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On 7/27/2020 at 2:56 PM, donttouchmethere said:

If you use Sldefeat check if the Chaurus hunters are registered in SLdefeat (MCM registered creatures).

If not, re-register creatures in SLdefeat MCM, especially if you changed something creature related on your LO.

 

I hope I understood you right and chaurus hunter work now with estrus+ mechanics, but your defeat mod fails to register them as legit surrender targets.

 

On 7/29/2020 at 8:43 PM, donttouchmethere said:

I really hope that will solve the hunter issue for you! Give feedback if it worked =D

I apologize for not responding until now. I've been sick with two different illnesses at the same time for over a week and am just now recovering.

 

I couldn't find anywhere in SL Defeat's MCM to re-register creatures. The closest I found was in General Settings/System, the "Reconfigure" button, which I tried. That reordered the creatures enabled in the "Player as Victim" section, but they were the same ones. I.e., chaurus was there, but no chaurus hunter, chaurus reaper, or other variant that I have animations installed for. On a side note, other monsters are missing too, such as all the dwemer machines. It seems likely that the chaurus hunter not being registered is my problem, just as you say, because one time my player character went into bleed-out for an instant, then recovered with certain functions disabled, and the chaurus hunter would no longer attack. In the console was written this message: "failed to add actor -- they are not a valid target for animation." So I need to make the chaurus hunter a valid target. This behavior and message occurs sometimes in a different situation, when I'm hit by an arrow that takes me below my SL Defeat threshold % value. I wonder if it's related. At any raate, to continue playing, I had to initiate a SL Defeat "Clean-up." Strangely enough, after I reconfigured SL Defeat, spit attacks by the chaurus hunter worked despite it not being on the enabled creatures list. That was a surprise.

 

Would you be so kind as to tell me exactly where the button is in the SL Defeat MCM that re-registers the list of enabled creatures in SL Defeat/Player as Victim section and what the button is called? Sorry if I'm being slow. Thank you for your patience. Any other thoughts would be appreciated as well.

On 7/30/2020 at 12:11 PM, Aki K said:

 

SL aroused= arousal framework yes.

 

But "Aroused Creatures" is a separate mod.  It allows any aroused creature to randomly pursue and engage the player or NPCs in sex (options can be set in MCM such as requiring nude player, or unarmed player, etc.)

 

The problem is each new game you create requires manually checking off all your animations in the MCM, or the mod will only load the base creature animations from MNC.  So for each character you play as, set up can be a bit tedious.  It also has a hotkey to initiate consensual sex provided other MCM conditions are met.  (I.E. if the mod is set to nude only, you have to be nude even for consensual).

Yes, I'm aware SL Aroused Creatures is different from SL Aroused. I haven't been using SL Aroused Creatures, but have been using SL Aroused (actually, I use the version: SL Aroused Redux 28b as modified by BakaFactory).

 

If by checking off animations in MCM every new game, you mean in the SLAL section, yes, I do that every time, then register them. Then also in SL Framework, of course. If you mean checking animations somewhere else, I'd be interested in knowing where that is.

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28 minutes ago, wren888 said:

I couldn't find anywhere in SL Defeat's MCM to re-register creatures. The closest I found was in General Settings/System, the "Reconfigure" button, which I tried. That reordered the creatures enabled in the "Player as Victim" section, but they were the same ones.

It's a long time since I used/tried SLdefeat, so I can't make any screenshots. I was sure there is a way to register creatures again (maybe not only creatures but all register-able animations for humans and creatures?), but also remember to make sure that all creature animations where installed right from the start before even activating SLdefeat.

The clean option needs to be used regularly, because often things get stuck with SLdefeat and cause all sorts of odd behavior.

So basically I can't check myself how that worked and we need a SLdefeat specialist!

28 minutes ago, wren888 said:

such as all the dwemer machines

outsch! Maybe you need Billy's SLAL animations? Pretty much any creature is in there with it's own animation.

 

28 minutes ago, wren888 said:

Strangely enough, after I reconfigured SL Defeat, spit attacks by the chaurus hunter worked despite it not being on the enabled creatures list. That was a surprise.

The spit attack by Chaurus should be unrelated to SLdefeat tho ?

Vanilla game -> any other mod you have installed that modifies spit attack -> Estrus Chaurus+ should be the last in LO to modify the spit attack if it should be able to trigger tentacle attacks.

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I am not sure if somebody mentioned that in the past. But the mod "Immersive Creatures" add a lot of alternate versions of existing vanilla creatures (just like Chaurs, dwemer and spiders)

Not all of them are recognized by Estrus Chaurus + and SL Defeat. For SL Defeat those creatures will not knock you out/down and you can´t surrender to them and, for EC+, the spit attack is altered, jsut like it was mentioned by donttouchmethere which means the attack can not trigger an event from EC+.

 

The chance for spawns of altered creatures of that type depends on your character level and the location. Some location have fixed creature spawns, which most likly will be vanilla version of them. (like the dwemer ruins in Markath for example) Some have random spawns and will most likly spawns high lvl creatures from Immersive creatures when your character level is 20+.

 

Also Immersive Creatures alters most of the vanilla creatures to let them become more stronger when you become stronger. Those creatures still work with SLDefeat and EC+. But not the "new" ones added by the mod.

 

I hope that might help you. Most pleyers i know use Immersive creatures because the game becomes so much better with this mod.

 

Stay save everyone and have a nice weekend.

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The spit attack starts the tentacle double or tentacle slide animations. Either as an optional additional replacement for the spit attack, would you consider applying the parasite or living armor? Or after the tentacle attack, result in parasite or living armor?

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On 8/6/2020 at 3:38 AM, donttouchmethere said:

It's a long time since I used/tried SLdefeat, so I can't make any screenshots. I was sure there is a way to register creatures again (maybe not only creatures but all register-able animations for humans and creatures?), but also remember to make sure that all creature animations where installed right from the start before even activating SLdefeat.

The clean option needs to be used regularly, because often things get stuck with SLdefeat and cause all sorts of odd behavior.

I hadn't thought about installing animations before SL Defeat. With new games, after I escape Helgen, I install mods in bunches rather than all at once to avoid crashes and stack dumps. I usually install SL Defeat early, as a number of other mods check to see if it's running when they're installing. Next new start I'll install the animations before SL Defeat and most other mods. Thanks for the tip, dontouchmethere.

On 8/6/2020 at 3:38 AM, donttouchmethere said:

So basically I can't check myself how that worked and we need a SLdefeat specialist!

Yes. I posted in the SL Defeat thread. No one answered.

On 8/6/2020 at 3:38 AM, donttouchmethere said:

outsch! Maybe you need Billy's SLAL animations? Pretty much any creature is in there with it's own animation.

I have them installed.

On 8/6/2020 at 3:38 AM, donttouchmethere said:

 

The spit attack by Chaurus should be unrelated to SLdefeat tho ?

Vanilla game -> any other mod you have installed that modifies spit attack -> Estrus Chaurus+ should be the last in LO to modify the spit attack if it should be able to trigger tentacle attacks.

I don't think I have any mods that overwrite EC+ spit attacks. Still, I place it fairly late in my load order anyway

 

On 8/7/2020 at 3:43 AM, Mart0206 said:

I am not sure if somebody mentioned that in the past. But the mod "Immersive Creatures" add a lot of alternate versions of existing vanilla creatures (just like Chaurs, dwemer and spiders)

Not all of them are recognized by Estrus Chaurus + and SL Defeat. For SL Defeat those creatures will not knock you out/down and you can´t surrender to them and, for EC+, the spit attack is altered, jsut like it was mentioned by donttouchmethere which means the attack can not trigger an event from EC+.

 

The chance for spawns of altered creatures of that type depends on your character level and the location. Some location have fixed creature spawns, which most likly will be vanilla version of them. (like the dwemer ruins in Markath for example) Some have random spawns and will most likly spawns high lvl creatures from Immersive creatures when your character level is 20+.

 

Also Immersive Creatures alters most of the vanilla creatures to let them become more stronger when you become stronger. Those creatures still work with SLDefeat and EC+. But not the "new" ones added by the mod.

 

I hope that might help you. Most pleyers i know use Immersive creatures because the game becomes so much better with this mod.

 

Stay save everyone and have a nice weekend.

A good point. I overwrite Immersive Creatures with Bad Dog's Immersive Creatures Addon and two related mods of his. I figured that should take care of things for the purposes of EC+ and SL Defeat. Am I correct, or am I mistaken?

 

Your comment made me wonder if the Automatic Variants mod might mess up things for SL. I just deleted the dwemer automatic variants. I'll take out my dwemer automatic variants and see if that fixes the problem with SL Defeat not activating dwemer machines. Thanks, Mart0206.

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42 minutes ago, wren888 said:

With new games, after I escape Helgen, I install mods in bunches rather than all at once to avoid crashes and stack dumps. I usually install SL Defeat early,

I usually start with ALL mods installed and I highly recommend to do that in LAL to avoid the vanilla start:

> new game

> wait for all mods to load (takes 5-10 minutes on my setup atm^^)

> activate sexlab + activate creature animation in sexlab

> save/load

> wait for mod updates (SD+, DDi, mods that patch themselves,...), wait for estrus to register MCM and animations (can take a while, open MCM once might speed it up)

> register all SLAL packs (after estrus is done)

> save/load

> wait for mods to update (HDT sextoys now registers newly added SLAL animations....)

> now you can start to go wild on MCMs and start mods that are deactivated, maybe save and load a few times after loading MCM settings (I recommend to do that for mods like DEC or any mod with huge MCM, Pet Project is another mod I recommend save/load if changed/activated, SLdefeat and Daymoly too). Save/reload helps also if a lot of MCM settings of multiple mods got changed

 

=> why so complicated?

> it's less complicated than installing mods later

> some mods need a save/reload to update

> some mods only check for installed mods only once after load

> You don't effect NPCs in Tamriel as long as you are still in LAL (you effect the ghosts in there tho^^)

> you create a base setup for double loads or to check mods you installed later if they even work

> registering all animations first and save/reload helps mods that only detect new installed things on load or after activation => means on load or activation they find all installed animations right away

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On 8/9/2020 at 4:04 AM, donttouchmethere said:

I usually start with ALL mods installed and I highly recommend to do that in LAL to avoid the vanilla start:

> new game

> wait for all mods to load (takes 5-10 minutes on my setup atm^^)

> activate sexlab + activate creature animation in sexlab

> save/load

> wait for mod updates (SD+, DDi, mods that patch themselves,...), wait for estrus to register MCM and animations (can take a while, open MCM once might speed it up)

> register all SLAL packs (after estrus is done)

> save/load

> wait for mods to update (HDT sextoys now registers newly added SLAL animations....)

> now you can start to go wild on MCMs and start mods that are deactivated, maybe save and load a few times after loading MCM settings (I recommend to do that for mods like DEC or any mod with huge MCM, Pet Project is another mod I recommend save/load if changed/activated, SLdefeat and Daymoly too). Save/reload helps also if a lot of MCM settings of multiple mods got changed

 

=> why so complicated?

> it's less complicated than installing mods later

> some mods need a save/reload to update

> some mods only check for installed mods only once after load

> You don't effect NPCs in Tamriel as long as you are still in LAL (you effect the ghosts in there tho^^)

> you create a base setup for double loads or to check mods you installed later if they even work

> registering all animations first and save/reload helps mods that only detect new installed things on load or after activation => means on load or activation they find all installed animations right away

I've tried several times to load all mods at once. Maybe it's because I have so many mods, but it's always caused stack dumps and corruption of vanilla Skyrim (e.g., Mjoll the Lioness and Aerin never appear). It's especially bad if I load all mods before leaving Helgen. I'm told it's because of the highly scripted beginning of the game. I wish loading all the mods at the first would work for me. It would save me a lot of trouble.

What's "LAL?"

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2 hours ago, wren888 said:

I'm told it's because of the highly scripted beginning of the game.

Yeah, a modded Skyrim and the vanilla start don't go well together. I'm not even surprised that you had no success with loading all mods from the start if you also go thru the vanilla start.

2 hours ago, wren888 said:

What's "LAL?"

Alternate Start

Best way to circumvent the vanilla start and also to have a good cell to load all mods before entering Skyrim.

 

2 hours ago, wren888 said:

Maybe it's because I have so many mods

No, it's rather what mods are installed and how you start your Skyrim. I start Skyrim always with LAL and with 450 - 600+ mods installed.

Also while in LAL use my start up tactic

Spoiler

I usually start with ALL mods installed and I highly recommend to do that in LAL to avoid the vanilla start:

> new game

> wait for all mods to load (takes 5-10 minutes on my setup atm^^)

> activate sexlab + activate creature animation in sexlab

> save/load

> wait for mod updates (SD+, DDi, mods that patch themselves,...), wait for estrus to register MCM and animations (can take a while, open MCM once might speed it up)

> register all SLAL packs (after estrus is done)

> save/load

> wait for mods to update (HDT sextoys now registers newly added SLAL animations....)

> now you can start to go wild on MCMs and start mods that are deactivated, maybe save and load a few times after loading MCM settings (I recommend to do that for mods like DEC or any mod with huge MCM, Pet Project is another mod I recommend save/load if changed/activated, SLdefeat and Daymoly too). Save/reload helps also if a lot of MCM settings of multiple mods got changed

 

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6 hours ago, tonitrulupus said:

ok i have 2 maybe 3  question, i was wonder, when the baby's hatch do they follow your pc where ever they go?  next is if so how do you  get them to stay in 1 area ?

Based on what I have seen only - ie not a techie explanation - once hatched

 

- the little ones do move to where the PC is at the time of hatching

 

- they will then gradually disperse over a relatively small area fairly close to their point of birth eg if hatching just inside Windhelm Main Gates, my recollection is then seeing them later in the market place, on the area outside the Palace of the Kings and down the other alleyways leading from the gates.  In country locations, they will wander someways down the roads and into the countryside

 

- they do not follow the PC should the PC come back to that area later.  They are noisy little pests.  You can kill them and, if you do, the locals will treat them as enemies and despatch them too 

 

Hope that helps

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1 hour ago, donkeywho said:

Based on what I have seen only - ie not a techie explanation - once hatched

 

- the little ones do move to where the PC is at the time of hatching

 

- they will then gradually disperse over a relatively small area fairly close to their point of birth eg if hatching just inside Windhelm Main Gates, my recollection is then seeing them later in the market place, on the area outside the Palace of the Kings and down the other alleyways leading from the gates.  In country locations, they will wander someways down the roads and into the countryside

 

- they do not follow the PC should the PC come back to that area later.  They are noisy little pests.  You can kill them and, if you do, the locals will treat them as enemies and despatch them too 

 

Hope that helps

I had them following my PC all over skyrim, when they was young never got them to an older age had issues with a mod and corrupted my saves, i have now started a new character and we will see what happens if that happens again. i have also notices followers have always attack the once at a certain age

 

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4 hours ago, tonitrulupus said:

I had them following my PC all over skyrim, when they was young never got them to an older age had issues with a mod and corrupted my saves, i have now started a new character and we will see what happens if that happens again. i have also notices followers have always attack the once at a certain age

 

SORRY!!!!

 

I just realised that there was a mistake in what I wrote.  The first point should have said

 

- the little ones do   NOT   move to where the PC is   at the time THEY HATCH     of hatching

 

They really shouldn't be following you all over Skyrim

 

Apologies for that :confused:

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thats what i though to, but they was in that run, but i am now having another issue, maybe you can help me getting a message :incorrect argument" when a chaurus animation is going to start have not tested on any other critter yet, and the anime does not play,  had an issue when i tried to do that SSE engine fix and had to disable everything in order to fins the mod that was causing a problem, any  clue how to fix this and forgot that the falmer animations are not functioning correctly either

 

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56 minutes ago, tonitrulupus said:

thats what i though to, but they was in that run, but i am now having another issue, maybe you can help me getting a message :incorrect argument" when a chaurus animation is going to start have not tested on any other critter yet, and the anime does not play,  had an issue when i tried to do that SSE engine fix and had to disable everything in order to fins the mod that was causing a problem, any  clue how to fix this and forgot that the falmer animations are not functioning correctly either

 

Can't say that I have encountered those

 

But if you are playing on SSE, then I'm afraid I have no idea.  I'm still retro on LE

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  • 2 weeks later...

Post is a bit long, but bear with me. First off, as a disclaimer, I have EC+ v4.37 SSE. What I describe is very likely is beyond the scope of EC+ and may in fact require the creation of a new mod. But hear me out.


Happen to be playing and got "endowed" with eggs. A few days later I noticed (via the MCM countdown) that they were about due. Being near Windhelm and not liking Ulfric or the Stormcloaks, I had an amazing idea!
 
I went into the barracks in Windhelm and laid about 20 eggs in 6 minutes. By a freak of RNG, 16 of them were fertile enough to hatch. 3 days later there were 16 of these little chaurus infecting the barracks like rodents. Wonderful!
 
Unfortunately that is where the mischif ends because the hatchlings cannot mate and after a few days the local NPCs will kill them. I was wondering if it were possible for EC+ to allow the hatchlings to grow up into small, non-hostile, chaurus which would be capable of mating (similar to a pet). Mods such as Aroused Creatures or Scent of Sex would then allow random NPC vs Creature mating to occur.
 
EC+ itself allows female NPCs who undergo the mating by chaurus to lay eggs and have the eggs hatch just as if they were the player. My thought was to have the female Windhelm guards get endowed when they return to the barracks to sleep every 8 hours. Due to RNG variation on the 3 days, the guards won't always be in the same place to lay the eggs as they were when they picked them up.
 
This means the eggs will be laid everywhere that the guards patrol. The entire city, docks and bridge. Arivanya the Windhelm stablemaster regularly travels between the city and the stables. She could bring them out with her and introduce them to the female khajiit caravan members. Then the caravans travel between Windhelm, Riften, Dawnstar and Solitude bringing their little round balls of joy with them.
 
Birthing at the caravan stops could then endow the female city guards or the local farmers, stablehands, or townsfolk who pass by. Then they'd be brought into the city, homes, inns, farms and shops. ("Oh, he is so cute! Can I keep him!? At least say I can keep the eggs he gave me!") In a matter of a few months, they could spread to nearly half of Skyrim from one strategic birthing.
 
Btw, the caravan between Whiterun and Markarth is a separate route. Likewise Falkreath, Morthal and Winterhold do not get visited by a caravan at all. I'm unaware of any other vanilla female travellers who regularly make stops in any of these latter cities, but there might be a few in Immersive NPCs who do.
 
Keeping track of the dozens of women who have had fun with a chaurus out of sight of the player and where those NPCs travel would of course be beyond the scope of EC+ and why I suggest it be a separate mod. But I'm not gonna criticize anyone who makes it possible.
 
There could even be a cleanup quest to try and track down all of the chaurus by checking for belly movement of every woman and going door to door looking for eggs, hatchlings or chaurus pets. A Skyrim version of a Tribble hunt. A glorious quest for the ages! 
 
Anyway, was wondering if it were possible to make the chaurus hatchlings grow up into "pet chaurus" just enough to be able to mate but not enough to become hostile and killed off. Perhaps due to their smaller size a newer animation similar to slaughterfish animations would be needed. Still would need the player to be nearby, but would be a start.
 
I really want to ruin Ulfric's world.
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8 hours ago, Emrek said:

I really want to ruin Ulfric's world.

So - I have good news & bad news. This assumes everything is working as it should - I can't guarantee this with the SSE edition.

 

Good News - The hatchlings will grow if they are not killed - this takes weeks and they need to be in a location with decent food supplies (things the PC can eat)

Bad News - they are not friendly and if they get big enough they will start attacking locals and impregating females

 

Result: Chaurageddon

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1 hour ago, Bane Master said:

So - I have good news & bad news. This assumes everything is working as it should - I can't guarantee this with the SSE edition.

 

Good News - The hatchlings will grow if they are not killed - this takes weeks and they need to be in a location with decent food supplies (things the PC can eat)

Bad News - they are not friendly and if they get big enough they will start attacking locals and impregating females

 

Result: Chaurageddon

Would there be a way of making them friendly? Possibly with a version of the "cannot kill" pacifism that I've seen in other games? They'd be able to fight, even start a fight, but never to the death. I don't think that is a thing yet in any vanilla or mod code, but it would help here. I'm not all too interested in having the city get cleared out, but having it overrun would be fun. This might already be solved with many of the quest NPCs being essential and unkillable by other NPCs or creatures. Only the extra townsfolk would be allowed to die.

 

I've noticed that after hatching the hatchlings are ignored. I've also noticed that right as I return a week or a month later the NPCs will attack some, if not all, of the hatchlings and kill them without too much of a fight. Fact that the hatchlings reach a hostile level one by one is a problem making them easier to deal with. If, in my example, all 16 of them from the same clutch of eggs hatched and grew to a hostile level at the same time, then they might have a chance.

 

Looking at the dead chaurus, I've never actually noticed any increase in size. They have all been pretty small and far less powerful than grown chaurus.

 

Perhaps laying the chaurus eggs in the barracks isn't as good of an idea as I thought since the guards are heavily armed and just kill them.

 

Maybe I need to lay the eggs in homes owned by far fewer and far less armored NPCs and wait until they return to sleep. They might kill one or two, but then the others would swarm them and endow them with eggs. Afterwards with Sexlab Defeat's help they'd run out of the house/shop or cower in a corner until morning when their sandbox script tells them to get back to work. Three days later the NPC would lay more eggs in the home (or in the market) potentially starting the process over again.

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On 9/2/2020 at 2:37 PM, Bane Master said:

So - I have good news & bad news. This assumes everything is working as it should - I can't guarantee this with the SSE edition.

 

Good News - The hatchlings will grow if they are not killed - this takes weeks and they need to be in a location with decent food supplies (things the PC can eat)

Bad News - they are not friendly and if they get big enough they will start attacking locals and impregating females

 

Result: Chaurageddon

 

This has possibilities. Hmmm...

 

Thanks.

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On 9/2/2020 at 3:37 PM, Bane Master said:

So - I have good news & bad news. This assumes everything is working as it should - I can't guarantee this with the SSE edition.

 

Good News - The hatchlings will grow if they are not killed - this takes weeks and they need to be in a location with decent food supplies (things the PC can eat)

Bad News - they are not friendly and if they get big enough they will start attacking locals and impregating females

 

Result: Chaurageddon

so do you mean that they eventually grow full size and become able to have animations?

for me they seems to stop when they reach like 50cm (more or less a size of a cat for those that don't understand the metric system)

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On 9/2/2020 at 7:37 PM, Bane Master said:

Bad News - they are not friendly and if they get big enough they will start attacking locals and impregating females

 

At one point guards and other npc's used to attack them, they are hostile after all, though that seemed to stop happening after one of the updates. though it has been ages since I used this mod, I can not seem to get past the finalize the load order and fix my conflict res patch, without changing the load order again, which means usually redoing the patch.

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Hello, I'm new here, and just installed Estrus Chaurus+, everything in the mod's MCM looks fine, but when an estrus animation starts (hit by a chaurus), the animation won't launch. I mean there's no T-pose, just my character in idle position, with sex sounds and voice, but no animation. I obviously ran FNIS, and as indicated in the description of this mod, I have EstrusForSkyrim installed but not activated in MO2... could this be the issue then ?

 

PS: Sorry for my poor englishu ;)

Estrus not activated.jpg

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7 minutes ago, Firch50 said:

the animation won't launch

Can you check if the estrus animations are active in the Estrus MCM?

If not let them register again via MCM.

 

They can get deactivated if:

You changed/reset registered animation in Sexlab

Registered SLAL animations again

Registered ZAP SL animations

Didn't do a reload after first install

 

Also if you have more than 500 human animations installed already in SL you can't register more if you installed Estrus+ later (Estrus+ needs 6 free human SL animation slots)

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2 minutes ago, donttouchmethere said:

Can you check if the estrus animations are active in the Estrus MCM?

If not let them register again via MCM.

 

They can get deactivated if:

You changed/reset registered animation in Sexlab

Registered SLAL animations again

Registered ZAP SL animations

Didn't do a reload after first install

 

Also if you have more than 500 human animations installed already in SL you can't register more if you installed Estrus+ later (Estrus+ needs 6 free human SL animation slots)

Thank you for your answer, and yes the animations are checked in the mod Estrus Chaurus MCM. Maybe if I unregister then re register them it could work ?

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