap_armor_Size" on the armor (more on that in a moment). As part of the armor's Object Templates you'll notice there's a "Default" template which attaches several mods one of which is "mod_armor_Leather_Torso_Size_A" (there are also explicit Light/Medium/Heavy templates which have different corresponding size mods). Now if you look at that default size Object Mod (Fallout4.esm|182E60) you'll see that it fills attachment point "ap_armor_Size" and one of its Property Modifiers is iAddonIndex SET 1 which basically says for a ref with this OMOD attached use ARMA #1 from the corresponding base ARMO form. The various "size" OMODs select distinct ARMAs.

 

In summary, what's important is that for each of the different meshes on a modifiable armor piece, there is a corresponding OMOD record. More relevant, and the reason I'm pointing this out, is that OMODs can add temporary keywords to an ARMO while attached. Unfortunately, there currently isn't support in RobCo Patcher to inject Keyword ADD function properties into an OMOD record (that's been requested and OMODs are the author's current development focus for it, so hopefully it will be possible soon). In the meantime you'd have to do that sort of thing with a plugin instead.

 

 

The coverage and tag keywords are additive among all the items you're wearing, so if some items you have on don't have any SAKR keywords then they simply don't contribute to the determination of how much your collective ensemble is covering or how skimpy it is in aggregate.

 

If you're only wearing a suit of Pack Underarmor and there are no SAKR coverage keywords for it, then mods relying on SAKR will consider you to be stark naked.

 

 

Yes, and there have been some already posted, though I forget which of the several support topics they ended up in.

 

Thank you for the in-depth explanation, that was actually very instructive. Very appreciated. ?

 

I don't think it's worth trying to make a whole separate patch for the few small items I have seen that have this as the case, but not knowing what I don't know I figured it was worth the ask. I've been mostly working off that assumption, but it's nice to have things verified for sure.

 

I wasn't able to see anything this morning while I was searching around (but I wasn't looking terribly hard for the .ini files) for the DLC's, but I did make these. They were actually pretty quick, not nearly as many records as the vanilla game, obviously. DLC ones are for FG vanilla items only, no replacers. Other .ini's are for mods I don't see in rubber_duck's repository. They are not all lewd, but seeing as I have them in game and am using SAKR, it's better if it doesn't see me as nekkid while I'm wearing them. This is what I've been doing in the background all day while I've been at "work". lol

DLCCoast.ini DLCNukaWorld.ini DLCRobot.ini DLCworkshop03.ini Colorful_Wit_FG.ini Crimson_Punk_Outfit.ini DX Commonwealth Mini Dresses.ini DX Commonwealth Shorts.ini DX Vault Girl Shorts.ini DX_Atom_Girl_Outfit.ini el_precursorsuit.ini Kharneth_RE_Jill_Outfit.ini Lacy Underwear.ini Sporty Underwear.ini VtawHalfLifeAlyx.ini

Posted
30 minutes ago, kylorayker said:

I don't think it's worth trying to make a whole separate patch for the few small items I have seen that have this as the case, but not knowing what I don't know I figured it was worth the ask. I've been mostly working off that assumption, but it's nice to have things verified for sure.

 

Well, as soon as RobCo Patcher has OMOD Keyword ADD function support, it should become pretty easy. Until then, yeah, I wouldn't bother if it was me.

 

30 minutes ago, kylorayker said:

I wasn't able to see anything this morning while I was searching around (but I wasn't looking terribly hard for the .ini files) for the DLC's, but I did make these. They were actually pretty quick, not nearly as many records as the vanilla game, obviously. DLC ones are for FG vanilla items only, no replacers.

 

Oh, I guess the ones I saw were for the vanilla outfits and for the CCO replacers (so neither covering DLCs I guess). Thanks for the additions!

Posted (edited)

More of these to add to the community. They're all pretty small mods, just a single outfit or two, and again, not all are lewd outfits. From my understanding though, if you don't have the mods for them in your load order, RCP will simply skip over the .ini for that mod when it does its thing, so no harm in having them available for people. That being said, IF you feel like including anything I've uploaded in your repo for other people to download, please do so with my blessings (all .ini's are correctly named to match the .esp of the mods in question, and I have not altered the mods in any way since downloading them from their respective pages other than any patches found on said pages)! If not, they're here for others if they want them. ?

 

Just need to redo Clothes Pack 3 by DonEb14n (since mine is still the original .esp), and I'm gonna try to start working on HN66's Easy Girl and TRS packs, and that's all the mods I've got left in my order that I can't borrow from rubber_duck's repo.

BlackWidow.ini C5Kev's Animated Living Armor Outfits V3 For HHS.ini C5Kev's Luda's Animated Parasite Armor For HHS.ini CoAFanaticsGirl.ini Fetish_Ballerina_Boots.ini Kharneth_Chain_Lingerie.ini Kharneth_Slave_Clothes.ini Stylish_Bloomer_FG.ini TERA_Police.ini TERARogue.ini The Will of Atom.ini ToughGirlAttire.ini Venus_Nine_FG.ini DX_Banshee_Recon_Armor.ini

Edited by kylorayker
Posted
18 hours ago, deathmorph said:

 

Thanks for sharing. Did you possibly edit Clothing of the Commonwealth as well? If not, I could take care of that tonight or tomorrow.

 

PS: does that make sense to post the ini here? Wouldn't the repo thread be more suitable for this?

 

I did not create one for that, no. I don't really see myself using it either; I use the FG body and unless I'm mistaken there aren't any bodyslide files for that one to adapt it. Limits some of the clothing options as I honestly don't have the knowledge to convert them over in outfit studio, but I prefer it.

 

And it might make more sense to post them there. I was asking questions here, so just kinda kept myself to this thread. lol I can repost them there if people think that would be more beneficial & if rubber_duck doesn't mind. I honestly also don't care if anyone else reposts them either; all I did was use this awesome program, I don't feel that any credit is due my way for rd's hard work.

Posted (edited)

Clothing of the Commonwealth is available as FG in the FG-Clothing thread. I've created a fairly conservative setting here:

COTC.ini

 

btt//

Thanks for the 0.90 version, the resizable windows help a lot. I have one more note: the description below is cut off for long descriptions. Is there a possibility that this will be adapted to the size of the window?

 

Spoiler

image.png.2065706ef8033ac1c0cf3eff9d250865.png

 

image.png.c4d74850d4a07841039ed73d28dd4e7a.png

 

It would also be great to expand high heels with the options of long and leather, then boots would be covered there too. But that's probably more of a SAKR thing, so I'll suggest that again there.

 

Edited by deathmorph
Posted
45 minutes ago, deathmorph said:

Thanks for the 0.90 version, the resizable windows help a lot. I have one more note: the description below is cut off for long descriptions. Is there a possibility that this will be adapted to the size of the window?

 

  Hide contents

image.png.2065706ef8033ac1c0cf3eff9d250865.png

 

image.png.c4d74850d4a07841039ed73d28dd4e7a.png

 

Thanks for reporting! I specifically made it certain amount of characters long to avoid the label overlapping the buttons. I'll look into it, shouldn't be that difficult to fix!

 

47 minutes ago, deathmorph said:

It would also be great to expand high heels with the options of long and leather, then boots would be covered there too. But that's probably more of a SAKR thing, so I'll suggest that again there.

 

Sorry mate, nothing I can do about that. This application follows the SAKR, and if SAKR gets updated with additional keywords, then so will this application.

Posted
1 hour ago, deathmorph said:

I'm not getting any further with the creation. Can you please tell me where my mistake is?

 

  Hide contents

image.png.d6df816e21e13ce7640727f0161aa6f4.png

 

 

From your screenshot it looks like you used the ArmorAddon forms instead of the Armor forms. You need the latter.

Posted (edited)
1 hour ago, vaultbait said:

From your screenshot it looks like you used the ArmorAddon forms instead of the Armor forms. You need the latter.

 

That doesn't exist in replaceer.esp. Do I have to use armor from the fallout4.esm instead? /That worked, hope it was right.

 

@rubber_duck

Is there a plan that the clothes will already be displayed in the generator? It works with Bodyslide, but sometimes the clothes have completely different names and are only partially adopted by FG. I mean, there are way more clothes in the clothes mod than what is shown in bodyslide. This is confusing at times, especially when not playing the English version of the game.

I can only guess what kind of effort this means, it came to mind today when using the generator.

Edited by deathmorph
Posted
2 hours ago, deathmorph said:

That doesn't exist in replaceer.esp. Do I have to use armor from the fallout4.esm instead? /That worked, hope it was right.

 

Oh, you were trying to keyword a replacer set? Then yes, you need to use the forms which are being replaced, so those will generally be in Fallout4.esm (or maybe the DLC plugins in some cases).

Posted
4 hours ago, deathmorph said:

That doesn't exist in replaceer.esp. Do I have to use armor from the fallout4.esm instead? /That worked, hope it was right.

 

It doesn't exist in replacer.esp as replacers replace the vanilla game items. By installing a replacer, you're getting rid of vanilla items and in its place you'll get other items (meshes).

 

4 hours ago, deathmorph said:


@rubber_duck

Is there a plan that the clothes will already be displayed in the generator? It works with Bodyslide, but sometimes the clothes have completely different names and are only partially adopted by FG. I mean, there are way more clothes in the clothes mod than what is shown in bodyslide. This is confusing at times, especially when not playing the English version of the game.

I can only guess what kind of effort this means, it came to mind today when using the generator.

 

No, I don't intend to implement that.

 

What do you mean by 'there are way more clothes in the clothes mod than what is shown in bodyslide'? I've never heard this before.

 

Certain clothing items cannot be built with Bodyslide. The best example - hats. Now surely, you might see that item in the clothing mod and in SAKR/RCP Gen once you load the exported CSV. However, I'm now asking you: how skimpy can a hat be? See what I mean?

 

SAKR is only really focused on torso because of breasts and genitals. Yeah, it does feature additional keywords (high heels, stockings, etc.) to further increase your character's skimpiness, but if your character wears everything except the top (either top or armor top) - she's considered exposed as her breasts aren't covered. Because of that, NPCs (Sex Harassment) will approach her as if she's a prostitute, and it doesn't matter if she's wearing literally everything except the item that covers her breasts/genital area.

 

I mean, it makes sense if you think about it. If there's a woman on the street fully clothed but her breasts are visible (exposed) - you'd immediately notice it, right? It's the same with SH.

Posted
5 hours ago, rubber_duck said:

What do you mean by 'there are way more clothes in the clothes mod than what is shown in bodyslide'? I've never heard this before.

 

I don't mean hats or anything.
Example: CCO FG Vulgar Villains Replacer
In xedit and thus also in the generator, there are many more items of clothing listed than for FG in Bodyslide. And they often have different names.

Posted
5 minutes ago, deathmorph said:

I don't mean hats or anything.
Example: CCO FG Vulgar Villains Replacer
In xedit and thus also in the generator, there are many more items of clothing listed than for FG in Bodyslide. And they often have different names.

 

Can you give an example of one from the clothing item "listed" which you can't find in BodySlide? Keeping in mind that there should be no Armor items in the replacer plugin, I'm unclear what exactly you're seeing "listed" for things it replaces.

Posted
20 minutes ago, deathmorph said:

 

I don't mean hats or anything.
Example: CCO FG Vulgar Villains Replacer
In xedit and thus also in the generator, there are many more items of clothing listed than for FG in Bodyslide. And they often have different names.

 

You're doing it wrong!

 

Replacers do not contain any 'Armor' records in their plugin(s). Let me explain...

 

Like I already said, replacers replace the original game item. Let's take Army Fatigues for example. In the base, unmodded game (vanilla), army fatigues appear as a standard army uniform. You got your pants, shirt, undershirt and boots. Very little of wearer's skin is revealed.

 

Then CCO replacer came along and spiced it up a bit - army fatigues are now revealing a bit of skin (this totally depends on the zaps, mind you!). Here comes the fun part.

 

Because you've installed replacer version, all the Army Fatigues in your game are now CCO Army Fatigues. This means that Army Fatigues will still be identical to the original (vanilla) item, both the stats and the name will be the same except how it looks. Because it's a replacer, it replaced the look of the original item. It didn't add anything new, just changed the way original item looks.

 

This means - you're working with original (vanilla) game item. CCO just made it look differently.

 

Craftable/Standalone version, on the other hand, works as any other clothing mod.

 

Bottom line:

Craftable/Standalone mods, such as Vtaw's stuff, Th3Kite's stuff, etc., add more stuff to your game.

Replacers do not add more stuff to your game. Think of them as retextures - any retexture available doesn't add different textures to the game. It modifies original textures, meaning you only really have one (1) texture, but because you replaced it - it looks differently.

 

I genuinely believe this helped as I don't know how to put it simpler.

Posted (edited)
9 hours ago, vaultbait said:

Can you give an example of one from the clothing item "listed" which you can't find in BodySlide?

 

9 hours ago, rubber_duck said:

You're doing it wrong!

 

Okay, there are communication difficulties and I should have illustrated what I mean right away. Sorry for that and for wasting your time. I'll catch up on that now.

 

First, I opened CCOVulgarVillainsReplacer.esp in xedit to see what's in there. There are 24 items of clothing that the mod changes.
I only took these values for viewing, as I wrote above, I had already found out in the experiment that it didn't work.

 

Spoiler

image.png.67fbad429b53225436d7848584885450.png

 

Second, I opened fallout4.esm and marked the corresponding counterparts there. Example:

 

Spoiler

image.png.6b908cf2fbe283a2b596fc627d317a57.png

 

That would then logically contain the same number of markings as in the picture above. However, since I couldn't match one entry, The script was created from the 23 entries I found. These 23 entries were then loaded and processed via the csv in the generator.

 

Spoiler

image.png.4baf5c2bbb19f63bb1605e8504e43b2f.png

 

Bodyslide is available to me as an aid. In the picture below you can see that there are only 18 entries. And as you can see, the entries often have completely different names, which makes editing the CSV more difficult.

 

Spoiler

image.png.be7969b73d7d978cfc912d1623fcb459.png

 

I can't find any errors at the moment and would appreciate feedback. But I also know that the whining is of a high standard and I'm thankful for SAKR and for the generator - both of which take the game to a new level.

 

(I used google for this text, but looked at the result. I apologize for any incorrect formulations)

Edited by deathmorph

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...