Evi1Panda Posted June 19, 2024 Posted June 19, 2024 NAF Bridge View File If you really want to, but don't understand anything... Spoiler Questions about the mod? Ask AI! I write detailed instructions on purpose. I understand that reading them is time-consuming (no offense—I don't like it either), and sometimes it might feel like you lack the knowledge—that's normal too. You might be hesitant to ask questions or tired of waiting for answers. But if you've read the description and really want to install this mod, there's a great solution—language models (neural networks). They're always at hand! It's simple: Copy the mod description and all instructions. Go to one of these sites: Grok, DeepSeek, Qwen, OpenAI, Gemini. Paste the text and ask your question clearly. Example request: "Hi! Briefly explain how to install this mod. Here is the context: [mod description] [manual 1] [manual 2]." This will save you time and frustration. Give it a try What does it do? NAF Bridge is the key that unlocks your Fallout 4 mod collection to the power of Snapdragon's NAF modern animation framework. In simple terms: It's an “engine” update for adult mods and more. Your favorite mods (Violate, RSE, Sexual Harassment, Sex Attributes, and dozens more) will run faster because the optimized NAF is running under the hood. Fastlinks Spoiler Transitioning from AAF to NAF: Debunking Common Myths How to start | Checklist and Report Template | Animated Fannies NAFicator NAFicator Full usage | NAFicator Fast Usage | Archive Feature NAF XML Authoring Guide Addressing the authors of xml content: Please be sure to add the “noFurn” tag to your item descriptions if the poses do not use furniture. This is necessary so that your poses can compete on equal terms when a random pose is selected. Otherwise, poses with this tag will have an advantage. Poses with the tag are considered first, then others if no poses with the tag are found. NAFicator adds this tag automatically. NAF XML Authoring Guide How to install ? Requirements: Fallout 4 OG version 1.10.163 Latest C++ vc redist Fallout 4 Script Extender (F4SE) Address Library for F4SE Plugins LooksMenu Baka Framework Mod Configuration Menu Native Animation Framework (NAF) SUP F4SE LL Fourplay Nahka's CBBE body or Fusion Girl Morphs+ optionally for Animated Fannies option works. Installation: Read this article How to start? Guide for beginners Development and support manifesto Spoiler DEVELOPMENT AND SUPPORT MANIFESTO Friends. Public discussion is the foundation of this project's development. While I understand the impulse to write privately, such conversations ultimately harm the community by hiding solutions and problems from others. Discussuions in open thread are what help everyone, including me, improve this framework. Principles of this thread: All technical questions are valid. There are no "inconvenient" or "dangerous" topics here if they concern the mod's functionality. Loyalty is irrelevant. The only things that matter are the exact error, the steps to reproduce it, and the logs. Public reports are the only effective path. Private messages regarding technical issues will be ignored. They cannot help the community. Zero tolerance for toxicity. Any attempt to shift discussion to community conflict, loyalty tests, or pressure on users will be suppressed. My commitment to you: Like anyone, I can make mistakes. But I promise that if your request contains the necessary technical data, our personal relationship or your your history with other mods/frameworks will never influence my response. I am here to solve technical problems. What will be left unanswered: Vague, non-constructive complaints in the spirit of: "Nothing works" (without specifics), "The other framework is better" (again, without technical comparison), or any other non-actionable whining. If you came here for technical solutions, let's discuss the technical aspects openly. This is the only way that works. PreSubmission Checklist and Report Template Features for users The ability to run modifications on the superb NAF engine under the hood. No more black screens. Fast scene starts/ends/change. Many scenes at one moment. Override scene parameters. You can override all parameters for scenes transmitted by third-party modifications. Configured in MCM. Slow drying feature: Slow Drying Effect: Gradual cum disappearance, can be disabled in MCM. Need to Cum Overlays/Commonwealth Moisturizer be installed. A special system for playing animations described in XML: Base Animation, AnimationGroup (sequence and non sequence), Tree scenes (auto advanced and not) Spoiler Base Animation: Plays for a specified time. AnimationGroup: sequenced - plays strictly in order from first to last, taking into account the specified loops, and exits the animation. Does not take into account the specified time. non-sequenced - plays the animations listed in the group in random order, taking into account the specified weights. Stops after the timer specified in the scene call settings expires. Tree-animation: forceNPCControlled (auto advanced) - plays the tree from start to finish and exits the animation. Does not take into account the specified time. non-forceNPCControlled - the player controls switching through the animation tree with the arrow keys; after the last animation is played, pressing the right arrow key will end the scene. Animated Fannies feature: Native animation for vaginas and anuses during scenes. This is a native mechanic that can be enabled/disabled in the MCM menu and configured in a json file. This is a new mechanic, i.e. it works in such a way that you list the morphs and bones and the distance of penetration start and maximum depth in the json file, and the program itself calculates which stamen your pistil penetrates. This is a native, physics-like enhancement. Its intensity can be adjusted via the JSON file, allowing you to balance visual fidelity and performance. More details under the spoiler, caution 18+. Spoiler WATCH VIDEO 18+ NAFicator NAFicator is a smart converter that should simplify the transition to NAF. You install your animation mods and XML files as you would for AAF. Run the game with NAFicator once. It automatically analyzes all your XML, fixes incompatibilities, and creates clean, ready-to-use files for NAF Bridge. Once it's done, you can disable NAFicator and play. How to use (briefly): Install all AAF mods, NAF, NAF Bridge, and NAFicator itself. In the NAFicator.ini file, specify the paths (most importantly, sFolderFrom=/Data/AAF and sFolderWhere=/Data/NAF). Start the game and wait for the NAFicator message in the main menu. Exit the game, disable NAFicator (in MO2 or via bNaficatorEnable=0). Start the game again and enjoy. Feature — Archive Feature (for experienced modders): NAFicator creates an archive of links between shapes and animations. This allows you to ESL-ify animation plugins after conversion. It will remember which animation belongs to which module, even if the shape IDs change. Usefull mods NAFicator: (see above) Required for easy migration. Fallout 4 High Heels System NAF Patch: Patch for the High Heels mod. Autonomy Sex: Mod for random sex between NPCs. Dancecyclopedia: High-quality XML packs for dancing. Features for modders Fast execute. Clear and detailed API documentation. The ability to get return values from functions whose results you are used to getting from events will make your code simpler and easier to understand. Open source. You don't need to pass any loyality tests to get mod sources. Scripted part sources is in mod's archive. F.A.Q. Quote Q: Is this a replacement for AAF? Do I need to remove AAF? A: Yes, this is a complete replacement for the engine. AAF and NAF Bridge are incompatible and cannot coexist. You will need to remove AAF before installing NAF Bridge. Q: Will all my mods work? A: Yes, most mods that use the standard API to call animations work. Q: What modifications will definitely not work? A: Provocative Perks - Animal Magnetism Seductee will not be worked, GetAttraction function is not implemented since 0.730 it will always return 0. SleepIntimate - there is one report that this mod doesn't works correctly using Bridge. I had a fastlook to it, but didn't see any what can produce bad work with Bridge. Maybe someone else can check is it work or not Q: What functions is implemented? A: Off the top of my head, the following are implemented: OnFurnitureListLoaded, OnWalkInit, OnSceneInit, OnAnimationStart, OnAnimationChange, OnStageEvent, OnAnimationStop, OnSceneEnd, OnPositionData, GetAPI, GetFurnitureList, StartScene, StopScene, StopSceneWithAbruptStop, ChangePosition, ApplyEquipmentSet, GetPositionData, ApplyMorphSet, ApplyOverlaySet, RemoveOverlaySet, ApplyMfgSet, AddMFGBlock, RemoveMfgBlock, SetActorLocked, QuickScene, StartSceneByPosition, GetProtectedItemsKeywords. Q: What if I find a bug? A: The project is actively developing. Bugs do not go unnoticed, and everything is being worked on. Q: How often do bugs occur? A: As with any complex framework integrating with many mods, edge cases can appear. Each update focuses on squashing these bugs and improving stability. Your detailed bug reports are invaluable for this process. The project is completely open, and you can study the discussion threads. Bugs mainly occur after major updates, which are infrequent. Q: Why NAF and not AAF? AAF is also being updated. A: Architecturally, NAF is more modern, cleaner, and faster. Unfortunately, AAF contains many legacy issues that are difficult to fix. The goal of NAF Bridge is to provide access to these NAF advantages while maintaining access to the entire mod ecosystem. Have fun! Credits This project stands on the shoulders of giants and enthusiasts. @Snapdragon_: For creating the brilliant NAF. Without his work and open source code, this project would not have been possible. The community of testers and helpers: Especially @dosfox, @Dlinny_Lag, perchik71, TommInfinite, and many others. The authors of the original AAF (dagobaking and team): For creating the first powerful ecosystem of animation mods for Fallout 4, which set the standard for years to come and whose API we support for compatibility. All mod and animation authors: Without your content, this technology would be useless. If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated! Submitter Evi1Panda Submitted 03/16/2024 Category Framework & Resources Requirements F4SE, NAF, SUP F4SE, Address Library for F4SE Plugins, Baka Framework, LooksMenu, Mod Configuration Menu, Latest C++ vc redist, LL Fourplay 9
dynamo-swamp Posted June 19, 2024 Posted June 19, 2024 subjectively quicker than aaf in execution cleaner menu w/no delays some incompatibilities with furniture-type animations? i had an aaf violate trigger a hanging tie animation and the character was not present although the scaffold was odd behaviors re: role reversal in animations overall i prefer it to aaf but i think for some mods it may not be ideal. 1
Here4SlootyMods Posted July 5, 2024 Posted July 5, 2024 (edited) On 6/19/2024 at 11:06 AM, rubber_duck said: I think it'd be beneficial to community, especially for people who want to give something new a shot. Agreed. It was sad to see the thread get locked rather than something being done about the problematic user because it's what you get redirected to when clicking "Get Support" on the mod page. Anyways, on to your real question: On 6/19/2024 at 11:06 AM, rubber_duck said: how is it? 1. Latest version of NAF (as of 2024-07-05, ISO 8601 format) is compatible with Fallout 4 1.10.163 but not the NG(+) versions. Since you said you tested it in March, you should know that even though NAF uses Address Library, there were some issues for the NG(+) versions of the game with NAF. With that said, Fallout 4 version 1.10.163 works just fine with NAF version 1.0.14. 2. It's fast. Sometimes a bit too fast. Some mods let you set a timer for how long a scene (a scene being defined as a list of animations in a specific order to go through) lasts. The scenes and timers match up well with just AAF, but with NAF the timer ends faster than the scene. Certain scenes in NAF will show you the list of animations they're going through in the bottom left. As it goes through each animation, you'll see the rectangle with the animation fill up indicating time spent in the animation and time limit. A lot of the time, because the timer ends before the scene does you might not make it to the final animation (usually named "Climax"). 3. Ignore the case sensitivity bit in Step 6 on the AAF to NAF Bridge page. Since you said you used it in March which relied on an older version of NAF, the case sensitivity thing has been patched. Simply put, you can ignore the remainder of Step 6 after "Here is one very important detail". 4. Ideally, we see XML files in the NAF folder as well in future versions of mods. This is still on the topic of Step 6 in the AAF to NAF Bridge instructions. The XML files that are used by AAF in the Data/AAF folder are necessary in the Data/NAF folder as well. For now, we have to copy (or symbolic link) them to the Data/AAF folder. 5. Many Animations Still Require Their ESPs. I spent some time with just NAF awhile back to play some animations. They still required their respective ESPs to play otherwise you would run into the bug where the targets are stuck inside each other. There may be some animations that no longer require their ESPs but I have a lot of animations installed so I'll have to test all of them at another time. ********** I hope mod developers slowly start migrating their mods to use NAF instead even if it is still for Fallout 4 1.10.163. I'm not a 3D design expert so I don't know much about designing or creating skeletons, meshes, animations, etc. but NAF says that animations can be ESP-less, I feel like that would be beneficial to animators since they wouldn't have to spend as much time with the Fallout 4 specific niceties of their art. P. S.: Thread title probably should be "AAF x NAF Bridge - Support". Edit: Added point 5 and the note about ESP-less animations from NAF in the final notes section. Edited July 5, 2024 by Here4SlootyMods 1
Evi1Panda Posted July 8, 2024 Author Posted July 8, 2024 (edited) Updated to 0.52 ATTENTION since 0.52 it needs Garden of Eden Papyrus Script Extender to work fine. Edited July 8, 2024 by nodtrial 5
rubber_duck Posted July 9, 2024 Posted July 9, 2024 16 hours ago, nodtrial said: Updated to 0.52 ATTENTION since 0.52 it needs Garden of Eden Papyrus Script Extender to work fine. Whoa, the author himself! 😁 Thanks for the heads up, downloading GoE straight away! Keep up the great work! 1
Evi1Panda Posted July 9, 2024 Author Posted July 9, 2024 (edited) Updated to 0.525 0.525 - FIXED blocking control bug in 0.52 ver.!!! Edited July 9, 2024 by nodtrial
rubber_duck Posted July 9, 2024 Posted July 9, 2024 @nodtrial, there's a small issue, but I think it's been present since first version of the Bridge. It's the option to ignore tags - it works as described, but it'd be great if you can update it a bit. Reason being solo animations. Let me explain. I use Sex 'Em Up mod and that mod features interactions between Player and other NPCs. Player can straight-up walk to other NPC and initiate AAF scene. However, the mod in question also allows the player to masturbate. When player does so, a masturbation animation plays. But, if the option to ignore tags is turned on, the Bridge 'hijacks' that and plays any suitable solo animation. See the problem? There's a great chance that masturbation would actually play completely unrelated animation - last time I tested it, I had hanging, laying, sitting, etc. animations play, but not a single masturbation one. It'd be great if you could make it so it ignores all tags except masturbation ones. This annoyance affects other mods (such as Autonomy Enhanced Redux) that initiate solo animations on other NPCs. Hopefully you can work something out. I hope this brief report helps! Take care and keep up the great work!
Evi1Panda Posted July 9, 2024 Author Posted July 9, 2024 @rubber_duck, okay, i'll add using default exclude tags there in next update. 1
Evi1Panda Posted July 10, 2024 Author Posted July 10, 2024 (edited) Updated to 0.529 Sorry for much fast updates, was found some bugs. So, I think 0.529 is finally 0.52 version release. Here is full changelog. ATTENTION since 0.52 ver Garden of Eden Papyrus Script Extender is needed hard to work! 0.52-0.529- SUPPORT NAF VERSION 1.10.14 0.52 - The crutch for the ChangePosition(Actor targetActor, PositionSettings settingspos = None) function has been changed, the previous one did not work correctly - Added function string FindPosition(Actor[] actors, const SceneSettings settings); - Added function SceneSettings CopySettings(const SceneSettings settings, bool HardCopy = false) HardCopy set true - copies absolutely all positions, sets false to empty or default values: newsettings.actors = "", newsettings.successful = false, newsettings.id1 = -1, newsettings.id2 = -1, newsettings.try = 0, newsettings.aborted = 0, newsettings.sceneKey = 0, newsettings.staged = 0, newsettings.sceneTags = "", newsettings.joinActors = "", newsettings.leavingActors = "", newsettings.positionType = "", newsettings.animationID = "", newsettings.positionID = "", - Fixed an error when searching and selecting furniture, when furniture specified via PositionRef could be ignored. - NAF control block override now occurs not only in scenes started via the API, but also when calling scenes via the NAF UI. 0.525 - Fixed 0.52 blocking control bug. 0.529 - Added override for the furniture search radius in MCM. - Fixed the furniture search (in one of the previous updates a code-mistake was added due to which the search for furniture actually did not work). - When using tags overriding (empty tags for scenes) default_excludetags will now be added, if it is not there by default (could lead to playing screenshot's poses instead of solo animations). Edited July 10, 2024 by nodtrial 1
ptmc2112 Posted July 11, 2024 Posted July 11, 2024 (edited) On 7/9/2024 at 7:03 PM, nodtrial said: Updated to 0.529 Sorry for much fast updates, was found some bugs. So, I think 0.529 is finally 0.52 version release. Here is full changelog. ATTENTION since 0.52 ver Garden of Eden Papyrus Script Extender is needed hard to work! 0.52-0.529- SUPPORT NAF VERSION 1.10.14 0.52 - The crutch for the ChangePosition(Actor targetActor, PositionSettings settingspos = None) function has been changed, the previous one did not work correctly - Added function string FindPosition(Actor[] actors, const SceneSettings settings); - Added function SceneSettings CopySettings(const SceneSettings settings, bool HardCopy = false) HardCopy set true - copies absolutely all positions, sets false to empty or default values: newsettings.actors = "", newsettings.successful = false, newsettings.id1 = -1, newsettings.id2 = -1, newsettings.try = 0, newsettings.aborted = 0, newsettings.sceneKey = 0, newsettings.staged = 0, newsettings.sceneTags = "", newsettings.joinActors = "", newsettings.leavingActors = "", newsettings.positionType = "", newsettings.animationID = "", newsettings.positionID = "", - Fixed an error when searching and selecting furniture, when furniture specified via PositionRef could be ignored. - NAF control block override now occurs not only in scenes started via the API, but also when calling scenes via the NAF UI. 0.525 - Fixed 0.52 blocking control bug. 0.529 - Added override for the furniture search radius in MCM. - Fixed the furniture search (in one of the previous updates a code-mistake was added due to which the search for furniture actually did not work). - When using tags overriding (empty tags for scenes) default_excludetags will now be added, if it is not there by default (could lead to playing screenshot's poses instead of solo animations). Ever since I updated to 0.529 (only tested on 0.529, and whatever came before 0.52) the "Life of the Party" perk from Provocative Perks, when it's finished, for some reason blocks player from the following, according to the GPC console command: Spoiler Normally, everything should be enabled, but it isn't. Also, I already had the Garden of Eden requirement installed before this was updated to 0.52, so that's not the problem. Edited July 11, 2024 by ptmc2112
Evi1Panda Posted July 11, 2024 Author Posted July 11, 2024 17 minutes ago, ptmc2112 said: Ever since I updated to 0.529 (only tested on 0.529, and whatever came before 0.52) the "Life of the Party" perk from Provocative Perks, when it's finished, for some reason blocks player from the following, according to the GPC console command: Hide contents Normally, everything should be enabled, but it isn't. Also, I already had the Garden of Eden requirement installed before this was updated to 0.52, so that's not the problem. Print DIEL console result please
ptmc2112 Posted July 11, 2024 Posted July 11, 2024 3 minutes ago, nodtrial said: Print DIEL console result please what's the DIEL console report? I don't know what you mean by DIEL.
Evi1Panda Posted July 11, 2024 Author Posted July 11, 2024 (edited) 3 minutes ago, ptmc2112 said: what's the DIEL console report? I don't know what you mean by DIEL. Type DIEL in console p.s. it take sence if you'll type it when controls is blocked like in your report described. Edited July 11, 2024 by nodtrial
ptmc2112 Posted July 11, 2024 Posted July 11, 2024 (edited) 20 minutes ago, Evi1Panda said: Print DIEL console result please Here goes: Spoiler something about AAF it seems (I figured to do it after the block occurred) I figure assigning the InputLayer to none is not the same as using https://falloutck.uesp.net/wiki/Delete_-_InputEnableLayer on the input layer, as the function does more than just assigning it to NONE. Edited July 11, 2024 by ptmc2112
Evi1Panda Posted July 11, 2024 Author Posted July 11, 2024 @ptmc2112 Can you turn on The Bridge log and send it? Just after control blocked. It is Fallout 4\aaSUPF4SEDebugPrint.txt
ptmc2112 Posted July 11, 2024 Posted July 11, 2024 (edited) 19 minutes ago, Evi1Panda said: @ptmc2112 Can you turn on The Bridge log and send it? Just after control blocked. It is Fallout 4\aaSUPF4SEDebugPrint.txt Turns out I was on 0.52 Oops. I forgot to tell vortex to install 0.529. My bad. Edited July 11, 2024 by ptmc2112
Evi1Panda Posted July 11, 2024 Author Posted July 11, 2024 3 minutes ago, ptmc2112 said: Turns out I was on 0.52 Oops. I forgot to tell vortex to install 0.529. My bad. Ow then it is okay, it was fixed. 1
ptmc2112 Posted July 11, 2024 Posted July 11, 2024 (edited) @Evi1Panda the only bug left is these 2 that start with $BR and the help ones at the bottom for both, don't have an English equivalent in the MCM (I don't know about other languages, as I generally only use English) Spoiler Edited July 11, 2024 by ptmc2112
Evi1Panda Posted July 11, 2024 Author Posted July 11, 2024 (edited) 8 minutes ago, ptmc2112 said: @Evi1Panda the only bug left is these 2 that start with $BR and the help ones at the bottom for both, don't have an English equivalent in the MCM (I don't know about other languages, as I generally only use English) Hide contents There is forbidden screenshot, but you can add it by yorself it is in interface/aaf/AAF_en.txt (open with any txt editor) Format is $TOKEN TRANSLATE tab between token and translate Token can be taken in MCM/Config.json (open with any txt editor) ps but tell me pls what token is not translated. Edited July 11, 2024 by Evi1Panda
ptmc2112 Posted July 11, 2024 Posted July 11, 2024 (edited) 20 minutes ago, Evi1Panda said: There is forbidden screenshot, but you can add it by yorself it is in interface/aaf/AAF_en.txt (open with any txt editor) Format is $TOKEN TRANSLATE tab between token and translate Token can be taken in MCM/Config.json (open with any txt editor) ps but tell me pls what token is not translated. The screenshot works for me now, but these are the ones that are missing (in case the screenshot still doesn't work): $BR_DEBUG_SWAP_FEMALE $BR_DEBUG_SWAP_FEMALE_HELP $BR_SLOW_SCRIPT $BR_SLOW_SCRIPT_HELP (also the file is at Interface/Translations/AAF_en.txt (or Interface\Translations\AAF_en.txt if in windows) Edited July 11, 2024 by ptmc2112
Evi1Panda Posted July 11, 2024 Author Posted July 11, 2024 17 minutes ago, ptmc2112 said: The screenshot works for me now, but these are the ones that are missing (in case the screenshot still doesn't work): $BR_DEBUG_SWAP_FEMALE $BR_DEBUG_SWAP_FEMALE_HELP $BR_SLOW_SCRIPT $BR_SLOW_SCRIPT_HELP (also the file is at Interface/Translations/AAF_en.txt (or Interface\Translations\AAF_en.txt if in windows) yes you're right, I wrote it using my bad memory 🙂 1
Evi1Panda Posted July 11, 2024 Author Posted July 11, 2024 (edited) $BR_DEBUG_SWAP_FEMALE Change F-actor in array $BR_DEBUG_SWAP_FEMALE_HELP Place F-actor always to [1] (after [0]) if any male actors is in scene. It needs for some overlay modifications works fine (like moisturized) $BR_SLOW_SCRIPT Slow down script $BR_SLOW_SCRIPT_HELP If you got CTD sometimes when scene should end - try to slow down script. if you will use copypast - make sure TAB between Token and String Edited July 11, 2024 by Evi1Panda 1
Here4SlootyMods Posted July 11, 2024 Posted July 11, 2024 Hey Evi1Panda, nice to see you on this thread and thanks for helping us out. I haven't upgraded to 0.529 yet but wanted to know: Do you use a lot of the functions from the Garden of Eden Papyrus Scripts mod? If you only use like... 1 or 2 functions, do you plan on implementing those functions to remove the dependency at all? Does the Garden of Eden Papyrus Script mod add any overhead or decrease performance in any noticeable or impactful ways? Other questions (not related to Garden of Eden Papyrus Scripts): What are some of your future goals with the Bridge mod or what would you like to see in NAF to help mod developers fully transfer their mod over to using NAF instead if they want to? Do you have documentation on what you replaced in the AAF functions to make it easier for people who want to transfer to using NAF fully? Do you provide source code anywhere? I don't want to use XTranslator. Cheers and thanks again for this mod. 1
Evi1Panda Posted July 12, 2024 Author Posted July 12, 2024 (edited) 1. Just one function. 2. Why? Anyway if Snapdragon will add some requested functions - it won't be needed any more. I use it just for crutching something. 3. I don't think it adds any noticeable costs. 4. I just go with the flow. But I can do something upon request. 5. I could give this, but there are some individuals who can poke at the source code shouting that I violated something for someone. I don't want a new drama. Essentially you can treat functions the same way as the functions described in AAF_API. If it does not give such a result, describe the problem and we will think about how to get this result. 6. Look at 5. Actually there is no need to use bridge for new mods. It is the crutch that was written for mods working with AAF to its could work using NAF too. You don't need to do mods for The Bridge, do it for NAF. Edited July 12, 2024 by Evi1Panda 1
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now