El_Duderino Posted March 10, 2025 Posted March 10, 2025 Devious Bandit Overhaul View File Devious Bandit Overhaul This mod turns Skyrim's bandits into a faction that you can interact with. Trade with them, sleep at their camps, or even obtain quest items like Amren's sword in a peaceful way. And you can still fight with them if you want to (or have to). Most vanilla bandits will be neutral to the player and most vanilla citizen factions. Bandits at certain pre-defined locations will engage the player and demand payment, bandits in some other pre-defined locations will always attack the player when they get too close to their camp. Please see read the description below in full and make sure that this is what you really want in your game. Also, please be aware of the limitations, compatibility concerns and known issues before embarking on a playthrough with this mod. Please feel free to adopt this mod or use parts of it if you can think of better ways to implement this or how to evolve this concept. I have been using this mod in my current playthrough for well over a year and it seems to be working as intended for the largest part. It should be safe to use, however I may have missed some bandit locations that are used in (radiant or story) quests when deciding which to make hostile. The Idea The main idea behind this mod is to allow the player to interact with Skyrim's bandits, instead of them being simply talking combat dummies. In essence, this mod makes bandits behave more like the vanilla "toll road" bandits at Valtheim towers and Robber's gorge. The intention is to make bandits a more useful, fun and engaging faction in Skyrim, especially in the early game. You can trade with them, pass through their territory peacefully (for a fee), or work their mines ... of course, there's also a devious twist every now and then. Under the Hood The mod makes quite fundamental changes to Skyrim's (mainland) bandits. Here's how it works, The bandit NPCs: All members of the Bandit faction are neutral to the player, followers, and most vanilla factions. They have had their aggression level reduced to Aggressive, thus disabling their vanilla behaviour of attacking neutrals on sight. The bandits are still hostile to guards and soldiers! Neutral bandits: Bandit camps that are close to the main roads or contain useful resources (mines, etc.) are now neutral camps. This includes the following bandit locations: Cracked Tusk Keep, Cragslane Cavern, Embershard Mine, Faldar's Tooth, Fort Dunstad, Fort Fellhammer, Fort Greymoor, Knifepoint Ridge, Treva's Watch, White River Watch, Bilegulch Mine, Robber's Gorge, Valtheim Towers Walking in range of any of these camps will make the bandits approach you and demand a toll to pass their territory. Do not ignore them! They will turn hostile if you do so and also if you just walk away from them. The bandits will remember if you visited their camp recently and only demand a new toll after a certain in-game time. You can also arrange a deal to take items from their camp. This should cover anything that you can pick up from the ground, from containers, harvestable plants and ore mines. Of course, you have to pay for the items that you pick up. The bandits demand a deposit to be paid before you can start looting their camp. Alternative payments options are available if you're short on coin. Stealing items from the bandit camp will make them attack you. Don't take anything that haven't paid for! The bandits at any specific camp will remember previous hostile encounters with them and will attack immediately if you return to their territory. Roaming bandits should be neutral to you and most other NPCs. Hostile bandits: Bandits at most other static locations (Bleak Falls Barrow, etc.) will turn hostile immediately when you enter. Once you got into a fight, all bandits in the game will be hostile to you for several minutes (real-time). Think of it as word of your battle spreading to other bandits nearby. That means that even bandits at an otherwise neutral camp will attack you on sight! Incompatibilities Patch Required: "Populated Skyrim" (Forts, Towers, Places; possibly also others from the series). This mod adds its own bandit actors which the NPC changes in this mod doesn't affect, causing them to attack you on sight. The vanilla bandits will then join the fight. Patch available for download! Patch required (none currently available) Lawless Bandit Overhaul and Snozz's bandit camp location overhauls Patch required (none currently available) Unofficial Skyrim Modder's Patch (for he bandit faction record) Patch required: any mod that alters the vanilla bandits' appearance or inventory or edits their Actor records in any way Suspected Incompatible: "OBIS (Organized Bandits in Skyrim)". I don't have this mod, but judging by its description I'd give it a 99% chance of being incompatible. Incompatible: Any other mod that adds custom bandits which are set to Very Aggressive or use their own factions that are hostile to the player. Incompatible: Any other mod that edits the vanilla bandits' faction relationships or aggression level Patching other Mods and DBO with SkyPatcher Using the Rogues 'n Raiders mod as an example, you can set up a patch for DBO with SkyPatcher. Many thanks to @pelle234 for sharing this neat solution! This method should also work for other mods where only the NPC aggression needs patching. "Create this file: SKSE\plugins\Skypatcher\npc\DeviousBanditOverhaul\Devious Bandit Overhaul.esp.ini And add this to it: filterByFactions=Skyrim.esm|0001BCC0:filterByModNames=Rogues 'n Raiders.esp:setAggression=aggressive Obviously you also require skypatcher" Requirements Skyrim AE. No idea if older versions than 1130 work or not. My game is version 1170 though my CK is still 1130. SexLab, SL Aroused (any), Devious Devices (any from SE 5.2 though I heavily recommend NG) Scrab's Papyrus Extender https://www.nexusmods.com/skyrimspecialedition/mods/115164?tab=description The mod should work for all player genders/races as long as they're supported by DD. Recommended Mods Improved Roads. This is a very well executed mod to make Skyrim's countryside more alive. In my opinion, it is the better alternative to its counterpart from the Populated Skyrim mod series. It works well alongside this mod. Some of the mod's roaming NPCs are hostile to bandits, so every and now and then you can observe a battle on the road while neutral travelers keep at a distance and comment that "These fools are actually fighting!" https://www.nexusmods.com/skyrimspecialedition/mods/12082 Contraband. Flags loot from most dungeons as stolen. https://www.nexusmods.com/skyrimspecialedition/mods/26021 With many thanks to @Vyru, we now also have a voice pack for this mod! Version History Spoiler Version 0.3.0 Improvements and Tweaks: These are all based on my experience with the mod in my current (now 14 months long) playthrough: Added the bandit-inhabited shipwrecks along the northern coast in the "always hostile" zones. Those shipwrecks are quest targets in vanilla quests. Randomized the timer until bandit faction turns neutral again after a battle. Disabled the debug screen message when bandits turn neutral after a battle. Experimental Changes: Neutral bandits should now immediately turn hostile after being hit by the player. This is done via a script attached to all vanilla bandit actors that listens to OnHit events. As such, not an ideal solution and certainly a "heavy-handed" approach also in terms of performance. You should now be able to trade stolen goods with bandit boss NPCs (largely untested). Recommend to use with the Contraband mod which flags most dungeon loot as stolen. Updating mid-playthrough should be safe. Version 0.2.0 Removed the earlier test versions. Disabled the debug message/log spam. Should be safe to update mid-playthrough from version 0.1. Don't update from earlier versions. Added patch for Populated Forts, Towers, Places to make its bandits work alongside this mod. Place below the populated mods in your load order. The mod is now "final". It's not everything that I intended it to be, but I think I've taken the concept as far as my skills allow. I have tested it for several weeks in an ongoing game and it appears to work fine so far. Should be safe to use in your game in a "proper" playthrough. Version 0.1.0 Version 0.1 is still an early alpha and intended solely for testing. I am considering abandoning this mod. Compatibility is a nightmare and the whole trigger-based concept isn't as reliable as I had hoped it would be. Worse still, I can't determine if this mod won't break vanilla quest content as bandits (or other NPC in the bandit faction) are in so many quests and not just as radiant targets. Having said that, I'm uploading my current progress here in case anybody would like to take a look. Please completely remove any earlier versions from your mod manager before installing 0.1. Starting a new game is mandatory for reliable test results! Changes: Bandits will now remain hostile for 15 minutes after first engaging in combat with the player. Note that this affects on the whole faction, not just the location where you entered combat (think of it as the news of the combat spreading to nearby folks.) After the 15-minute cooldown, bandits will go back to being neutral except for the camp in which you started the fight. Removed all warlock and Forsworn edits. Focusing purely on the bandit faction is tricky enough. Forwarded USSEP record changes Created separate quest to track AddItem in interiors, to avoid the Trigger events en- and disabling tracking out of sequence when switching between ex-/interior cells Added: Added encounter triggers to bandit locations that are either near important roads or which contain mines: Cracked Tusk Keep, Cragslane Cavern, Embershard Mine, Faldar's Tooth, Fort Dunstad, Fort Fellhammer, Fort Greymoor, Knifepoint Ridge, Treva's Watch, White River Watch, Bilegulch Mine, Robber's Gorge, Valtheim Towers Edited vanilla Valtheim Towers and Robbers Gorge quests/actors/dialogue which conflicted with this mod (and never worked too well to begin with). All their files and records are still present for compatibility reasons, but they don't do anything any more. Optional toggle to prevent the bandits from reacting to the player's level. This is OFF by default. Type this command once into the console to enable it: "Set DBO_G_LowLevelDialogueOnly to 1" (set it to 0 to disable this feature again). Added a new type of bandit location trigger for bandits that are always hostile. That trigger has been added to various unmarked encounter locations on the map and locations that are far away from the roads and/or targets for non-radiant quests. This includes bandit-inhabited dungeon locations such as Bleak Falls Barrow. Note that the player will be hostile to all bandits for 15 minutes after entering any of these always-hostile trigger boxes even when no bandits are nearby. Hostilities could ensue later on and elsewhere on the map until the 15-minute timer has elapsed! Version 0.0.4 Version 0.0.4 is yet another early alpha and intended solely for testing. It is definitely not ready for use in any serious playthrough. Please completely remove any earlier versions from your mod manager before installing 0.0.4. Starting a new game is mandatory for reliable test results! Changes New hard requirement: @Scrab's Papyrus Extender for keyword-based item confiscation: https://www.nexusmods.com/skyrimspecialedition/mods/115164?tab=description Revised and expanded initial dialogue sequence. Bandit behaviour now depends on player level: Level >75: bandits actively fear the player and let them roam freely through their territory and allow them to take items worth less than 25 septims (per item). Normal looting license is still available if player wants to get more valuable items peacefully. Level >50: bandits are intimidated by the player and let them roam freely through their territory. Normal looting license can still be bought. Level >20: bandits are worried about the player and demand they hand over their weapons and armor before entering negotiations Level <20: bandits play it safe and demand the player hand over their weapons before entering negotiations, but allow the player to keep their armor Bandits now have different initial dialogue if player wears hobble dress or heavy bondage Toll can now also be paid by handing over all your clothing and armor (main body slot items; only available is player is actually wearing clothes or armor) Toll can be waived if player is wearing heavy bondage or bondage mittens. Version 0.0.3 Version 0.0.3 is yet another early alpha and intended solely for testing. It is definitely not ready for use in any serious playthrough. Please completely remove any earlier versions from your mod manager before installing 0.0.3. Starting a new game is mandatory for reliable test results! Changes Added brief delay in processing after trigger enter/leave to prevent cases where player moves in and out of the trigger quickly (moving near-parallel to the trigger box's boundary) Bandits will now remove all restraint keys before equipping devices. Device-as-payment should no longer be possible when already wearing conflicting devices. Player now has a way to brack-track after initially refusing the bandits' toll demand (fighting is no longer the only option). Looting Wrap-up Conversation: now takes a fee even when player hasn't looted a thing now reacts to player looting more than they paid deposit for (can either pay the difference or face punishment) You can now get a discount for offering sex. Follower handling for restraints equips (fairly rudimentary; only vanilla follower faction) Player AddItem tracking no longer reacts when Barter or InventoryMenu are open Player AddItem tracking no longer reacts when player in combat Device haggling dialogue over the looting price no longer available when already wearing a devious body device. Disconnected AddItemTracker from Bandit Encounter quest so that both can be started and terminated separately (should get us fewer cases where the tracker fires when it shouldn't, or not fires when it should) Added a "trigger extender" which allows stacking several triggers together to allow creating non-rectangular encounter trigger areas . The "toll" can now also be paid with sex (you get a 50% discount). Added Triggers to Silent Moons Camp Expected Bandit Behaviour: Bandits aggro when leaving the trigger before entering dialogue (also if you return with a still valid license). Bandits aggro when picking up items before entering dialogue. Bandits aggro when tabbing out of dialogue during the license negotiation. When attacking the player, bandits should now pursue the player for much longer (up to six minutes) before the quest resets. The player shouldn't be able to yield to them (vanilla yield by sheathing your weapons) before that reset. Bandits in a camp that the player did battle with in the past should forever stay hostile to the player and attack without warning the next time the player enters their trigger. Currently, this should even persist through a respawn of a previously cleared camp (I should probably change that in a future update). Version 0.0.2 Version 0.0.2 is still a very early alpha and intended solely for testing. It is definitely not ready for use in any serious playthrough. Please completely remove 0.0.1 from your mod manager before installing 0.0.2 and starting a new game. Changes The main quest no longer runs a constant update loop. License validity is now checked once right after entering the camp trigger. Removed separate mining license. The looting license also tracks mining, so you'll simply pay for every ore you collect. AddItem tracking now runs on a separate quest which is only actzive while the player is inside the trigger and doesn't have a looting license. AddItem tracking gets paused when the player is in combat. added dhlp suspend/resume Encounter on entering triggerbox will not start if player already engaged in combat. This update focuses on the core system of the mod. There have been no added features or flavour. Version 0.0.1 Initial Release. Submitter El_Duderino Submitted 03/10/25 Category Adult Mods 10
cafziel Posted March 10, 2025 Posted March 10, 2025 Very interesting Idea opening the avenue to a whole world of dynamic enslavement! 1
Everything97 Posted March 10, 2025 Posted March 10, 2025 I've been looking for something like this for years, unfortunately without success. I'm a big fan of this idea. When I get a free moment, I'll definitely help with testing. 4
beetlebug123 Posted March 10, 2025 Posted March 10, 2025 (edited) Great Concept! I'll have to see how the edits affect my modlist. Do you think it would cause issues with mods change locations, unlevel bandits, add bandits, and/or change encounter zones? Would it be possible to make it only apply to certain NPCs? For example, only bandits added by the OBIS Patrols Addon? Of course, those bandits patrol, so it would have to be on sight and not within a box. Edited March 10, 2025 by beetlebug123
The Dragonwhore Posted March 11, 2025 Posted March 11, 2025 I love the concept, definitely gonna be watching for this mod (and testing it out if I can get a chance to)
Rynnes Master Posted March 11, 2025 Posted March 11, 2025 Likewise. Very interesting, going to be watching the progress. Me, I'm deep into one of the first playthroughs of a heavily devious game (1200 plugins) that is actually at nearly level 60 and not broken. Not ready to test a new mod, no matter how interesting.
Storm37 Posted March 11, 2025 Posted March 11, 2025 I think adding an option to offer sex instead of paying the fee is a no-brainer
Elvenlover Posted March 11, 2025 Posted March 11, 2025 Really interesting concept. I can't really help with the test, as i am in an active playthrough, but i'll certainly keep my eyes on this. Hopefully the concept will turn out good for you, since it already sounds nice. Altough an overhaul that big could be pretty prone to be a compability nightmare. First mods i am thinking about beeing a problem are Captive Followers or generally follower enslavement mods. I still like the idea, though. 😃
cafziel Posted March 11, 2025 Posted March 11, 2025 Feedback: Used the mod in an active playthrough. Load Order and configs: No other mods present that alter default bandit behaviour. SD+, SD Cages present. Placed mod last in load order. Locations tested: Greymoor, Silent Moons Camp In both cases Bandits non hostile, no forcegreet and no dialogue options when engaging them. Tested in exterior and interior cells.
El_Duderino Posted March 11, 2025 Author Posted March 11, 2025 (edited) Hi all, Thanks so much for the kind feedback! 14 hours ago, beetlebug123 said: Do you think it would cause issues with mods change locations, unlevel bandits, add bandits, and/or change encounter zones? Would it be possible to make it only apply to certain NPCs? For example, only bandits added by the OBIS Patrols Addon? Of course, those bandits patrol, so it would have to be on sight and not within a box. Compatility is probably the biggest concern I have about this mod. It's a fairly invasive overhaul of the vanilla bandits and there are bound to be many incompatible other mods. To make matters even more unpredictable, the only bandits-editing mod that I have ever used is Populated Skyrim. Looking at it in theory, I believe this is what's likely to happen when mixing with other mods. At least in theory, as none of that has been tested yet: + Mods that add or edit random bandit spawns in the game world should be compatible. Also mods that add new bandit locations/camps. However, the bandits from those mods will be neutral if those added spawns use the vanilla actors, which might be against the bandit-adding mod's intentions. + In theory, even mods that add more bandits to the vanilla camps should be compatible as long as they only use the vanilla bandit actors. The only world change I'm making to the camps is adding the trigger box. + Mods that alter encounter zones and leveled lists should work as my mod doesn't make any conflicting edits in those areas. - Mods that directly edit the vanilla bandit actors and/or bandit faction will definitely conflict with this mod. ? Unknown: how the mod plays with total game overhauls like Requiem, Perkus Maximus, or similar. ? Unknown: custom follower mods could conflict if they have the follower set up to be hostile to bandits by default That's the theory so far... Edited March 11, 2025 by El_Duderino
El_Duderino Posted March 11, 2025 Author Posted March 11, 2025 9 minutes ago, cafziel said: Locations tested: Greymoor, Silent Moons Camp In both cases Bandits non hostile, no forcegreet and no dialogue options when engaging them. Thanks much for the feedback! Currently, the only place where the custom, scene-driven bandit encounter actually happens is Halted Stream Camp. "coc" to HaltedStreamCampExterior01 to see it in action. The bandits should just ignore you anywhere else like you discovered (so in that sense, the mod is working as intended, which is also good to know). 1
El_Duderino Posted March 11, 2025 Author Posted March 11, 2025 7 hours ago, Storm37 said: I think adding an option to offer sex instead of paying the fee is a no-brainer That was my original plan. In the end, I didn't include it because it felt a bit like cheating as there are no consequences to the player and overall gameplay in that case, but only the in-game character. Though for roleplaying purposes, I guess it would make sense to add "sex payment", after all? 2
cafziel Posted March 11, 2025 Posted March 11, 2025 51 minutes ago, El_Duderino said: Thanks much for the feedback! Currently, the only place where the custom, scene-driven bandit encounter actually happens is Halted Stream Camp. "coc" to HaltedStreamCampExterior01 to see it in action. The bandits should just ignore you anywhere else like you discovered (so in that sense, the mod is working as intended, which is also good to know). COC'ed in at exterior02 and bandits turned aggro. Moved away, dragon came and kept them busy lol Spoiler After returning they went non aggro, was approached and had a successful negotiation. Findings: Spoiler Actions within welcome and parting dialogue: - Unlocking applied restraints had no consequences - Taking nothing, service fee not applied - Taking items before parting dialogue was fine - Was able to leave and "not pay" (bargain) - did not have to return the DD (took it off - bargain) - Seemingly defrauding them this way had no repercussions beyond losing deposit. Could still move around in camp freely after parting dialogue. Actions after parting dialogue and not leaving camp: - Bandits turned aggro as intended after taking items (they were not marked as "steal") or attacking - mining still possible Hope it helps. 1
izumonoryu2 Posted March 11, 2025 Posted March 11, 2025 56 minutes ago, El_Duderino said: That was my original plan. In the end, I didn't include it because it felt a bit like cheating as there are no consequences to the player and overall gameplay in that case, but only the in-game character. Though for roleplaying purposes, I guess it would make sense to add "sex payment", after all? It might help to have the player passed around a bit to make it more of a tedious thing. Maybe even use furniture etc. to make it a "rougher" option. 2
Min Posted March 11, 2025 Posted March 11, 2025 Seems like a pretty fun idea. I'll add support to this for MinAI if you get this out of a play-testing state. I think that AI would provide a lot of fun and interesting roleplay scenarios with a mod like this. 2
El_Duderino Posted March 11, 2025 Author Posted March 11, 2025 (edited) 1 hour ago, cafziel said: - Unlocking applied restraints had no consequences Oh! That is clearly an oversight. They should probably take your keys before locking stuff on you to make the deal more meaningful. 1 hour ago, cafziel said: - Taking nothing, service fee not applied Do you mean you were allowed to leave their territory without paying anything? That shouldn't happen... they should always demand at least the 100 septims toll unless you already paid it in the last 24 hours. 1 hour ago, cafziel said: Could still move around in camp freely after parting dialogue. That's working as intended. As soon as you have paid the toll, you can roam freely in their camp. (I was thinking that could double as an emergency shelter). 1 hour ago, cafziel said: - Bandits turned aggro as intended after taking items (they were not marked as "steal") or attacking That's working as designed. They react to any items you picked up from the world or containers, except for things gotten from other NPCs' inventories (to allow you to trade with your follower, for example). But they will aggro even if you drop something from your own inventory and then pick it up again. 1 hour ago, cafziel said: (bargain) I think those two are working as intended (except the oversight with the DD keys). They have your deposit and don't care if you leave without wanting it back. Also, there's currently no way to exceed the deposit even if you loot stuff worth more than the 1,000 gold. I should probably come up with something to address that. Also, they currently use the looted items' base value to calculate how much you took, which I think is creating an exploit as those items would cost a lot more in a store. 1 hour ago, cafziel said: - mining still possible Damn! Maybe I made a mistake in the player alias script. Otherwise, maybe OnItemAdded doesn't react to the ore you receive from mining? 1 hour ago, izumonoryu2 said: It might help to have the player passed around a bit to make it more of a tedious thing. Maybe even use furniture etc. to make it a "rougher" option. Cool ideas! That ought to be a good trade-off. Thanks! 32 minutes ago, Min said: I'll add support to this for MinAI if you get this out of a play-testing state. I think that AI would provide a lot of fun and interesting roleplay scenarios with a mod like this. Thank you so much! That's a great incentive to try and get this mod fully working and completed. Edited March 11, 2025 by El_Duderino 1
cafziel Posted March 11, 2025 Posted March 11, 2025 17 minutes ago, El_Duderino said: Do you mean you were allowed to leave their territory without paying anything? That shouldn't happen... they should always demand at least the 100 septims toll unless you already paid it in the last 24 hours. I had the parting dialogue, they checked the stuff I took - I took nothing and supposedly a "service fee" was to be applied. Didn't happen got a full refund! As for exceeding the limit with the items you took. Force the barter menu and make the player choose the items to give them until the deposit is balanced. Another option could btw. be to act as fence for the bandits, i.e. sell stuff for them in town. I am working on a mod (hope I will make it to some workable state) where you can initiate convo/negotiation with hostiles by yelling to aggressive NPC. Maybe a variant of that would be interesting to not make every bandit friendly by default. Then you could also add checks for standing i.e. if PC is friendly with Foresword the bandits will give them a hard time etc. Or if PC is wearing DD they offer different.... options.
nilead Posted March 11, 2025 Posted March 11, 2025 Sounds like one of those game changer overhauls in the making. Never liked vanilla bandits in Skyrim, or most RPGs for that matter. With cities allready being pretty hostile environment for female PC via plethora of mods (PW/SLS/ND/SL adventures etc), sticking with a bandit clan for bunk, roof over your head and safety is actually a likely RP scenario, made doubly interesting by how dubious such safety can turn. No way I get any meaningfull time on my PC for next month or so, but I sure hope this becomes a thing.
Nikerage Posted March 11, 2025 Posted March 11, 2025 This is a really nice concept, i'll definitely check this one out! Thanks ❤️
Psycho_Bill Posted March 11, 2025 Posted March 11, 2025 im LOVING the sounds of this, now if i could get my damn game to work HAHAHAHA
El_Duderino Posted March 12, 2025 Author Posted March 12, 2025 Thanks so much for the kind feedback, everybody. 18 hours ago, cafziel said: I had the parting dialogue, they checked the stuff I took - I took nothing and supposedly a "service fee" was to be applied. Didn't happen got a full refund! Oh, thanks! I get it know. It seems I totally forgot about that extra fee. That currently only exists in the dialogue. 18 hours ago, cafziel said: Another option could btw. be to act as fence for the bandits, i.e. sell stuff for them in town. Ooh, cool! I really like that idea. That would give the bandits even more gameplay value... and it might even work within my location trigger-based concept.
cafziel Posted March 12, 2025 Posted March 12, 2025 1 hour ago, El_Duderino said: Ooh, cool! I really like that idea. That would give the bandits even more gameplay value... and it might even work within my location trigger-based concept. Would also open the option for other missions. Like luring people into bandit camps. It would even, with a lil interference with radiant quests, give the option to "fake" missions like "Kill Bandit X". The PC could kind of become a dragonborn bad actor, even thane that is secretly aligned with bandits.
Fraying9981 Posted March 12, 2025 Posted March 12, 2025 6 minutes ago, cafziel said: Would also open the option for other missions. Like luring people into bandit camps. It would even, with a lil interference with radiant quests, give the option to "fake" missions like "Kill Bandit X". The PC could kind of become a dragonborn bad actor, even thane that is secretly aligned with bandits. bringing defenseless farmers into bandit camps so they get robbed would be so chaotic and fun aha
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