WaxenFigure Posted March 30, 2015 Posted March 30, 2015 How about my idea? Haw about even a tiny portion of patience?
SuplenC Posted March 30, 2015 Posted March 30, 2015 How about my idea? Haw about even a tiny portion of patience? Just asking if it could work or not sorry
gooser Posted March 30, 2015 Author Posted March 30, 2015 Should I go ahead and use the above naming scheme for the files rewrite then? As for rape files, it should only affect Male/Female and creature animations. FF and MM, the aggressor is whoever has the cock/strapon. Might I suggest keeping _Rape for all the normal above files, and adding _Victim for the missing ones? The 'Victim' name simply reversing the 'normal' role. FemaleActor_Male_Vaginal_Rape - male rapes female. FemaleActor_Male_Vaginal_Victim - female rapes male by hopping on his cock (name in same order, same scenes as above) Male_FemaleActor_Vaginal_Victim - female rapes male with a strapon (names reversed, scene reversed, still 'vaginal' tag depending on animation used). Male_FemaleActor_Vaginal_Rape - male rapes female by hopping on her strapon (yes, sounds weird, but someone probably wants this). MaleActor_Female_Vaginal_Rape - male rapes female. MaleActor_Female_Vaginal_Victim - female rapes male by jumping on his cock. Female_MaleActor_Vaginal_Rape - male rapes female by jumping on her strapon. Female_MaleActor_Vaginal_Victim - female rapes male with strapon. FemaleActor_Female_Vaginal_Rape - female NPC rapes female PC with a strapon. Female_FemaleActor_Vaginal_Rape - female PC rapes female NPC with a strapon. FemaleActor_Female_Vaginal_Victim - female NPC rapes female PC by hopping on her strapon (yeah, still weird). Female_FemaleActor_Vaginal_Victim - female PC rapes female NPC by hopping on her strapon. FemaleActor_Spriggan_Vaginal_Rape - spriggan rapes female. FemaleActor_Spriggan_Vaginal_Victim - female rapes spriggan. Basically, the order of the names at the front dictates who's giving and who's taking. Actor dictates perspective. Rape or Victim dictates 'normal' roles or 'reversed' roles. Vaginal/Anal/whatever changed to ZynRoughStanding/whatever for Unique Animation files. I'm aware that Spriggans aren't yet supported, just using them as an example since there are actually 'monster being raped' animations for them. With a consistent naming scheme, you can also flag which ones should and should not trigger W&T. So, no W&T to a female raping someone with a strapon. You could even add Anal and Oral W&T files for dudes, having 'vaginal' rapes against him simply add to Anal. EDIT: To anyone actually watching this thread right now, yes. I have indeed just edited this post about a dozen times. This should be the final version of my proposed naming scheme! All I got to say is that sex is fucking weird. Let me think about these changes/ideas for a while. <<<<<<<<<<<<IDEA>>>>>>>>>>>> Orgasm Controller. I had a new idea for this mod when installing SexLab Squirt. Orgasm counter. A number of orgasm in a row could change a comment after another orgasm. Squirt when orgasming too much/Big schlong/good lover. Buffs/Debuffs after a number of orgasm (too much orgasms are exhausting). Squirting too much can provoke debuff on magicka. If player finishes his magicka when squirting again and again it could dmg health and make player bleed (squirt bleed if checked Hardcore effects) with texture. A big number of orgasms in a row could provoke black out or almost black out (darker screen). Some of these are interesting ideas. And just about anything is possible given enough time and effort and interest. I don't know if I have interest to pursue everything you've listed here. It's possible these could just be accomplished in a separate mod of your own.
Deamionzero Posted March 31, 2015 Posted March 31, 2015 Hello, Everyone I jut have a quick question about the wear and tear system. I have it enabled, but it's currently showing that the player is not being tracked. Does this simply mean that my pc's wear and tear value is 0? Or has something gone wrong that it's not tracking her at all. I ask because I just finished a rather exhaustive quest in Captured Dreams, and her W&T value should be pretty high, though it's possible that the animations there are handled differently and so do not register for the W&T system (I'm probably wrong about that, as the W&T messages did show, so I'd think it would log them). Thanks for any info you might be able to give!
gooser Posted March 31, 2015 Author Posted March 31, 2015 Hello, Everyone I jut have a quick question about the wear and tear system. I have it enabled, but it's currently showing that the player is not being tracked. Does this simply mean that my pc's wear and tear value is 0? Or has something gone wrong that it's not tracking her at all. I ask because I just finished a rather exhaustive quest in Captured Dreams, and her W&T value should be pretty high, though it's possible that the animations there are handled differently and so do not register for the W&T system (I'm probably wrong about that, as the W&T messages did show, so I'd think it would log them). Thanks for any info you might be able to give! W&T is triggered upon SexLab animation OrgasmStart event. If you see Apropos descriptions about orgasms, you should see W&T kick in. Unless you have disabled W&T for the player, or you aren't playing sex animations through SexLab. I have no idea about Captured Dreams. Otherwise you could enable Papyrus logging and attach a Apropos0.log file and then I could stop gazing into my crystal ball and actually work with some forensic information.
Guest Posted March 31, 2015 Posted March 31, 2015 Should I go ahead and use the above naming scheme for the files rewrite then? Snip All I got to say is that sex is fucking weird. Let me think about these changes/ideas for a while. Ok, let me know when you've decided on it, and I'll set about renaming everything.
Deamionzero Posted March 31, 2015 Posted March 31, 2015 Hello, Everyone I jut have a quick question about the wear and tear system. I have it enabled, but it's currently showing that the player is not being tracked. Does this simply mean that my pc's wear and tear value is 0? Or has something gone wrong that it's not tracking her at all. I ask because I just finished a rather exhaustive quest in Captured Dreams, and her W&T value should be pretty high, though it's possible that the animations there are handled differently and so do not register for the W&T system (I'm probably wrong about that, as the W&T messages did show, so I'd think it would log them). Thanks for any info you might be able to give! W&T is triggered upon SexLab animation OrgasmStart event. If you see Apropos descriptions about orgasms, you should see W&T kick in. Unless you have disabled W&T for the player, or you aren't playing sex animations through SexLab. I have no idea about Captured Dreams. Otherwise you could enable Papyrus logging and attach a Apropos0.log file and then I could stop gazing into my crystal ball and actually work with some forensic information. I'll definitely do that! Once the CD Master lets me out of this stupid belt.. That actually makes sense though, as I don't beleive any orgasms triggered during that scene I mentioned earlier. It's likely me just being nervous about using that savegame script cleaner for the first time... I'm expecting to break something horribly before I get the hang of it. Thanks!
SuplenC Posted March 31, 2015 Posted March 31, 2015 <<<<<<<<<<<<IDEA>>>>>>>>>>>> Orgasm Controller. I had a new idea for this mod when installing SexLab Squirt. Orgasm counter. A number of orgasm in a row could change a comment after another orgasm. Squirt when orgasming too much/Big schlong/good lover. Buffs/Debuffs after a number of orgasm (too much orgasms are exhausting). Squirting too much can provoke debuff on magicka. If player finishes his magicka when squirting again and again it could dmg health and make player bleed (squirt bleed if checked Hardcore effects) with texture. A big number of orgasms in a row could provoke black out or almost black out (darker screen). Some of these are interesting ideas. And just about anything is possible given enough time and effort and interest. I don't know if I have interest to pursue everything you've listed here. It's possible these could just be accomplished in a separate mod of your own. I could have done that if I would be able to. And probably would have give the code to you to include it into your project. I'm into programming a lot (I program in languages as C#, VB.net...) but I can't find a good tutorial for Papyrus. I will try.
Morferous Posted March 31, 2015 Posted March 31, 2015 I'm into programming a lot (I program in languages as C#, VB.net...) but I can't find a good tutorial for Papyrus. I will try. If you find one, please share. I am currently trying to wrap my head around it.
WaxenFigure Posted March 31, 2015 Posted March 31, 2015 I'm into programming a lot (I program in languages as C#, VB.net...) but I can't find a good tutorial for Papyrus. I will try.If you find one, please share. I am currently trying to wrap my head around it. It's just another programming language, block structured so a descendant of Pascal. Think of it as a bastardized cross of VB and C. http://www.creationkit.com/Category:Papyrus<-- Start here Things to remember: When compiling it ALWAYS requires the source code to any outside referenced functions (i.e.: to call Sexlab you have to have the Sexlab source files available). Variables in the script declared as "Property" also have to be set up using the Properties button in the CK, the name you use internally for a property doesn't have to be the same as the external name but it's a bad practice to not use the same name. There is a command you can run against the Papyrus compiler to force it to run as a 32bit executable which means it can be used with Mod Organizer (which you should be using).
Earen Posted March 31, 2015 Posted March 31, 2015 or http://www.loverslab.com/files/file/576-papyrused/ I'm into programming a lot (I program in languages as C#, VB.net...) but I can't find a good tutorial for Papyrus. I will try.If you find one, please share. I am currently trying to wrap my head around it. It's just another programming language, block structured so a descendant of Pascal. Think of it as a bastardized cross of VB and C. http://www.creationkit.com/Category:Papyrus<-- Start here Things to remember: When compiling it ALWAYS requires the source code to any outside referenced functions (i.e.: to call Sexlab you have to have the Sexlab source files available). Variables in the script declared as "Property" also have to be set up using the Properties button in the CK, the name you use internally for a property doesn't have to be the same as the external name but it's a bad practice to not use the same name. There is a command you can run against the Papyrus compiler to force it to run as a 32bit executable which means it can be used with Mod Organizer (which you should be using). After a week of screwing my brain and looking into Haskell, I must tell now that there almost no difference between all imperative languages. Ah, one cent into 'advices' - better use some good script editor - http://www.creationkit.com/Sublime_Text_Setupor http://www.loverslab.com/files/file/576-papyrused/
SuplenC Posted March 31, 2015 Posted March 31, 2015 It's just another programming language, block structured so a descendant of Pascal. Think of it as a bastardized cross of VB and C. http://www.creationkit.com/Category:Papyrus<-- Start here Things to remember: When compiling it ALWAYS requires the source code to any outside referenced functions (i.e.: to call Sexlab you have to have the Sexlab source files available). Variables in the script declared as "Property" also have to be set up using the Properties button in the CK, the name you use internally for a property doesn't have to be the same as the external name but it's a bad practice to not use the same name. There is a command you can run against the Papyrus compiler to force it to run as a 32bit executable which means it can be used with Mod Organizer (which you should be using). Ok thank you very much. I already looked at papyrus before but didn't finished my project because of lack of good tutorials and explanation. Ah, one cent into 'advices' - better use some good script editor - http://www.creationkit.com/Sublime_Text_Setup or http://www.loverslab.com/files/file/576-papyrused/ Yup thanks I was using Sublime text before when creating my project, which as said before I didn't finished. However I will try to work on it a bit, learn from it and help to improve apropos mod
merryMalfunctioning Posted March 31, 2015 Posted March 31, 2015 How long do the "Animation Patchups" take? I've been trying to get the most recent build of Apropos to work (as of today, March 31 2015), I can get it compiled and installed, but when I click on "Animation Patchups" in the MCM, it nevers seems to finish. I've waited for over ten minutes, and it still keeps saying "Animation Patchups Running". Does it normally take a long time, or is something wrong?
Starfish Posted April 1, 2015 Posted April 1, 2015 Is there any way how to access the MCM in the existing save game? I know that jcontainers are working on the new game, slavetats are working in my existing save so jcontainers works just fine, and I also see sex descriptions for PC and also for NPCs. But all I can see in the MCM is that "stupid" derp. Help please.
gooser Posted April 2, 2015 Author Posted April 2, 2015 Is there any way how to access the MCM in the existing save game? I know that jcontainers are working on the new game, slavetats are working in my existing save so jcontainers works just fine, and I also see sex descriptions for PC and also for NPCs. But all I can see in the MCM is that "stupid" derp. Help please. Not really. There's a bug in the release you are using that should be fixed in the current (unreleased) version. Sorry. How long do the "Animation Patchups" take? I've been trying to get the most recent build of Apropos to work (as of today, March 31 2015), I can get it compiled and installed, but when I click on "Animation Patchups" in the MCM, it nevers seems to finish. I've waited for over ten minutes, and it still keeps saying "Animation Patchups Running". Does it normally take a long time, or is something wrong? I just tested. On a new character, after letting things settling down (particularly SexLab initialization), when I run it, it runs and completely very quickly - under a second. It may be that it is crashing. If you have log files, could you post them?
blabla11 Posted April 3, 2015 Posted April 3, 2015 Is there a specific reason why you are using Actor.getName() instead of Actor.getDisplayName()? I've just added a rename functionality to my mod and one of my testers found it works with almost everything except Apropos (and Widgets) Also, could you point me in the right direction of how to get random strings from a file? With aboves addition I'd like to have a list of male and female names of every race and pick one at random to rename generic actors (similar to how you pick condition based strings to display)
gooser Posted April 3, 2015 Author Posted April 3, 2015 Is there a specific reason why you are using Actor.getName() instead of Actor.getDisplayName()? I've just added a rename functionality to my mod and one of my testers found it works with almost everything except Apropos (and Widgets) Also, could you point me in the right direction of how to get random strings from a file? With aboves addition I'd like to have a list of male and female names of every race and pick one at random to rename generic actors (similar to how you pick condition based strings to display) uhhh. Because no mod I know of uses getDisplayName(). Try searching SexLab's source. I wasn't even aware of getDisplayName() until you mentioned it, and now I'm curious. Every mod source I've perused uses something like actor.GetLeveledActorBase().GetName(). I have no idea what you are working on so when you say "added rename functionality ..." I have zero idea what you are talking about. What do you mean get random strings from a file? Do you mean from Apropos' database? Or generally from a some file? Is there a specific reason why you are using Actor.getName() instead of Actor.getDisplayName()? I've just added a rename functionality to my mod and one of my testers found it works with almost everything except Apropos (and Widgets) Also, could you point me in the right direction of how to get random strings from a file? With aboves addition I'd like to have a list of male and female names of every race and pick one at random to rename generic actors (similar to how you pick condition based strings to display) uhhh. Because no mod I know of uses getDisplayName(). Try searching SexLab's source. I wasn't even aware of getDisplayName() until you mentioned it, and now I'm curious. Every mod source I've perused uses something like actor.GetLeveledActorBase().GetName(). I have no idea what you are working on so when you say "added rename functionality ..." I have zero idea what you are talking about. What do you mean get random strings from a file? Do you mean from Apropos' database? Or generally from a some file? Looks like ObjectReference.GetDisplayName is what you are looking at right? Well that's a SKSE function, not core Papyrus. I have no idea when GetDisplayName showed up on the scene, but that might explain why I can't find its usage (for example in SexLab).
WaxenFigure Posted April 3, 2015 Posted April 3, 2015 Is there a specific reason why you are using Actor.getName() instead of Actor.getDisplayName()? I've just added a rename functionality to my mod and one of my testers found it works with almost everything except Apropos (and Widgets) Also, could you point me in the right direction of how to get random strings from a file? With aboves addition I'd like to have a list of male and female names of every race and pick one at random to rename generic actors (similar to how you pick condition based strings to display) It's been done already: http://www.nexusmods.com/skyrim/mods/61430/?
blabla11 Posted April 3, 2015 Posted April 3, 2015 uhhh. Because no mod I know of uses getDisplayName(). Try searching SexLab's source. I wasn't even aware of getDisplayName() until you mentioned it, and now I'm curious. Every mod source I've perused uses something like actor.GetLeveledActorBase().GetName(). I have no idea what you are working on so when you say "added rename functionality ..." I have zero idea what you are talking about. Sorry, should have been more specific. I'm working on a Paradise Hall Extension (slavery mod), so I wanted to give my users the possibility to rename their captures. If I go the ActorBase route, every other Actor with that base will have that same name (for example user captures a Bandit Thug, renames them to WhateverCapture, then all Bandit Thugs will be called WhateverCapture). I could go the ReferenceAlias route, but that has other issues. Using setDisplayName works on that specific object and doesn't touch anything else, so it's perfect. getDisplayName on the other hand uses the String that shows up when your cursor recognizes the object you're looking at, so under normal circumstances it's the same as ActorBase.getName(), unless someone like me comes along and changes the display name, in which case the game itself recognizes the changed name, but mods using ActorBase.getName() don't. (TL;DR: ObjectReference.getDisplayName() is more precise and flexible than Form.getName() since it checks the actual Object instead of the Form) What do you mean get random strings from a file? Do you mean from Apropos' database? Or generally from a some file? Generally from some file I can specify. What I want to do: Have two files for each race, one male, one female with all possible names that race/gender combination can have. Then I want to pull a random name from the appropriate file and rename an NPC to that name. So basically what you do with Apropos, but instead of animation/gender and long text it's race/gender with short text Looks like ObjectReference.GetDisplayName is what you are looking at right? Well that's a SKSE function, not core Papyrus. I have no idea when GetDisplayName showed up on the scene, but that might explain why I can't find its usage (for example in SexLab). getDisplayName() was introduced in SKSE 1.7.0 Form.getName() is also SKSE (introduced 1.5.4) It's been done already: http://www.nexusmods.com/skyrim/mods/61430/? I know, but that had some problems as well, so I decided to just do my own thing and hardwire it into my mod.
WaxenFigure Posted April 3, 2015 Posted April 3, 2015 uhhh. Because no mod I know of uses getDisplayName(). Try searching SexLab's source. I wasn't even aware of getDisplayName() until you mentioned it, and now I'm curious. Every mod source I've perused uses something like actor.GetLeveledActorBase().GetName(). I have no idea what you are working on so when you say "added rename functionality ..." I have zero idea what you are talking about. Sorry, should have been more specific. I'm working on a Paradise Hall Extension (slavery mod), so I wanted to give my users the possibility to rename their captures. If I go the ActorBase route, every other Actor with that base will have that same name (for example user captures a Bandit Thug, renames them to WhateverCapture, then all Bandit Thugs will be called WhateverCapture). I could go the ReferenceAlias route, but that has other issues. Using setDisplayName works on that specific object and doesn't touch anything else, so it's perfect. getDisplayName on the other hand uses the String that shows up when your cursor recognizes the object you're looking at, so under normal circumstances it's the same as ActorBase.getName(), unless someone like me comes along and changes the display name, in which case the game itself recognizes the changed name, but mods using ActorBase.getName() don't. (TL;DR: ObjectReference.getDisplayName() is more precise and flexible than Form.getName() since it checks the actual Object instead of the Form) What do you mean get random strings from a file? Do you mean from Apropos' database? Or generally from a some file? Generally from some file I can specify. What I want to do: Have two files for each race, one male, one female with all possible names that race/gender combination can have. Then I want to pull a random name from the appropriate file and rename an NPC to that name. So basically what you do with Apropos, but instead of animation/gender and long text it's race/gender with short text Looks like ObjectReference.GetDisplayName is what you are looking at right? Well that's a SKSE function, not core Papyrus. I have no idea when GetDisplayName showed up on the scene, but that might explain why I can't find its usage (for example in SexLab). getDisplayName() was introduced in SKSE 1.7.0 Form.getName() is also SKSE (introduced 1.5.4) It's been done already: http://www.nexusmods.com/skyrim/mods/61430/? I know, but that had some problems as well, so I decided to just do my own thing and hardwire it into my mod. Do you understand the difference between the ActorBase and the LeveledActorBase objects? Are you sure this "DisplayName" isn't the name stored in the LeveledActorBase? (Wouldn't surprise me if Bethesda has hidden objects and properties)
gooser Posted April 3, 2015 Author Posted April 3, 2015 uhhh. Because no mod I know of uses getDisplayName(). Try searching SexLab's source. I wasn't even aware of getDisplayName() until you mentioned it, and now I'm curious. Every mod source I've perused uses something like actor.GetLeveledActorBase().GetName(). I have no idea what you are working on so when you say "added rename functionality ..." I have zero idea what you are talking about. Sorry, should have been more specific. I'm working on a Paradise Hall Extension (slavery mod), so I wanted to give my users the possibility to rename their captures. If I go the ActorBase route, every other Actor with that base will have that same name (for example user captures a Bandit Thug, renames them to WhateverCapture, then all Bandit Thugs will be called WhateverCapture). I could go the ReferenceAlias route, but that has other issues. Using setDisplayName works on that specific object and doesn't touch anything else, so it's perfect. getDisplayName on the other hand uses the String that shows up when your cursor recognizes the object you're looking at, so under normal circumstances it's the same as ActorBase.getName(), unless someone like me comes along and changes the display name, in which case the game itself recognizes the changed name, but mods using ActorBase.getName() don't. (TL;DR: ObjectReference.getDisplayName() is more precise and flexible than Form.getName() since it checks the actual Object instead of the Form) What do you mean get random strings from a file? Do you mean from Apropos' database? Or generally from a some file? Generally from some file I can specify. What I want to do: Have two files for each race, one male, one female with all possible names that race/gender combination can have. Then I want to pull a random name from the appropriate file and rename an NPC to that name. So basically what you do with Apropos, but instead of animation/gender and long text it's race/gender with short text Looks like ObjectReference.GetDisplayName is what you are looking at right? Well that's a SKSE function, not core Papyrus. I have no idea when GetDisplayName showed up on the scene, but that might explain why I can't find its usage (for example in SexLab). getDisplayName() was introduced in SKSE 1.7.0 Form.getName() is also SKSE (introduced 1.5.4) It's been done already: http://www.nexusmods.com/skyrim/mods/61430/? I know, but that had some problems as well, so I decided to just do my own thing and hardwire it into my mod. Well, I use the JSON support in JContainers in two ways - the larger files I read on the fly, but smaller json I read and store in the game save. I guess it depends on how large your files are, but you could just structure them as JSON objects (maps) and read them in via JValue.readFromFile and use the JMap calls. Is there a specific reason why you are using Actor.getName() instead of Actor.getDisplayName()? I've just added a rename functionality to my mod and one of my testers found it works with almost everything except Apropos (and Widgets) Also, could you point me in the right direction of how to get random strings from a file? With aboves addition I'd like to have a list of male and female names of every race and pick one at random to rename generic actors (similar to how you pick condition based strings to display) Getting back to your 1st question: I will try using getDisplayName... I can see someone renaming a generic bandit and wishing to see that renamed actor. 1st time (iirc) I've heard of this though...
blabla11 Posted April 3, 2015 Posted April 3, 2015 Do you understand the difference between the ActorBase and the LeveledActorBase objects? Are you sure this "DisplayName" isn't the name stored in the LeveledActorBase? (Wouldn't surprise me if Bethesda has hidden objects and properties) Using LeveledActorBase means I'll have to keep track of it and redo everything should the GC decide to destroy it (or CTD my users, should I screw up something) Using setDisplayName means smarter people (SKSE team) than me handle it probably in a better way than I ever could. Maybe, I don't know (and frankly, don't care how SKSE handles it internally).
blabla11 Posted April 3, 2015 Posted April 3, 2015 Well, I use the JSON support in JContainers in two ways - the larger files I read on the fly, but smaller json I read and store in the game save. I guess it depends on how large your files are, but you could just structure them as JSON objects (maps) and read them in via JValue.readFromFile and use the JMap calls. Do you happen to know if JSON has to be a hard dependency or can I somehow make it soft (I hate unbundled hard dependencies) Getting back to your 1st question: I will try using getDisplayName... I can see someone renaming a generic bandit and wishing to see that renamed actor. 1st time (iirc) I've heard of this though... That's all I can ask for, thank you
gooser Posted April 3, 2015 Author Posted April 3, 2015 Well, I use the JSON support in JContainers in two ways - the larger files I read on the fly, but smaller json I read and store in the game save. I guess it depends on how large your files are, but you could just structure them as JSON objects (maps) and read them in via JValue.readFromFile and use the JMap calls. Do you happen to know if JSON has to be a hard dependency or can I somehow make it soft (I hate unbundled hard dependencies) Getting back to your 1st question: I will try using getDisplayName... I can see someone renaming a generic bandit and wishing to see that renamed actor. 1st time (iirc) I've heard of this though... That's all I can ask for, thank you The JSON parser is included in JContainers.
Earen Posted April 3, 2015 Posted April 3, 2015 Well, I use the JSON support in JContainers in two ways - the larger files I read on the fly, but smaller json I read and store in the game save. I guess it depends on how large your files are, but you could just structure them as JSON objects (maps) and read them in via JValue.readFromFile and use the JMap calls. Do you happen to know if JSON has to be a hard dependency or can I somehow make it soft (I hate unbundled hard dependencies) It's time to attack? Well, you can make a soft dependency string name if JContainers.isInstalled() int jnames = JValue.readFromFile("Data/XXX/names.json") name = JArray.getStr( jnames, Utility.Random(0, JArray.count(jnames)-1) ) endif names.json is a text file: ["Peter", "ololo", "Jonh"] As @gooser suggested, you may cache it if you read it really often
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