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(WIP) Slaves of Tamriel Redux


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(WIP) Slaves of Tamriel Redux

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A reworking of Slaves of Tamriel with an emphasis on gameplay, compatibility, and extensibility. You can find the proposed changes in the future plans section below. Feedback and suggestions are welcome.

 

For those not familiar with the original, SoT turns you into a slave tasked with mining ore. You can check out the screenshots from the original mod to get a better idea of what that entails.

 

This is a work-in-progress i.e. you should only install this mod at this stage if you are interested in contributing to development and reporting bugs. Development will be slow and incremental since I'd like to get the basic systems and structure of the mod working bug-free and then circle back to refine and add details. As a result, certain features of the original will be temporarily missing/broken as things are restructured and stabilized.

 

If you'd like a more stable release, check out Slaves of Tamriel Plus Plus (SoT++).

 

Huge thanks to all the people who have contributed to this mod (listed in the credits section) and of course, the original author.

 

Compatibility

I'm developing for Special Edition. I'd appreciate anyone willing to backport to LE although this may not be worth it until the mod enters a stable state.

 

Requirements

Hard:

Soft:

Installation

  1. Install as you would any other mod, preferably with a mod manager
  2. Install one of the SoT SlaveTats packs
  3. Run FNIS or Nemesis
  4. Register tats in the SlaveTats MCM

Changes from SoT++

 

Spoiler

This section will be updated with new versions.

  • MCM has been significantly stripped down but should appear more consistently
  • You can now start up the quest a second time properly (reloading an earlier save, etc.)
  • Simple Slavery integration doesn't work at present - will reach out to Hexbolt once I'm confident the start up process is stable. For now the MCM starting method should work

 

Background/Mechanics

 

Spoiler

Copied from the SoT Continuation page.

 

Working at the Mine

 

At the beginning of the quest, you're processed as a new mine slave and forced to mine ores along with other slaves. Upon the arrival, you'll be branded with a slave number 36 (and optionally shaved) and led to the mining area where the other slaves are working.

 

Mining Efficiency and Perks

 

Each ore deposit has random 'strength' assigned to it, and while you're mining, it decreases until it reaches zero, then an ore will be put in your backpack nearby. Unlike in a normal game, the deposit cannot be depleted and attacking it (instead of pressing 'E') won't yield an ore.

 

The mining efficiency depends on a hidden mining perk, which will increase as you successfully mine ores. Initially, your efficiency is the lowest among the slaves so you won't be able to mine as fast as any of them.

 

(In the current version, it's perfectly normal for the player not being able to mine a single ore during the first few work shifts.)

 

Exhaustion and Resting


As you mine, your stamina will decrease constantly until you're no longer able to continue working. You can press 'Rest Hotkey' (F12) to sit down and catch your breath(you'll hear rough breathing sound when your stamina falls below 70%), which will restore your stamina faster than the normal.

 

This mechanism applies to other slaves as well, so the slaves will occasionally stop working and sit down to rest when their stamina runs out.

 

Guard and Punishment

 

There's a guard at the mining area who'll constantly watch over the slaves and punish whoever get caught while being idle.

 

He will randomly stares at different directions and when he notices an idle slave, he will chase it down and punish it after a short pause (about 3 seconds). It means, when you see him staring at you, it's not just an animation but he is really watching if you're working or not.

 

So it is advisable to check what he is doing while you're working, and take a short break whenever he's not looking at you to save stamina.

 

After you're punished, he won't chase you down for a short while, so you can use that time to regain your stamina as well.

 

Being hit with a whip will randomly throws you into the ground, and it will also incurs some health damage. When your bladder is full, there's a chance that you'll leak while being whipped.

 

During the scenes, the guards might order you do certain task, like entering a cell or follow. Failing to comply with the order promptly might also subject you for a punishment.

 

Work Schedule and Submitting Ores

 

After every two hours of working, you're supposed to submit the ores you mined. The guard will visit each slaves and mark the number of the ores on its left breast. When no ore is mined during a shift, the guard will punish the slave instead.

 

After the marking, the slave is supposed to go to the smelter and give the ores to the Smelter Slave and allowed to take a short break.

 

It is safe (not being punished) to use the toilet during the ores are counted, but you'll need to be quick as other slaves might also want to take the chance.

 

Feeding and Integrating with Other Mods

 

Before and after the work, the slaves will be fed twice a day in their cells. As their hands are bound all the time when they're not working, they are fed with a trough, and the amount of food each slaves gets is proportional to the amount of ores it mined (marked on the breast).

 

Using a Toilet

 

Slaves of Tamriel includes a light weight 'Private Needs' type bladder system, which will track each slave's individual bladder size and its status.

 

Roughly, the bladder is filled every twelve hours, and once it fills over 40% the NPC slave will try to use a near by bucket toilet when it's allowed to so (i.e. during a break).

 

If it reaches 80%, they will try to use the toilet even during the working hours, and if they get whipped there's a chance they will leak. It will also leak when the bladder is completely filled up,

 

The player can use a toilet once the bladder is filled over 20%, but the other rules apply the same.

 

Escaping

 

When in the mine, pick up the shovel near your work area. Then make your way back up to the administration building to collect the things taken from you.

 

Future Plans

 

Spoiler
  • Offload systems to installed soft dependencies (Shaving/Piercings -> YPS Immersive Fashion, Bladder -> Private Needs) and add toggles
  • Speed up some scenes and skip minor ones after the first time
  • Use regular Skyrim mechanics for feeding and sleeping to be compatible with all needs mods
  • Define tats, slave clothes, etc. in external JSON files to allow user customization
  • Add guard and slave gender choices to MCM
  • Add Bathing in Skyrim, Dirt and Blood, and Keep it Clean integration
  • Reduce time in scenes by introducing collar system (like SD+/SLTR) which enforces player compliance without taking away control
  • Build a smuggling and search system where the player can try sneaking illicit items but may be randomly searched by guards.
  • Build a progressive restraints system on top of ZAP with immersive escape techniques (actual lockpicking, etc.)
  • Build a bartering system where you can trade items with other slaves or beg the guards
  • Build a punishment system where you may be reprimanded for poor job performance, escaping, committing crimes, etc. Applies debuffs on the player that make escaping tougher.
  • Build additional jobs in addition to mining (pest control, item delivery, "stress relief" for guards, etc.)
  • Introduce a compliance stat where job performance and dialogue options affect the way your captors treat you. failing jobs + getting caught escaping/having prohibited items = lower compliance = more restraints = harder time escaping. Completing jobs + complying with rules = higher compliance = less restraints = easier time escaping. Set the max/min compliance in the MCM to make the mod harder or easier.
  • Get revenge by returning after escaping to kill the slavers and free the other slaves
  • Add more camp locations to be sent to

 

Credits

  • @Slaves of Tamriel for the original mod and leaving open permissions
  • @jfraser for maintaining Slaves of Tamriel Plus Plus, adding an escape method, and answering a bunch of my questions
  • @Herowynne for the SE Conversion and bug fixes
  • @leakim for the MCM fix and hotkey change
  • @jc321 for bug fixes and answering a bunch of my questions
  • @verel for bug fixes

  • Submitter
  • Submitted
    04/29/2023
  • Category
  • Requires
    SkyUI, Sexlab, ZaZ Animation Pack, Practical Restraints, SlaveTats, FNIS, PapyrusUtil
  • Regular Edition Compatible
    No

 

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First real update is up. Most of the actual work is invisible - restructuring stuff in the ESP to make subsequent updates easier. There is a known issue where the guard will teleport to starting location when its time to escort the player to the actual mine area but from there the rest of the mod should function exactly as expected warts and all. You will need a new save game.

 

Next update will be more streamlining of the original content (remove random sound effects + cover self animation). I also started looking at Private Needs' code and there really isn't a clean API for me to hook into like there is in YPS Tweak. I'm gonna skip that part of the proposal for now and just add a toggle to disable the buckets and AI behaviour in the MCM.

 

If you're testing and face issues, please post your Papyrus logs (Documents/My Games/Skyrim Special Edition/Logs/Script/Papyrus.0).

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1 hour ago, dtnam2705 said:

Can you remove DD-Asset.esp from the Master list? Some of the mods I'm using are not compatible with DD. And if you do, will it affect WorkSpace?

 

It's only used on a Yoke that is placed in the "administration building". I presume for display purposes as there are no DD scripts attached to it. So it could be made stand alone by copying the meshes or removed.

 

A soft (or full) dependency on DD would be nice to be able to use the chain harness etc ingame. Interested to see what @ponzipyramid comes up with on this reboot project. 

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7 hours ago, jfraser said:

Which sound effects? The ambient sound of the mining area is one of the things that drives the feeling of despair. 

 

Don't worry, I'll never touch the ambience. I meant the random coughs and heavy breathing though I just remembered that was a MCM toggle so I'll do that instead.

 

6 hours ago, dtnam2705 said:

Can you remove DD-Asset.esm from the Master list? Some of the mods I'm using are not compatible with DD. And if you do, will it affect WorkSpace?

 

Yep, forgot that was still in there. Thanks to naaitsab, removing it for now should be straightforward (I hope).

 

4 hours ago, naaitsab said:

It's only used on a Yoke that is placed in the "administration building". I presume for display purposes as there are no DD scripts attached to it. So it could be made stand alone by copying the meshes or removed.

 

A soft (or full) dependency on DD would be nice to be able to use the chain harness etc ingame. Interested to see what @ponzipyramid comes up with on this reboot project. 

 

There are lot of restraints in DD (particularly from Heretical Resources) that I think would work well in the context of this mod. I'm leaning towards making DD an optional dependency through Inte's Devious Devices Equip. Actual cuffs, gags, and collars will likely stay ZAP as I'm planning on building a standalone restraint system with more gameplay-oriented escape methods a la Devious Escape Overhaul.

 

Edited by ponzipyramid
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18 minutes ago, ponzipyramid said:

There are lot of restraints in DD (particularly from Heretical Resources) that I think would work well in the context of this mod. I'm leaning towards making DD an optional dependency through Inte's Devious Devices Equip. Actual cuffs, gags, and collars will likely stay ZAP as I'm planning on building a standalone restraint system with more gameplay-oriented escape methods a la Devious Escape Overhaul.

 

 

I would suggest going the soft dependency route. It's very easy once you get it setup. If you need some help let me know. Equip also requires another mod to work, so running 2 extra mods, just to do device integration seems a bit unnecessary. Especially if you are looking for a few devices only. Also I don't think it's being maintained actively at the moment?

 

The devices from Assets are free to use as long as you credit the creators so you could use a few of those in your system. As most ZaZ ones personally look a bit janky. But on the other hand, the janky vibe would fit a bit better in the scene "a guard made this".

Edited by naaitsab
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Had a little more free time than expected today so I cleaned out the assets and made DD a soft dependency. If you enable devices, the default (nipple clamps) will be equipped on the player during processing. The expectation if you decide to edit the defaults is that you don't equip actually restrictive items here. For now, you can do harnesses, corsets, plugs, piercings, gloves, boots, and cuffs but not yokes, armbinders, fetters, gags, or collars. These appearance settings only affect the player for now. If there aren't any bug reports that stem from these additions I'll roll it out to affect all the slaves.

 

@naaitsab seriously thank you for calling out the yoke, there is no way I would've been able to find that on my own. I tried the iron harness but the problem is that it interferes with the collar since both occupy slot 45. I need to be able to equip my own collar to get some critical systems up and running. Dirty removing the slot from the harness in xEdit allowed both to be equipped but that obviously isn't an actual fix. Any thoughts?

 

Also, are there different permissions for DD Assets than the actual mod? The main DD page says that the perms are up to the individual contributors and Heretic's page explicitly states that you can't repackage their resources. Are you talking about making DD assets a hard dependency for the standalone restraints system?

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Also realized that I actually need to start building the restraints stuff in order to revamp some of the scenes. I wrote up a plan for this a while ago. v1 obviously won't include every mechanic, most likely the basic shock collar stuff, the cuffs, the leg restraints, and the gags.

 

TL;DR; restraints must be made out of materials that are commonplace in Skyrim's world and could be made by artisans. So more metal and less latex. Escaping them should take into account both the player and player character's skills and leverage vanilla mechanics and interactables whenever possible.

 

Spoiler

Restraints

In order of severity and escape difficulty.


1. Wrists and Arms
    1. Rope cuffs
    2. Iron cuffs

    3. Yoke
2. Legs
    1. Rope ankle cuffs
    2. Iron shackles
3. Gags
    1. Ring gag
    2. Log gag
4. Hoods
    1. Linen hood
5. Collars
    1. Iron Collar

 

Mechanics


Escaping from restraints is dependent on the item's type, material, and the presence of other restraints. These escapes can be attempted by yourself or with help from NPCs and are generally dependent on the skills you've invested in. Restraints will place toggleable debuffs on your character.


- Collar System (inspired by SD+, SLTR, and PetCollar, and Fallout 4's Real Handcuffs)
    - Removal can be performed through lockpicking
    - Collars may be magically enchanted allow remote shocking
    - Collars may be placed into leash mode where you must remain within some distance of something (a place, person, object, etc.) or you will be shocked. Useful when forcing the player to follow a character in a scene or executing a travel package.
    - Collars may be placed into lead mode where you will be given an location to move to and if you don't get closer during periodic checks you will be shocked. Useful when you have a "follower" that you want to give the impression is forcing the player to go somewhere. Used during guard escorts to specific locations.
    - Collars can shock you to death without triggering bleedout through PO3 Papyrus Extender's KillNoWait method (making it compatible with defeat mods)

    - Collars can be configured to drain stamina/magicka
- Solo Escape (inspired by Devious Escape Overhaul, Prison Alternative, and Fallout 4's Real Handcuffs)
    - Cutting: If you've got something sharp in your inventory i.e. a bladed weapon, you can equip it to cut out of any rope or leather restraints assuming your wrists aren't restrained by something you can't cut. Naturally, metal restraints cannot be cut.
    - Lockpicking: You can lockpick your way out of metal restraints using the vanilla lockpicking minigame, assuming you have a lockpick and the necessary skill level for the lock used to restrain you. This level is increased if you've been restrained behind your back or head. You cannot lockpick rope restraints (obviously) nor yokes (because you can't reach the locks).
    - Grindstone: You can use a grindstone to cut yourself out of most arm and leg restraints (rope, leather, and metal) but be warned, you might slip and hurt yourself if you're not skilled enough in smithing. Other restraints cannot be cut this way because no sane person would get their appendages or head that close to a grindstone.
    - Dislocation: you can dislocate your thumbs to get out of cuffs and yokes if you have a sufficiently high pickpocket skill. This will reduce your health a bit and apply a temporary one-handed, two-handed, lockpicking, archery, smithing, and pickpocket debuff because, well, you just dislocated your thumbs.
    - Keys: If you can find a key for a lockable restraint you can get it off. To keep things simple, use a one size fits all key system i.e. the same key can be used for gags, cuffs, etc. This may change depending on feedback and balancing. However certain restraints like yokes will require an NPC to use the key for you.
    - Unequip: Some items aren't locked at all i.e. hoods which means you can take them off as long as your hands are in a position to do so i.e. you're not cuffed behind your back. Being cuffed in front will let you take off items. Generally, if there isn't a realistic place to lock a restraint you should be able to just take it off and sometimes, if you're lucky, the people putting them on you just forget or don't bother.
    - Struggle: If you have a high enough one or two handed skill you can play a struggle minigame to break out of your restraints. For accessibility, this QTE can be disabled and you will just get out after passing the skill check.
- Magical Anti-Tampering Measures:
    - Some restraints may be enchanted to prevent tampering.
    - Some enchantments will wear off over time, some are permanent (they drain the player's magicka to stay active).
    - Failing lockpicking attempts on magic locks or trying to cut enchanted rope may result in shocks (minor health reduction).
    - Failing lockpicking attempts may result in a permanent lockout that will require magical intervention or waiting for the enchantment to wear off
    - Time-based shields: You must wait for an enchantment to wear off on a restraint before being able to attempt to escape it (or you will be shocked when attempting).
    - You can learn new Alteration spells that let you eliminate these effects yourself but this may be hampered through magicka drain
- NPC Interaction (inspired by Devious Lore)
    - Guards will help you out but may want something in return.
    - Blacksmiths will accept payment to get your restraints off
    - Alchemists and mages will remove magical anti-tampering measures for a price
    - Regular NPCs might be able to help you out if your restraints aren't too tough to escape but they too may want something in return
    - You can help other NPCs out of their restraints through cutting, lockpicking, and brute strength and they may reward you for it
    - Some general NPC comments for immersion but I'm hoping someone more creative can add more
    - Being gagged will always allow you to communicate with NPCs but with a speech debuff
- Debuffs and Additional Effects (toggleable)
    - Failing lockpicking attempts may lead to a lock jam which will necessitate blacksmith intervention or cutting.
    - Blindfolds reduce your one-handed, two-handed, and smithing skills (any skill where hand-eye coordination is important). This mod does not add imagespace modifiers when blindfolded (because I think they're annoying)
    - Hoods have the same effects as blindfolds and also slightly reduce your max stamina and stamina regeneration since it's tough to breathe in there
    - Being cuffed behind your back reduces your lockpicking and pickpocketing skills and obviously prevents you from using weapons. Being cuffed in front will still allow you to use weapons albeit with debuffed one handed and two handed skills.
    - Leg shackles reduce your movement speed
    - Being gagged reduces your speech skill
    - Closed gags keep you from eating or drinking

 

 

Edited by ponzipyramid
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8 hours ago, ponzipyramid said:

Had a little more free time than expected today so I cleaned out the assets and made DD a soft dependency. If you enable devices, the default (nipple clamps) will be equipped on the player during processing. The expectation if you decide to edit the defaults is that you don't equip actually restrictive items here. For now, you can do harnesses, corsets, plugs, piercings, gloves, boots, and cuffs but not yokes, armbinders, fetters, gags, or collars. These appearance settings only affect the player for now. If there aren't any bug reports that stem from these additions I'll roll it out to affect all the slaves.

 

@naaitsab seriously thank you for calling out the yoke, there is no way I would've been able to find that on my own. I tried the iron harness but the problem is that it interferes with the collar since both occupy slot 45. I need to be able to equip my own collar to get some critical systems up and running. Dirty removing the slot from the harness in xEdit allowed both to be equipped but that obviously isn't an actual fix. Any thoughts?

 

Also, are there different permissions for DD Assets than the actual mod? The main DD page says that the perms are up to the individual contributors and Heretic's page explicitly states that you can't repackage their resources. Are you talking about making DD assets a hard dependency for the standalone restraints system?

I would swap out the collar if you get harnassed. You can bundle the ZaZ item in your mod an change the slot on it. A collar does not require bodyslide, the chain harness does. So I would take the easy route. In the NIF you can change the slot. Then you need to change it in your armoraddon and armor forms in the CK.

 

As it requires bodyslide I would stick to the easier items and letting the things that require bodyslide (and UUNP/CBBE choice) to the soft dependency. Or decide you want to make it a hard dependency. As I guess most users interested in this kind of mod also run DD.

 

The "assets" are the original ones made by Zadil. Those can be used without issue. They are also bundled in 'Toys' for example. But in this case I think the focus will lie on the Heretic devices which have different permissions wise as you pointed out. Those are part of the DD Expansion.

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So in the first part in the mine, the guy i am facing talks out the dialogue with the guard, then tells me to get infront of the stocks, gets infront of them himself and at that point nothing furthermore happens, it just freezes at that point. Did i missed something?

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2 hours ago, NeoToad388 said:

So in the first part in the mine, the guy i am facing talks out the dialogue with the guard, then tells me to get infront of the stocks, gets infront of them himself and at that point nothing furthermore happens, it just freezes at that point. Did i missed something?

 

Were you in first person by any chance? I think I saw this happen once on my game. I can try changing the conditions to progress the scene or force third person.

 

1 hour ago, dtnam2705 said:

when I save at some scene where my character is stuck and reload them at the same time. It will destroy the script

 

Was this during or after the processing (introduction)?

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Definitely looking forward to see where this goes.  Slaves of Tamriel has always been a mod that appealed to me a great deal in theory, but it just never seemed finished in practise, and simply lacked some necessary elements for me to really get into it.  With some TLC and some modernisation, though, I think it could be a great addition to the landscape of slavery mods for Skyrim.  I just got my Skyrim into a playable state again for the first time in well over half a year after a PC-apocalypse, so I'm not sure how gung-ho I am to dive right into beta-testing unstable mods just yet, but I'll be keeping an eye on this for sure.  

 

Looking at your future plans, it looks like much of my wishlist is already in the pipeline.  As soon as I saw the topic, I was thinking about what priorities to share here, and looks like you've got two of my big three:

1)

On 4/29/2023 at 7:00 AM, ponzipyramid said:

Add guard and slave gender choices to MCM

This is a big one for me.  Being forced into Maledom/Femsub interactions definitely limits the audience for a lot of mods, so if this can become fully configurable, it'll be a huge boon.  Personally, Femdom/Femsub is key to me being able to fully enjoy content in this space—in my years of extensive Skyrim modding, I've never even downloaded SoS.

2)

Moving to more modern systems and getting everything stable and to a point where it Just Works™ is always a top priority, too.  It's always a shame when ambitious mods with interesting premises never manage to reach a stable state to where you can rely on them.  It looks like you've got well-thought-out plans to that end.

3)

The missing piece for me is creating alternative endings to escaping.  The simplest thing would be an easy hook that other mods could use to fish the player out of the mine—e.g., having a SLTR Mistress buy the player directly from the mine.  You could have SS++ integration on both ends, not only sending the player to SoTR, but also SoTR sending the player back to SS++—e.g., after the player is too broken down to be an effective labourer anymore.  A mechanism to simply get released—either just at the end of your indenture or by winning the favour of the staff—could be welcome, too.  I'm a good, compliant li'l slave, and trying to escape isn't really in my nature.  

 

Other than that, it looks like you've got a lot of exciting ideas.  I just hope the breadth of your ambition with this project doesn't spread you too thinly to where critical foundations don't get finished for a long time—if ever.  I love the idea of having more roles that you can transition to, for example, but that seems like a huge undertaking that would be less important than getting everything working perfectly with the extant miner role.  Compatibility, extensibility, and I'd add configurability are all excellent goals for a mod like this, so I'm excited to see you achieve them.  

 

There is one thing that gives me a bit of pause, though:

On 4/29/2023 at 7:00 AM, ponzipyramid said:

Speed up some scenes and skip minor ones after the first time

I don't know what you're envisioning here, but I'd just caution to be careful not to toss out the baby with the bathwater, as a degree of repetitiveness can be as much virtue as vice.  The core of the original mod was routine almost to the point of ritual, and that can be very relaxing.  If you cut out a lot of the routine and repetition, I'd certainly feel like something was lost.  Perhaps this would be another place for configurability, though—e.g., an "Abbreviated scene repetition" toggle or whathaveyou.  

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2 hours ago, killer905 said:

@ponzipyramid

I noticed this mod and I am curious about this mod myself. If you want I can backport to LE and post it here in a thread for testing by other LE users. Ultimately (stable version) should rather have its own download thread in LE.

 

That'd be great. Most mods seem to use a single page for downloads though, any advantages to a separate LE page you're seeing?

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1 hour ago, ponzipyramid said:

 

That'd be great. Most mods seem to use a single page for downloads though, any advantages to a separate LE page you're seeing?

I've noticed a certain tendency that the mod available in the LE/SE/AE version on the SE download page is somehow less noticeable. This is different with the LE download page and there is an SE version available there. These are my personal feelings, so they may be totally unrelated to reality. Also something different as the author points out in the title LE/SE/AE, it is also looked at differently.

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Had a little play with 0.3.0 in VR today (since it's super immersive) and (given the annoying quirks of VR) it seems to be working well. 


Regarding the sounds, which I know you were looking to tweak.. I know the player seems to be constantly out of breath .. regardless of whether she's working or not .. which can be quite annoying if you were looking to tweak (I'd thought it should only happen if restless or following a whipping) but the background ambience .. coughing, sceaming, rumbling I would assume you'd want to keep? 

 

As always really excited to see how this develops 

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3 hours ago, ponzipyramid said:

 

Were you in first person by any chance? I think I saw this happen once on my game. I can try changing the conditions to progress the scene or force third person.

 

 

Was this during or after the processing (introduction)?

I fixed it. I had to use Nemesis instead of FNIS, that did the trick for me.

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