GrimGrim31 Posted August 2, 2024 Author Posted August 2, 2024 2 hours ago, aliveagain002 said: Just a few minor things that i noticed no big deal: A. When you get the quest "Sanctuary" you are not able to talk with Sturges again after placing the beds, food and defence objects. B. After finding Doc Burr, LLories clipbord animation break if he gets by the deathclaws and you can not speak with him again without restarting the quest. C. Again after finding Doc Burr when you get back to the "fat doctor" can't remember his name 😀 if you ask him if he's have some serium "after he's finished inspecting the cure" his voiceline is missing. Hope it helps just a bit. Thanks, I will look at all of these issues. I was wondering about Sturges and the Lloris clipboard scene but have not had a chance to develop solutions. I think I can fix both of those issues quite simply. Sturges needs a condition to his new dialogue so that he can't use it when his big dialogue quests are active (Building up Sanctuary and the Institute teleporter). Lloris has to be temporarily removed as a player follower during the fight at Doctor Burr's location. Is the issue with Doctor Moreau that his dialogue has no sound or that there is no dialogue at all (no subtitles showing silent dialogue)?
aliveagain002 Posted August 2, 2024 Posted August 2, 2024 3 minutes ago, GrimGrim31 said: Thanks, I will look at all of these issues. I was wondering about Sturges and the Lloris clipboard scene but have not had a chance to develop solutions. I think I can fix both of those issues quite simply. Sturges needs a condition to his new dialogue so that he can't use it when his big dialogue quests are active (Building up Sanctuary and the Institute teleporter). Lloris has to be temporarily removed as a player follower during the fight at Doctor Burr's location. Is the issue with Doctor Moreau that his dialogue has no sound or that there is no dialogue at all (no subtitles showing silent dialogue)? Yes Doctor Moreau's dialogue has no sound just after finishing the quest, you can ask him if he has any Cure Sirum, It's only this dialogue with him that has no sound.
GrimGrim31 Posted August 2, 2024 Author Posted August 2, 2024 10 minutes ago, aliveagain002 said: Yes Doctor Moreau's dialogue has no sound just after finishing the quest, you can ask him if he has any Cure Sirum, It's only this dialogue with him that has no sound. OK, thanks, I just found the .wav and the .lip files and made a .fuz for him.
Skelletoncz Posted August 3, 2024 Posted August 3, 2024 (edited) Thoughts: HuCow/Bull should not count as settlers in settlements. They should be counted as animals (Brahmin, Cat and others that are caught through cages) Likewise, the HuCow/Bull beds should only be for them. Now even the settlers enjoy them. The HuCow/Bull trough should be connected to the feed supply in the settlement. If the PC is HuCow, it cannot fill the trough. HuCow/Bull can eat plants that are radioactive. I need it to produce my milk. Plants that the settlers don't eat. They master simple work. Radioactive plants can be taken care of by HuCow. HuBull can increase settlement defenses. Just like some cute animals do. The trough for HuCow/Bull will count only plants that are radioactive. Through Human Cow control incorporate cow into Cow herds. One Bill and Five Cow. Bull will regularly let Cow swallow all his semen. Sperm and radioactive plants produce Cow milk. The amount of semen can speed up milk production.He can have sex with them regularly. These are just my thoughts. I'm not a mod. I have no idea if it is possible to apply it at all. We already like your mod very much. Thank you for your work on it. And so for the work JB. I look forward to future updates. Edited August 3, 2024 by Skelletoncz
Skelletoncz Posted August 3, 2024 Posted August 3, 2024 An empty milk bottle is considered waste. Therefore, their production increases the amount of glass in the settlement. Sturges removes the tattoo and collar even though the PC is considered a HUCow. Llors PC-HuCow also offers sex in dialogue. But not really. Is there a dialogue when Llors gives the PC a holotape with Bluprins? I then always get them after the one that joins the settlement, from his inventory.
katrina.balanchuk Posted August 3, 2024 Posted August 3, 2024 (edited) 10 hours ago, GrimGrim31 said: Version 1.1.0. is now available and needs a bit of explanation. The additions are significant, especially JB's crawling system that replaces the sneaking crawl from the Crawling on All Fours mod. Replaced the crawling system with JB's system. The Crawling on All Fours mod is no longer needed and you can disable/remove it. That should not cause any problems since it has no scripts or ESP file. Added modular stall items (gate, trough, walls, and floors). Added voiced dialogue for Codsworth as hucow farmer. Fixed Rhode Island Red's active trader identifier. Added Alundra's refrigerator and clean green carpeted floor. Fixed the Battlebabe so that she can heal female player characters. The new crawling system is a big change. Now all hucows, including the player, will crawl if you have that option selected in the MCM. They crawl all of the time unless they have a weapon equipped or unless a hucow is a follower of the player. When you load your current save and use it with Version 1.1.0., all of your crawling cows will be walking. In order to make them crawl using the new system, you will have to shoot them with a crawl syringe that you can make in the Chem workbench. They might walk for a bit after you inject them but will crawl after using any animation mat. If you have my MWoW mod and the Thirst Zapper, you can also shoot them with the zapper to make the cows use the cower animation. That animation will also trigger them to crawl if they have been injected with the crawl syringe. The modular stall items are based on wood or concrete floor pieces and barn walls. You can fit three of the large wall pieces in a U-shape around the floor pieces and then put the stall gate on the fourth side. The wall pieces are single or double sided. You can also split a floor area into two stalls by splitting the area inside the U-shape with another large wall piece or two of them back-to-back for a better fit with the gates. The half size walls are a bit tricky to get to snap. They attach to other walls better than they attach to the floor so you may have to play around a bit with the walls to get the half size walls where you want them. There are three different colors of carpeted floors and a dirt floor. Place the stall trough inside the stall and assign a cow. That cow will stay at the trough unless it is time for bed. If you want them to sleep in the stall, put a hucow bed in the stall and assign the cow to that bed. Otherwise, they will go to their original bed to sleep. playing these changes right now and they make sense. I did have a couple of bumps though: Doctor Hope and one other cow turned hostile when hit with the syringe. it fixed itself and I reset via traveling away and sleeping a couple of days. I am having Trouble getting any of the stall walls and the trough to build. I have all the materials. The floors build fine. EDIT, this problem was only at my first location Abernathy. maybe ground was too sloped. EDIT: is there a way to corrall the ones that wandered off? I have one that is half way to Diamond City now ( from Sanctuary). And a couple have wandered from Sanctuary to Abernathy The frist time I used the punishment baton on one that had wandered off she returned to Sanctuary right away, but maybe that was just a conincidence. Any chance we could get a punishment crop that sends them back to their assigned home if they get enough twacks? (I know I am always asking a lot.. sorry 😌 ) So maybe I need to build stalls for all of them and assign both beds and trough so they dont wander off This must be what it is to be a rancher Edited August 3, 2024 by katrina.balanchuk
antoniut Posted August 3, 2024 Posted August 3, 2024 @JB. Quote It occurs to me to create a small “framework” or “bridge” so that other modders can include these animations, without having to overwrite vanilla animations That would be really cool. I've been messing around with the mod Girly Animation at Fallout 4 Nexus - Mods and community (nexusmods.com) mod lately, specifically with the optional file "More Girly Animation v2.6". I've given Piper an ability spell, with 4 mgef that activate or not depending on her charisma and it's working like a charm! I encourage you to go ahead with the idea. The possibilities for fun are tremendous!
GrimGrim31 Posted August 3, 2024 Author Posted August 3, 2024 3 hours ago, katrina.balanchuk said: playing these changes right now and they make sense. I did have a couple of bumps though: Doctor Hope and one other cow turned hostile when hit with the syringe. it fixed itself and I reset via traveling away and sleeping a couple of days. I am having Trouble getting any of the stall walls and the trough to build. I have all the materials. The floors build fine. EDIT, this problem was only at my first location Abernathy. maybe ground was too sloped. EDIT: is there a way to corrall the ones that wandered off? I have one that is half way to Diamond City now ( from Sanctuary). And a couple have wandered from Sanctuary to Abernathy The frist time I used the punishment baton on one that had wandered off she returned to Sanctuary right away, but maybe that was just a conincidence. Any chance we could get a punishment crop that sends them back to their assigned home if they get enough twacks? (I know I am always asking a lot.. sorry 😌 ) So maybe I need to build stalls for all of them and assign both beds and trough so they dont wander off This must be what it is to be a rancher I will add code to the crawl syringe so that cows do not become hostile when shot with the syringe. The full length walls should snap to the edges of the floors. The trough can go anywhere. I did not notice any issues placing the trough on the floors and I am not using the Place Everywhere mod in my testing. The cows should not wander off. Are these cows created from settlers or enemies? Did you create them with the hucow syringe or the hucow clone syringe?
GrimGrim31 Posted August 3, 2024 Author Posted August 3, 2024 8 hours ago, Skelletoncz said: Thoughts: HuCow/Bull should not count as settlers in settlements. They should be counted as animals (Brahmin, Cat and others that are caught through cages) Likewise, the HuCow/Bull beds should only be for them. Now even the settlers enjoy them. The HuCow/Bull trough should be connected to the feed supply in the settlement. If the PC is HuCow, it cannot fill the trough. HuCow/Bull can eat plants that are radioactive. I need it to produce my milk. Plants that the settlers don't eat. They master simple work. Radioactive plants can be taken care of by HuCow. HuBull can increase settlement defenses. Just like some cute animals do. The trough for HuCow/Bull will count only plants that are radioactive. Through Human Cow control incorporate cow into Cow herds. One Bill and Five Cow. Bull will regularly let Cow swallow all his semen. Sperm and radioactive plants produce Cow milk. The amount of semen can speed up milk production.He can have sex with them regularly. These are just my thoughts. I'm not a mod. I have no idea if it is possible to apply it at all. We already like your mod very much. Thank you for your work on it. And so for the work JB. I look forward to future updates. I tried a system where the cows do not count as settlers and it did not work well. It becomes difficult to tell if you have enough beds and the game system will no longer auto-assign beds to cows so you have to assign every single one. It also breaks the auto-assign function for settlement assignment. The settlers should not be using hucow beds. I will look at them again today but they have a condition that prevents settlers from sleeping in them. The game may assign a settler to one but they will not sleep there. I may work on a script for the hucow beds to stop the game system from assigning settlers to the hucow beds. That would not be too difficult. I can prevent the hucow PC from filling the trough but some players may want to be able to do that and you can simply roleplay and not fill the trough as a hucow player. I do not plan to make farming Commonwealth plants an aspect of the mod but it does make sense for some of those plants to end up in the troughs instead of more valuable corn and tatos. Since ordinary settlers do not increase settlement defense, I do not plan to make bulls increase it. I do not plan to add any special functions for semen or any other bodily fluid. You can get enough of that and in Wasteland Dairy Framework. Setting up a system within a system to group bulls and cows may be possible but will use more resources. I am already concerned that the mod places a heavier demand on the game engine than most mods so I do not plan to subdivide and manage groups of cows below the settlement level. 1
GrimGrim31 Posted August 3, 2024 Author Posted August 3, 2024 (edited) 8 hours ago, Skelletoncz said: An empty milk bottle is considered waste. Therefore, their production increases the amount of glass in the settlement. Sturges removes the tattoo and collar even though the PC is considered a HUCow. Llors PC-HuCow also offers sex in dialogue. But not really. Is there a dialogue when Llors gives the PC a holotape with Bluprins? I then always get them after the one that joins the settlement, from his inventory. I am not sure why you are upset about milk bottles. I originally made the milk bottle a requirement to milk a cow and one bottle was used each time. However, having to make hundreds of milk bottles each day was much too painful so there is no longer a way to use extra milk bottles. I can change Sturges so he will not help hucow players to remove tattoos or the restraints. Are you asking for settler Lloris to have a dialogue option for sex with the hucow PC? That is easy to add and something that Lloris would favor. There is not a dialogue for Lloris to give the blueprints holotape to the PC but, like you said, you can trade him for it once he is a settler. Most players will already have the holotape by that point since you can use the MCM to get it or find it in Parsons Creamery in the quest. They also can pickpocket Doctor Moreau or Lloris. Edited August 3, 2024 by GrimGrim31
Skelletoncz Posted August 3, 2024 Posted August 3, 2024 7 minutes ago, GrimGrim31 said: I am not sure why you are upset about milk bottles. I originally made the milk bottle a requirement to milk a cow and one bottle was used each time. However, having to make hundreds of milk bottles each day was much too painful so there is no longer a way to use extra milk bottles. It doesn't matter, it just works like a glass cheat like this.
Skelletoncz Posted August 3, 2024 Posted August 3, 2024 27 minutes ago, GrimGrim31 said: I can prevent the hucow PC from filling the trough but some players may want to be able to do that and you can simply roleplay and not fill the trough as a hucow player. I wanted the trough to read the plants from the dataset's resources when feeding. Without manual trough filling. Or let it be filled by the farmer who takes care of HuCow. I don't know if it is possible to program it...
GrimGrim31 Posted August 3, 2024 Author Posted August 3, 2024 (edited) 1 hour ago, Skelletoncz said: I wanted the trough to read the plants from the dataset's resources when feeding. Without manual trough filling. Or let it be filled by the farmer who takes care of HuCow. I don't know if it is possible to program it... The hucow farmers will fill the feed trough. There is no need for the Player to do this. I will change what they put in the troughs so it includes wild plants and is much more random. Currently, they put 20 corn and 20 tatos in the troughs. Edited August 3, 2024 by GrimGrim31
katrina.balanchuk Posted August 3, 2024 Posted August 3, 2024 (edited) 5 hours ago, GrimGrim31 said: I will add code to the crawl syringe so that cows do not become hostile when shot with the syringe. The full length walls should snap to the edges of the floors. The trough can go anywhere. I did not notice any issues placing the trough on the floors and I am not using the Place Everywhere mod in my testing. The cows should not wander off. Are these cows created from settlers or enemies? Did you create them with the hucow syringe or the hucow clone syringe? -All my cows are from settlers. I get my settlers mostly via Commonwealth captives but also from "Settler builder" (craftable unique coded settlers with the game default level of 2, but since they are unique I cna SLM their looks). -The main issue was with Dr Hope with hostility Only one other settler became hostile. I also noticed a settler who also stopped talking to me altogether as well. Maybe that was the one who got hostile? CORRECTION/EDIT: I now belive that extra settler with the strike-twas from what I call the "overflow" area of settler builder for when u used up all "regular" slots. Those never talk anyway, so the silence of this settler has nothing to do with yoiur mod) -Dr. Hope is no longer hostile ( as I traveled away for a couple of days) but now she wont talk to me anymore and I tried to reset her via the work table or via curing and reinjecting with serum. Also restarted game, vortex and even computer, no change. 5 hours ago, GrimGrim31 said: Are you asking for settler Lloris to have a dialogue option for sex with the hucow PC? That is easy to add and something that Lloris would favor. -I second the request for Lloris attiude to a hucow femaler player. it would make sense, but I respectfully submit given the situaion, he should not be too polite or romantic about it. I also feel he is too good looking for the role, but since you made him unique coded (thanks!!) I was able to SLM replace with a more fitting look. - The stalls are working fine for me now that I stick with the larger pieces. They snap well. Often the cows are still clipping on the edges though so I may double the size and put the bed and the troph in the middle. - Once filled do the stall troughs need to be refilled? EDIT: I now see from elsewhere in the thread they do have to be refilled. 5 hours ago, GrimGrim31 said: I can change Sturges so he will not help hucow players to remove tattoos or the restraints. - I second that request about Sturges ( even though I currently dont play with that crowd, but it makes sense) -Yes the cows definetly wander off. The ones where i rember the looks had been settlers recruited via Commonwealth captives, but I cannot guarntee that it was 100% only CC cows who wandered. They definelty wander off. I'd say maybe perhaps as much as 20% of the herd has wandered from Sanctuary to Abernathy and one is more than halfway down the road to Diamond City, and one is south of Abernathy and now somehow assigend to Gorskis cabin as "home settlement", which I did not know was posisble fort anyone. (I checked her home assignment via AFT). by her face she is a ex commonwealth captives NPC. Or does the mod generate random hucows in the Commonwealth other than your settlers? - I have not created a single enemy to hucow yet, except the one thats helps the raiders at the hardware store lure people to her death. It would be great if there was a punishment crop instead of baton because I feel that would be too damaging to use on a human body like that. In any even that one stays reliably put. Again thanks for this great mod, if we had a mod of the quarter feature I'd definetly push endorse! Edited August 3, 2024 by katrina.balanchuk 1
katrina.balanchuk Posted August 3, 2024 Posted August 3, 2024 (edited) 4 hours ago, Skelletoncz said: I wanted the trough to read the plants from the dataset's resources when feeding. Without manual trough filling. Or let it be filled by the farmer who takes care of HuCow. I don't know if it is possible to program it... I agree. an automatic refill from settelment resoruces or my assigned hucow handler NPCs would be nice. Am onyl now realizing those throughs need refilling by "hand"? Giving us the true farmer experience (could be a toggle?) PS: I apologize we are making so many requests, its just that the mod is so much fun. Edited August 3, 2024 by katrina.balanchuk 1
crimson_drake Posted August 3, 2024 Posted August 3, 2024 Is there any thought of making a Sim Settlements add on for this mod? that way can have plot types that add in the features that are needed instead of trying to figure them out separately
GrimGrim31 Posted August 3, 2024 Author Posted August 3, 2024 2 hours ago, katrina.balanchuk said: I agree. an automatic refill from settelment resoruces or my assigned hucow handler NPCs would be nice. Am onyl now realizing those throughs need refilling by "hand"? Giving us the true farmer experience (could be a toggle?) PS: I apologize we are making so many requests, its just that the mod is so much fun. Somehow everyone is confused. The farmers already fill the troughs periodically. I will make a change so that they fill the troughs with wild plants instead of corn and tatos. 2
GrimGrim31 Posted August 3, 2024 Author Posted August 3, 2024 23 minutes ago, crimson_drake said: Is there any thought of making a Sim Settlements add on for this mod? that way can have plot types that add in the features that are needed instead of trying to figure them out separately No current plans for Sim Settlements integration since I don't play Sim Settlements and I have a lot of other things to work on first. 3
katrina.balanchuk Posted August 3, 2024 Posted August 3, 2024 1 minute ago, GrimGrim31 said: Somehow everyone is confused. The farmers already fill the troughs periodically. I will make a change so that they fill the troughs with wild plants instead of corn and tatos. Thank you for the clarification, so we do not need to refill if there are enough resources in the settlement. I had gotten message "the stable trough is mepty" so I thought .....
GrimGrim31 Posted August 3, 2024 Author Posted August 3, 2024 10 minutes ago, katrina.balanchuk said: Thank you for the clarification, so we do not need to refill if there are enough resources in the settlement. I had gotten message "the stable trough is mepty" so I thought ..... Yes, there is no need for the player to fill any of the troughs. The message happens when a cow eats at the trough and it is empty. If you name your troughs, you will see the trough name in the message. 1
fred200 Posted August 3, 2024 Posted August 3, 2024 Name our troughs... Who wouldda thunk... This mod definitely needs a Wiki. There are a bunch of moving parts... Here Grim thought he could close it off by publishing his mod. His work just began there. Much appreciated. 3
GrimGrim31 Posted August 3, 2024 Author Posted August 3, 2024 (edited) 41 minutes ago, fred200 said: Name our troughs... Who wouldda thunk... This mod definitely needs a Wiki. There are a bunch of moving parts... Here Grim thought he could close it off by publishing his mod. His work just began there. Much appreciated. Rename Anything is a simple but powerful mod that adds a lot to immersion. It is a lot more fun having named settlers instead of 200 people named "Settler". AAF has its own random system for naming actors though. I edited it so that it does not randomly rename settlers in my personal playthroughs. It has some weird names in its list of possible name combinations. I used keyword conditions in this mod to keep settlers from sleeping in hucow beds and prevent hucows from sleeping in the No Hucow furniture beds in my mod. Unfortunately, the game still assigns settlers and hucows to the wrong beds sometimes. So I came up with a solution. Version 1.1.1. will include a "Bed Check" function that will check all beds in the current settlement and unassign actors that are assigned to the wrong kind of bed. That should allow settlers and hucows to sleep more comfortably. It will also name all of the beds if you have the Rename Anything mod installed so you will know which settler or hucow is assigned to which bed, if you named your settlers and hucows. Otherwise the bed will simply be named "Settler's Bed" or "HuCow's Bed", which isn't very useful. You can call the Bed Check function by asking a male hucow farmer to fix the bed problem. Why only the male farmers? Because the female farmers already have too many dialogue options so I didn't have an easy way to add Bed Check for them. Edited August 3, 2024 by GrimGrim31 3
GrimGrim31 Posted August 3, 2024 Author Posted August 3, 2024 4 hours ago, katrina.balanchuk said: -All my cows are from settlers. I get my settlers mostly via Commonwealth captives but also from "Settler builder" (craftable unique coded settlers with the game default level of 2, but since they are unique I cna SLM their looks). -The main issue was with Dr Hope with hostility Only one other settler became hostile. I also noticed a settler who also stopped talking to me altogether as well. Maybe that was the one who got hostile? CORRECTION/EDIT: I now belive that extra settler with the strike-twas from what I call the "overflow" area of settler builder for when u used up all "regular" slots. Those never talk anyway, so the silence of this settler has nothing to do with yoiur mod) -Dr. Hope is no longer hostile ( as I traveled away for a couple of days) but now she wont talk to me anymore and I tried to reset her via the work table or via curing and reinjecting with serum. Also restarted game, vortex and even computer, no change. -I second the request for Lloris attiude to a hucow femaler player. it would make sense, but I respectfully submit given the situaion, he should not be too polite or romantic about it. I also feel he is too good looking for the role, but since you made him unique coded (thanks!!) I was able to SLM replace with a more fitting look. - The stalls are working fine for me now that I stick with the larger pieces. They snap well. Often the cows are still clipping on the edges though so I may double the size and put the bed and the troph in the middle. - Once filled do the stall troughs need to be refilled? EDIT: I now see from elsewhere in the thread they do have to be refilled. - I second that request about Sturges ( even though I currently dont play with that crowd, but it makes sense) -Yes the cows definetly wander off. The ones where i rember the looks had been settlers recruited via Commonwealth captives, but I cannot guarntee that it was 100% only CC cows who wandered. They definelty wander off. I'd say maybe perhaps as much as 20% of the herd has wandered from Sanctuary to Abernathy and one is more than halfway down the road to Diamond City, and one is south of Abernathy and now somehow assigend to Gorskis cabin as "home settlement", which I did not know was posisble fort anyone. (I checked her home assignment via AFT). by her face she is a ex commonwealth captives NPC. Or does the mod generate random hucows in the Commonwealth other than your settlers? - I have not created a single enemy to hucow yet, except the one thats helps the raiders at the hardware store lure people to her death. It would be great if there was a punishment crop instead of baton because I feel that would be too damaging to use on a human body like that. In any even that one stays reliably put. Again thanks for this great mod, if we had a mod of the quarter feature I'd definetly push endorse! I don't know how to solve the issues with Doctor Hope or the wandering hucows since I don't know how those issues are created. There is nothing in Human Cattle that should do any of that. The crawl serum only starts the crawl function for the actor so it should not prevent Doctor Hope from talking. Did you accidentally use a hucow clone serum syringe on her? The cows should not leave the settlement unless they are following you or you sold them to the wandering trader. Once you tell a hucow to "Go Home", they are assigned to the settlement like a settler and will not leave unless you Move them to another settlement the same way you Move settlers. The hucow packages do not have any possibility of finding a new home or running away on their own. There are no random hucows in the Commonwealth unless you change someone into a hucow and leave them behind. If you don't tell them to follow you, they stay where they are and will run from enemies. They can go a long way like that if they encounter multiple enemies that pursue them. If you tell a hucow follower to "Stay" while you are in a settlement, that does not assign them to the settlement. There isn't a way in the Human Cattle mod for a hucow to be assigned to any location that is not an owned player settlement.
katrina.balanchuk Posted August 3, 2024 Posted August 3, 2024 (edited) I heard others had issues with rhode island red. FInally met her and she wanted to trade but when she asked me to make a selection othign happend. No cows had a special marker or dialog or anythign with them and "E" resulted in normal dialog with the cow. no "buyorsell this cow" selector like the DC and GN traders., so I do not see a mechanism to "select the cows you want to sell" So I tried the "follow me" on some of them and came back to the trader and she asked me if I am done but there were only 2 dialog options neither leading to a sale EDIT: After I left the cell and returned some cows had a "buyorsellthis cow marker. I selected them and they followed her olut of the settlment Edited August 3, 2024 by katrina.balanchuk
fred200 Posted August 3, 2024 Posted August 3, 2024 I have only see hucows leave the settlement when they were going to meet the trader. They stopped at the trader.
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