MSM_Alice Posted March 31 Author Posted March 31 (edited) I triple checked this and the change is specific/in one place; it should be rather bulletproof. I have updated the main page downloads to include it. It should have been this way since the start, for max compatibility, so I updated the prelude stablepoint package with it too. Thanks again @genericlogin for providing the additional context that allowed me to track down what was (likely) happening to get that AAF Init error 4 in Violate scenes with lots of participaths that included a mix of males and females. Edited March 31 by MSM_Alice
ItsJustPage Posted March 31 Posted March 31 8 hours ago, MSM_Alice said: I triple checked this and the change is specific/in one place; it should be rather bulletproof. I have updated the main page downloads to include it. It should have been this way since the start, for max compatibility, so I updated the prelude stablepoint package with it too. Thanks again @genericlogin for providing the additional context that allowed me to track down what was (likely) happening to get that AAF Init error 4 in Violate scenes with lots of participaths that included a mix of males and females. Does this mean the update needs to have Nafficator rerun?
MSM_Alice Posted March 31 Author Posted March 31 (edited) 1 hour ago, ItsJustPage said: Does this mean the update needs to have Nafficator rerun? I am not super familiar with NAF, but if that is the name of the process that parses the AAF XML files and generates animation lists in the NAF specific format, then probably yes. If you are not tipically using female agressors in Violate, and/or you never had that start error ( AAF init error 4) then this is not a meaningful change for you. AAF/SavageCabbage_animationData_MSMA.xml ...is the only changed file. If that process can update a single file, then just run that one. If you compare with the previous version, you will see some animations have an extra gender="" In their definition, for some actors, to mark them as being able to be anything. On the other hand, it could be that in NAF they can already be anything for Violate even without that gender="" line. Who knows. Edited March 31 by MSM_Alice 1
ItsJustPage Posted March 31 Posted March 31 1 hour ago, MSM_Alice said: I am not super familiar with NAF, but if that is the name of the process that parses the AAF XML files and generates animation lists in the NAF specific format, then probably yes. If you are not tipically using female agressors in Violate, and/or you never had that start error ( AAF init error 4) then this is not a meaningful change for you. AAF/SavageCabbage_animationData_MSMA.xml ...is the only changed file. If that process can update a single file, then just run that one. If you compare with the previous version, you will see some animations have an extra gender="" In their definition, for some actors, to mark them as being able to be anything. On the other hand, it could be that in NAF they can already be anything for Violate even without that gender="" line. Who knows. Ah thanks. Im running a pack I ripped apart and twiddled with, I've not seen the issue and im pretty sure I've hit the circumstances to which it should have triggered. I'll just re-run it on the next up date to make sure.
Mimirue17 Posted March 31 Posted March 31 ran into a situation that kinda broke the save I was on, though its not really this mods fault but another mod. mod in question is Hot Pockets - uses nearby npcs to either steal stuff from you or reverse that and force chems on you (normal or arousal drugs) The issue being it uses ANY npc around - including ones it should not touch like the beings in Bimbo Limbo, Marina, partners involved in the AAF scene with you etc. In this case it grabbed one the entities from Bimbo Limbo, I got sent to Santuary so it followed me to finish the job - causing all kinds of conflicts with sanctuary in the area from the 1st building all the way to you old home is missing roads, sidewalks, the building closest to Marina disappeared/reappears etc. I have had Marina slip me drugs while I was using the Hologram. I would put this on heavy warning label list of mods as it will break npcs that are not supposed to move or be used by a mod for approaches etc. I have chosen to remove it from my load order and will start another new game with it gone. 1
MSM_Alice Posted March 31 Author Posted March 31 1 hour ago, Mimirue17 said: ran into a situation that kinda broke the save I was on, though its not really this mods fault but another mod. mod in question is Hot Pockets - uses nearby npcs to either steal stuff from you or reverse that and force chems on you (normal or arousal drugs) The issue being it uses ANY npc around - including ones it should not touch like the beings in Bimbo Limbo, Marina, partners involved in the AAF scene with you etc. In this case it grabbed one the entities from Bimbo Limbo, I got sent to Santuary so it followed me to finish the job - causing all kinds of conflicts with sanctuary in the area from the 1st building all the way to you old home is missing roads, sidewalks, the building closest to Marina disappeared/reappears etc. I have had Marina slip me drugs while I was using the Hologram. I would put this on heavy warning label list of mods as it will break npcs that are not supposed to move or be used by a mod for approaches etc. I have chosen to remove it from my load order and will start another new game with it gone. Reveal hidden contents Most other similar mods have some form of flag or actor value, where other mod makers can mark certain NPC safe/illegible" for causing trouble. SH has it, and i set it on most key story NPC. Will ask if this one has it too.
msmfoster Posted April 1 Posted April 1 On 2/5/2025 at 2:03 AM, MSM_Alice said: What is CS MHK? In my mind, CS is Commonwealth Slavers, but I don't know any quest there that has MHK as an acronym. Milking Human Kindness.
msmfoster Posted April 1 Posted April 1 Encountered an odd behaviour the second time. Bimbo animations triggered while I was in scope view. Sort of blocks everything until I return to first person view. Creates an interesting view, the scope visible at the bottom, the character doing a sexy dance. Kind of cute actually. It is correctable, albeit annoying when you are about to blow the head off of something.
genericlogin Posted April 1 Posted April 1 20 hours ago, MSM_Alice said: Let me know if you re-enable the high headcount animations, And update to this version if the dreaded AAF error 4 goes away : If confirmed yes, I will update it on the main page as well. I think this was it. MSMA_Act1_[In_Development]_1_0532.zip 214.77 MB · 1 download That seems to have made things worse. Now I get the error when there's only three raiders (two male and one female) regardless of whether I have that setting turned on or not.
MSM_Alice Posted April 1 Author Posted April 1 (edited) 2 hours ago, genericlogin said: That seems to have made things worse. Now I get the error when there's only three raiders (two male and one female) regardless of whether I have that setting turned on or not. Hmm... Probably not attributed correctly / not related, since my internal redefinition patch only modifies the gender settings of animations with 6+ participants, to make them cover multi-gender aggressor cases. Not seeing a plausible way how this could affect anything, positively or negatively, about a situation with four participants (player plus three raiders), that you are describing. That situation you are describing is not connected to this change since it is just the Violate Mod trying to find a fitting animation for your surrender situation, and finding none. MSMA does not really play any role in that Violate flow so far. Maybe it was always like that, or maybe it was a parallel change done in the interim. Confirming that it happens in a mixed-gender aggressor situation, even on low headcount, though, does, however, fully support the hypothesis about what the core cause was in the first place: 1 - You do not have the ungendered GB patch for the default Violate. (or you have it, but you have other animation patches that are overwriting the patch and have made the anims gendered again) AND 2 - You have probably ticked that "allow female aggressors in group animations" checkbox in the AAF Violate settings, without ensuring you have the needed ungendered animations to support this, to cover any possible surrender situation. Either need to uncheck (2) or to install (1). Either should fix this. This would need to be done whether you have MSMA installed or not. When it worked before, I trust it just happened to be all-male aggressors by chance. And yes, the larger the group is, statistically, the larger the chance for a female to be present too; that is why you were more likely to notice the problem on the high headcount anims, that MSMA enables, since there's very few 6P+ anims, but the problem was never about the high number of participants per se, but about not having genderless anims while allowing females as aggressors in group anims. I trust the problem is only triggered when female raiders and male raiders are indeed together in the assaulting raider group (I'm saying raiders, but it refers to any gendered enemies really), and Violate attempts to find an anim that accommodates all, but cannot find any compatible ones, hence AAF init error 4. The patch above fixed my 6P+ redefinitions to not hard require a gender for the humanoid aggressors, so Violate always finds "something" usable for 6p+. However, those are just 5 animations, serving surrender cases for 6P,7P,8P,9P, and 10P surrender situations to humanoids with mixed genders - a small subset of different animations and situations that you might have. You just need to fix the situation for the rest of your animations, like the 4p one you are describing, by either by 1 - installing the Violate Ungendered GB patch from the Violate thread (it is linked on the main page description now, in the required mods section ) or 2 - avoiding the situation altogether by unchecking "allow females aggressors in group anims" in the Violate MCM. Edited April 1 by MSM_Alice
MSM_Alice Posted April 1 Author Posted April 1 (edited) 4 hours ago, msmfoster said: Encountered an odd behaviour the second time. Bimbo animations triggered while I was in scope view. Sort of blocks everything until I return to first person view. Creates an interesting view, the scope visible at the bottom, the character doing a sexy dance. Kind of cute actually. It is correctable, albeit annoying when you are about to blow the head off of something. Not necessarily intended, but I don't hate it. It checks out. Overly aroused is a plausible reason to ruin finesse scope shots. The "lore-appropriate" way of correcting is, if your nipples are perked up, and arousal is raging, at the exact time youneed to take a sniper shot, best to first use joy to lower your arousal (below the silly anim arousal activation threshold - this is a threshold that is 60 by default, but that you can also set) , and after you have steadied yourself down, arousal is lower than the threshold, and you get out of the silly state, (you get that message that our nipples are normal again), then you can take the scope shot. Otherwise, if you're positively buzzing with arousal, how likely is it to have the steady hands needed to pull off a good scope shot anyway? You can also set the bimbo level at which the silly animations start. I think the default is level 2, when kill by sexfight becomes available, and generally bimbos start using weapons less, and sexfight more. Edited April 1 by MSM_Alice
msmfoster Posted April 1 Posted April 1 5 hours ago, MSM_Alice said: Not necessarily intended, but I don't hate it. It checks out. Overly aroused is a plausible reason to ruin finesse scope shots. The "lore-appropriate" way of correcting is, if your nipples are perked up, and arousal is raging, at the exact time youneed to take a sniper shot, best to first use joy to lower your arousal (below the silly anim arousal activation threshold - this is a threshold that is 60 by default, but that you can also set) , and after you have steadied yourself down, arousal is lower than the threshold, and you get out of the silly state, (you get that message that our nipples are normal again), then you can take the scope shot. Otherwise, if you're positively buzzing with arousal, how likely is it to have the steady hands needed to pull off a good scope shot anyway? You can also set the bimbo level at which the silly animations start. I think the default is level 2, when kill by sexfight becomes available, and generally bimbos start using weapons less, and sexfight more. I only mention it because there are UI artifacts as a result. When it happens in combat you throw yourself back into first person and move on. Here there's a bit of confusion, camera is locked and you have a scope still visible. Still it's fine, even if I disagree on being able to use Joy that often. Besides with Edge Rider that level of arousal is actually a superpower. Things die faster because of of the increased damage. Overall, I think it works in combat. Not necessarily in scope view. Still, given the nature of this mod, this is clearly an edge case.
MSM_Alice Posted April 1 Author Posted April 1 Just now, msmfoster said: Still, given the nature of this mod, this is clearly an edge case. Or rather, an edging case. Badum-Tss. 1
MSM_Alice Posted April 1 Author Posted April 1 (edited) On a separate note, I am trying to keep these procedural systems as clean and compatible as possible before I move on with bigger changes/story, so I am doing longer playthroughs to find as many quirks as possible. One of those is with America Rising 2. ( testing on AE ) In general, infiltration works pretty well, used it on several occasions. For instance in the big abandoned military base, where one needs to procure things for the Oil Rig lab. Aside from the supermutants at the end when armed " back-up" arrived, it was a no-kill run. The mission where one needs to "procure" living beings made me realize something that so far I had been totally oblivious to. The player needs to be able to be" Evil" as well, if they want to, in their Charm/Prostitution approaches. That Prostitution/Charm menu needs some dark options if the player's intent with that non-hostile NPC is nefarious. To get that unsuspecting NPC in a secluded spot and then paralyze or kill them (for kidnapping or robbery or whatnot). Will have to add "Nefarious Charm" or "Nefarious Prostitution" where the bad sexfight effects are actually enabled, and the purpose is never to just provide the service, but to paralyze or kill the target in a way that is out of sight. And probably this needs to be validated at the start, just in case the NPC is a key one, protected, or essential, things shouldn't be allowed to start on that kill path. Edited April 1 by MSM_Alice
MSM_Alice Posted April 1 Author Posted April 1 Thank you also @SimpleDude for the bug reports on Discord. Tracked down more edge cases. I have added " player must not be in n a vertibird " condition for level up conversations or other conversations with QOH that lock the player motion in place Most types of bimbo initiated surrenders silly bimbo animations too large bodypart size effects Loss of self- control due to craving Will be in the next version. 1
ItsJustPage Posted April 1 Posted April 1 6 hours ago, MSM_Alice said: On a separate note, I am trying to keep these procedural systems as clean and compatible as possible before I move on with bigger changes/story, so I am doing longer playthroughs to find as many quirks as possible. One of those is with America Rising 2. ( testing on AE ) In general, infiltration works pretty well, used it on several occasions. Reveal hidden contents For instance in the big abandoned military base, where one needs to procure things for the Oil Rig lab. Aside from the supermutants at the end when armed " back-up" arrived, it was a no-kill run. The mission where one needs to "procure" living beings made me realize something that so far I had been totally oblivious to. The player needs to be able to be" Evil" as well, if they want to, in their Charm/Prostitution approaches. That Prostitution/Charm menu needs some dark options if the player's intent with that non-hostile NPC is nefarious. To get that unsuspecting NPC in a secluded spot and then paralyze or kill them (for kidnapping or robbery or whatnot). Will have to add "Nefarious Charm" or "Nefarious Prostitution" where the bad sexfight effects are actually enabled, and the purpose is never to just provide the service, but to paralyze or kill the target in a way that is out of sight. And probably this needs to be validated at the start, just in case the NPC is a key one, protected, or essential, things shouldn't be allowed to start on that kill path. Some form of integration with human resources could be kinda cool. Being able to stun then capture them without any resistance could be a fun path.
Mimirue17 Posted April 1 Posted April 1 Hot Pockets updated to add this 0.0.3a -ActorValue not GlobalVariable for HP_NotEligible 1 Target NPC in console -> setav HP_NotEligible 1
Mimirue17 Posted April 1 Posted April 1 (edited) 14 hours ago, MSM_Alice said: Hmm... Probably not attributed correctly / not related, since my internal redefinition patch only modifies the gender settings of animations with 6+ participants, to make them cover multi-gender aggressor cases. Not seeing a plausible way how this could affect anything, positively or negatively, about a situation with four participants (player plus three raiders), that you are describing. That situation you are describing is not connected to this change since it is just the Violate Mod trying to find a fitting animation for your surrender situation, and finding none. MSMA does not really play any role in that Violate flow so far. Maybe it was always like that, or maybe it was a parallel change done in the interim. Confirming that it happens in a mixed-gender aggressor situation, even on low headcount, though, does, however, fully support the hypothesis about what the core cause was in the first place: 1 - You do not have the ungendered GB patch for the default Violate. (or you have it, but you have other animation patches that are overwriting the patch and have made the anims gendered again) AND 2 - You have probably ticked that "allow female aggressors in group animations" checkbox in the AAF Violate settings, without ensuring you have the needed ungendered animations to support this, to cover any possible surrender situation. Either need to uncheck (2) or to install (1). Either should fix this. This would need to be done whether you have MSMA installed or not. When it worked before, I trust it just happened to be all-male aggressors by chance. And yes, the larger the group is, statistically, the larger the chance for a female to be present too; that is why you were more likely to notice the problem on the high headcount anims, that MSMA enables, since there's very few 6P+ anims, but the problem was never about the high number of participants per se, but about not having genderless anims while allowing females as aggressors in group anims. I trust the problem is only triggered when female raiders and male raiders are indeed together in the assaulting raider group (I'm saying raiders, but it refers to any gendered enemies really), and Violate attempts to find an anim that accommodates all, but cannot find any compatible ones, hence AAF init error 4. The patch above fixed my 6P+ redefinitions to not hard require a gender for the humanoid aggressors, so Violate always finds "something" usable for 6p+. However, those are just 5 animations, serving surrender cases for 6P,7P,8P,9P, and 10P surrender situations to humanoids with mixed genders - a small subset of different animations and situations that you might have. You just need to fix the situation for the rest of your animations, like the 4p one you are describing, by either by 1 - installing the Violate Ungendered GB patch from the Violate thread (it is linked on the main page description now, in the required mods section ) or 2 - avoiding the situation altogether by unchecking "allow females aggressors in group anims" in the Violate MCM. this issue is kind of odd, I do NOT have that patch - just standard violate 1.61 and HAVE the female aggressors selected and have had many large groups of mixed raiders. I do have violate below all mods in the last section of my install (including this mod and all AAF mods). The only thing below this that might be fixing this issue is the Extended AAF Patch which might overwrite and fix all these issues while allowing mixed scenes as well as some with creatures and humans. edit: just double checked - MSMA has no files in conflict with either mod (violate or Extended AAF Patch) Edited April 1 by Mimirue17
MSM_Alice Posted April 1 Author Posted April 1 10 minutes ago, Mimirue17 said: this issue is kind of odd, I do NOT have that patch - just standard violate 1.61 and HAVE the female aggressors selected and have had many large groups of mixed raiders. I do have violate below all mods in the last section of my install (including this mod and all AAF mods). The only thing below this that might be fixing this issue is the Extended AAF Patch which might overwrite and fix all these issues while allowing mixed scenes as well as some with creatures and humans. edit: just double checked - MSMA has no files in conflict with either mod (violate or Extended AAF Patch) It is a non-zero chance that the extended AAF patch might also fix those animations to make them gender-agnostic. But the only one I knew did this for sure, specifically to correct AAF Init error 4, was the ungendered GB patch on the thread.
MSM_Alice Posted April 2 Author Posted April 2 (edited) New test version 1.0540 This version has: First iteration of support for Hot Pockets - WIP / Beta - LoversLab from @Franco Cozzo (not a hard dependency though) Should get activated if it is found installed when starting a new game, but should also be picked up and initialized on a MSMA upgrade, if present) Only the latest version is supported through: 0.0.3a All key MSMA NPCs should now have the HP_NotEligible Actor value set to 1 (no need to set them manually), so in theory they shouldn't produce "headaches." MSMA dev hotkey number 4 allows inspecting the status of this actor value on any NPC under the crosshair, just to dev-check if they are "troublesome" or not. The entire hot pocket system is dynamically toggled off in the following situations When Violate starts, When an AAF scene involving the player starts When a Bimbo infiltration starts In the remote prostitution shack (but not during normal prostitution, outside of the shack, or charm mode outside of the shack) The HotPocket system is toggled back on once these are done (sometime with a bit of delay). Unfortunately, the function that toggles HotPockets on off is by default a bit verbose (generates 3 notifications on start and one of turn off), and there's no option to call it in "silent" mode. MSMA dev hotkeys number 1 and 3 also allow toggling off and on the HotPocket System, for further testing. No MCM setting related to this integration just yet, but the toggle to use it is based on a global variable that, for now, you can set in the console MSMA_Setting_UseHotPockets globalvariable. 0 - do not use, 1 - use if available. Default 1 @Mimirue17 I think you were interested in that. First iteration of support/integration with Human Resources - Sexual Content - LoversLab from @HR_Sinop (not a hard dependency though) Human Resources enslavement can be done on enemies who have been paralyzed via Sexfight ( via the same menu where you have Bimbo Loot/Bimbo Kill) Right now it is free for all, if sexfight was on, and enemy paralysis had been achieved. Not limited to a certain bimbo level or bimbosubclass. The integration should get activated when starting a new game with Human Resources installed, but should also be picked up and initialized on an upgrade, if present. You still need to have an enslavement kit on you. You do not need to hit them with an enslavement weapon. Essential NPC are spared enslavement on this path. On this test version, you do need the MrSandMan perk to be able to enslave. If you don't have that perk, the menu won't open. No MCM setting just yet, but the toggle to use it is based on a global variable that, for now, you can set in the console MSMA_Setting_UseHumanResources globalvariable. 0 - do not use, 1 - use if available. Default 1 @ItsJustPage, I think you were interested in that Also I have added "player must not be in a vertibird " condition for level up conversations or other conversations with QOH that lock the player's motion in place Most types of bimbo initiated surrenders silly bimbo animations too large body part size effects Loss of self- control due to craving MSMA_Act1_[In_Development]_1_0540.zip Edited April 2 by MSM_Alice 3
Mimirue17 Posted April 2 Posted April 2 29 minutes ago, MSM_Alice said: New test version 1.0540 This version has: First iteration of support for Hot Pockets - WIP / Beta - LoversLab from @Franco Cozzo (not a hard dependency though) Should get activated if it is found installed when starting a new game, but should also be picked up and initialized on a MSMA upgrade, if present) Only the latest version is supported through: 0.0.3a All key MSMA NPCs should now have the HP_NotEligible Actor value set to 1 (no need to set them manually), so in theory they shouldn't produce "headaches." MSMA dev hotkey number 4 allows inspecting the status of this actor value on any NPC under the crosshair, just to dev-check if they are "troublesome" or not. The entire hot pocket system is dynamically toggled off in the following situations When Violate starts, When an AAF scene involving the player starts When a Bimbo infiltration starts In the remote prostitution shack (but not during normal prostitution, outside of the shack, or charm mode outside of the shack) The HotPocket system is toggled back on once these are done (sometime with a bit of delay). Unfortunately, the function that toggles HotPockets on off is by default a bit verbose (generates 3 notifications on start and one of turn off), and there's no option to call it in "silent" mode. MSMA dev hotkeys number 1 and 3 also allow toggling off and on the HotPocket System, for further testing. No MCM setting related to this integration just yet, but the toggle to use it is based on a global variable that, for now, you can set in the console MSMA_Setting_UseHotPockets globalvariable. 0 - do not use, 1 - use if available. Default 1 @Mimirue17 I think you were interested in that. First iteration of support/integration with Human Resources - Sexual Content - LoversLab from @HR_Sinop (not a hard dependency though) Human Resources enslavement can be done on enemies who have been paralyzed via Sexfight ( via the same menu where you have Bimbo Loot/Bimbo Kill) Right now it is free for all, if sexfight was on, and enemy paralysis had been achieved. Not limited to a certain bimbo level or bimbosubclass. The integration should get activated when starting a new game with Human Resources installed, but should also be picked up and initialized on an upgrade, if present. You still need to have an enslavement kit on you. You do not need to hit them with an enslavement weapon. Essential NPC are spared enslavement on this path. No MCM setting just yet, but the toggle to use it is based on a global variable that, for now, you can set in the console MSMA_Setting_UseHumanResources globalvariable. 0 - do not use, 1 - use if available. Default 1 @ItsJustPage, I think you were interested in that Also I have added "player must not be in a vertibird " condition for level up conversations or other conversations with QOH that lock the player's motion in place Most types of bimbo initiated surrenders silly bimbo animations too large body part size effects Loss of self- control due to craving MSMA_Act1_[In_Development]_1_0540.zip 214.78 MB · 0 downloads Awesome will check it out tonight on a new game, thanks.
genericlogin Posted April 2 Posted April 2 20 hours ago, MSM_Alice said: 1 - You do not have the ungendered GB patch for the default Violate. (or you have it, but you have other animation patches that are overwriting the patch and have made the anims gendered again) AND 2 - You have probably ticked that "allow female aggressors in group animations" checkbox in the AAF Violate settings, without ensuring you have the needed ungendered animations to support this, to cover any possible surrender situation. When it worked before, I trust it just happened to be all-male aggressors by chance. I already had allow female aggressors in group animations unchecked. Installing the patch made no difference. I had it at the end of my load order, with only AAF after it. In the previous version, mixed groups of raiders worked just fine (as long as I had the large group setting off). The female raiders stood around until the sexfight was over, and then I had to kill them the old-fashioned way.
Moacir Jr Posted April 2 Posted April 2 I have save files from version 0.900. Can this new version, MSMA_Required_Main_PRELUDE_[2026_3_Stable_Release].zip, be installed and will I still be able to use the same save files? Thanks a lot.
Mimirue17 Posted April 2 Posted April 2 I would like to remind anyone using the Human Resources mod to be very careful about using it during the concord mission to save Preston and his idiot gang. Enslaving the raiders in the museum may not allow the next group of raiders to spawn breaking the quest cycle. Same with the group of raiders once you get the Power Armor and clear concord. These are known ways to break that quest chain (same thing with Just Business) so it would be best to just not use these types of mods while doing that.
MSM_Alice Posted April 2 Author Posted April 2 (edited) 3 hours ago, Moacir Jr said: I have save files from version 0.900. Can this new version, MSMA_Required_Main_PRELUDE_[2026_3_Stable_Release].zip, be installed and will I still be able to use the same save files? Thanks a lot. Hello That is a bit too much of a version jump. I think a new game is best. You can try, but odds are there will be just too much weirdness going on on that playthrough. Edited April 2 by MSM_Alice
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