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Deviously Cursed Loot LE 9.0 (2021-03-09)


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Posted

 

Have a little issue during the Cursed Collar quest since i've updated DD Integration 2.9. When I try to equip a vaginal piercing, this message appears:

 

Cs5F651.jpg

 

and I can't equip chastity belt because the game thinks I havn't equip all the stuff.

Here's my log after that message (I think it is...):

 

[Zad]: OnEquipped(Nyssa: Vaginal Piercing (Soulgem))

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ]

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101"

stack:

[item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 647

[item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ]

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101"

stack:

[item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 648

[item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ]

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101"

stack:

[item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 649

[item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94

[02/16/2015 - 11:49:10AM] [Zad]: Sending device event DeviceEquippedClitoris Piercing(Nyssa:1)

[02/16/2015 - 11:49:10AM] [bYOHHouseBuildingPlayerScript ]OnItemAdded [Armor < (110243D6)>], itemCount=1

[02/16/2015 - 11:49:10AM] [byohhousebuildingscript ] UpdateLogCount

[02/16/2015 - 11:49:10AM] [byohhousebuildingscript ] logcount=0

[02/16/2015 - 11:49:10AM] [Zad]: SyncInventory(): Equipping Clitoris Piercing.

[02/16/2015 - 11:49:10AM] [Zad]: RestraintScript OnEquippedPost PiercingVaginal

[02/16/2015 - 11:49:16AM] [Zad]: OnEquipped(Nyssa: Cursed Chastity Belt)

[02/16/2015 - 11:49:16AM] Error: Cannot check worn items against a None keyword

stack:

[ (00000014)].Actor.WornHasKeyword() - "" Line ?

 

I've posted some questions in different topics, Min answered me :"If I had to guess though, you have a mod (Probably captured dreams), that is overwriting this mod's "scripts/adLibs.pex". No mod should overwrite this mod's scripts."

Any ideas ?

PS: oh Kimy, what do you think of my suggestion of a drugged gag which applying same Skooma Whore effect than the plants ?

 

Well, Captured Dreams doesn't contain a script with that name so it is not the mod overwriting it. If I were you I would start with a reinstall of DDi and all of the requirements.

 

 

 

Done, nothing has changed. Desinstalled Integration, Assests, Expansion, SexLab Framwork and Aroused, run Fnis and LOOT, reinstall them and still bugged.

I've tried to reinstall DD Integration v2.83, and the message don't appear, but the game still thinking I'm not wearing the piercings. I don't understand what's the log mean, but maybe someone could read chere is the problem ?

 

Posted

 

Well secondary categories would be nice too. But I meant like if it was picking restraints randomly it would be cool if it was randomly picking from matching categories :P That way if there isnt a restraint in a certain category it would try matching them, at least in the one event. But yea, if I had a second category I would set it to "random" with matching themes I suppose :) I just thought thats what that option I checked in the MCM menu would do but it didnt seem to be doing it.

 

What is "matching" if there is no item in the given category is largely a matter of taste. I could sure hardcode it, but then people would say "You know Kimy...I have no idea why you think item X goes all that well with Y".

 

The "consistent" theme setting does something like that, but it means only that if a random selection is made, all items dropped in the same event will be from the same category IF POSSIBLE. If an event equips the Restrictive set on you and a set of arm cuffs is selected to drop on you, a random pick will be chosen even with "consistent theme" active, because there are no arm cuffs in the Restrictive set. If that makes any sense. :)

 

 

Well true that the "matching" would depend on taste, but Im not suggesting matching items :P I suggested specifically that it would "randomly" pick other items depending on existing themes. For instance if there wasnt an existing item for restrictive or padded metal items or something, it would roll again for a specific category and then add items from that category so at least the randomly picked restraints would match each other. Thats at the very least better than completely random that is guaranteed not to match anything at all.

 

I assume it currently works something like this.

 

1= Percentage roll for cursed loot, pass!

2= Slider Roll for types of restraints, aka common vs special ones

3= Roll for number of restraints to apply, if common [guessing]

​4= Look up type of restraints from the preferred set manually chosen in the mcm... restrictive

5= Check if the matching themes option is enabled.

6= Add any other items remaining from any random set, randomly

 

Now I'm not really sure where the matching themes check is applied since as I said Im not sure exactly how it works... but I assume its happened somewhere already. This where my suggestion comes in afterward, if it has more restraints it needs to add that the preferred set doesnt have...

 

5= Check if the matching themes option is enabled. If so...

6= Roll from other restraint sets, aka metal, leather, red l, white l, ebonite, red e, white e, etc

7= Add any other items remaining from the randomly chosen set.

8= If any restraints STILL remain, rinse/repeat and choose them from a different random set

 

Example time! So lets say I have the restrictive items theme set for my ideal, and this is without incorporating a secondary category yet. So Im in a dungeon and Cursed Loot has decided to hit me with some restraints. So the game has already rolled a percentage based on where I am, what Im doing, and possibly my arousal state and determined that I need some problems. Then it rolls based on RNG and the slider values for different weights in the devices menu and how many to apply to me if I get hit with common restraints, then it applies them based on my personal taste listed in the mcm. 

 

So now Im hit with a bunch of restrictive items, say the corset, collar, boots and gloves. It's decided I still need some cuffs, a gag and blindfold. So it rolls again, and gets metal~ Well, it adds cuffs from the metal category but since theres no metal gag or blindfold [at least yet] it rolls again from the remaining categories. So it randomly chooses ebonite and adds a ebonite gag and blindfold to me.

 

At least in my mind, that'd be sooooo much better than every single other remaining item being chosen randomly~ If you wanted to cut down the amount of extra rolls you could just do one roll from specific categories and only choose from ones with complete sets of items... like the leather and ebonite ones, since as I pointed out there are other incomplete categories that are also missing specific restraints.

Posted

Anyone know of a patch for the HIgh Security and Cursed items for the CT77 bodytype ? Clips badly on the rear and right above the breasts.

 

These items use the standard model, just a different texture. If you have a working CT77 conversion for standard items, it should work with the Cursed/HS set as well.

 

 

 

Well secondary categories would be nice too. But I meant like if it was picking restraints randomly it would be cool if it was randomly picking from matching categories :P That way if there isnt a restraint in a certain category it would try matching them, at least in the one event. But yea, if I had a second category I would set it to "random" with matching themes I suppose :) I just thought thats what that option I checked in the MCM menu would do but it didnt seem to be doing it.

 

What is "matching" if there is no item in the given category is largely a matter of taste. I could sure hardcode it, but then people would say "You know Kimy...I have no idea why you think item X goes all that well with Y".

 

The "consistent" theme setting does something like that, but it means only that if a random selection is made, all items dropped in the same event will be from the same category IF POSSIBLE. If an event equips the Restrictive set on you and a set of arm cuffs is selected to drop on you, a random pick will be chosen even with "consistent theme" active, because there are no arm cuffs in the Restrictive set. If that makes any sense. :)

 

 

Well true that the "matching" would depend on taste, but Im not suggesting matching items :P I suggested specifically that it would "randomly" pick other items depending on existing themes. For instance if there wasnt an existing item for restrictive or padded metal items or something, it would roll again for a specific category and then add items from that category so at least the randomly picked restraints would match each other. Thats at the very least better than completely random that is guaranteed not to match anything at all.

 

I assume it currently works something like this.

 

1= Percentage roll for cursed loot, pass!

2= Slider Roll for types of restraints, aka common vs special ones

3= Roll for number of restraints to apply, if common [guessing]

​4= Look up type of restraints from the preferred set manually chosen in the mcm... restrictive

5= Check if the matching themes option is enabled.

6= Add any other items remaining from any random set, randomly

 

Now I'm not really sure where the matching themes check is applied since as I said Im not sure exactly how it works... but I assume its happened somewhere already. This where my suggestion comes in afterward, if it has more restraints it needs to add that the preferred set doesnt have...

 

5= Check if the matching themes option is enabled. If so...

6= Roll from other restraint sets, aka metal, leather, red l, white l, ebonite, red e, white e, etc

7= Add any other items remaining from the randomly chosen set.

8= If any restraints STILL remain, rinse/repeat and choose them from a different random set

 

Example time! So lets say I have the restrictive items theme set for my ideal, and this is without incorporating a secondary category yet. So Im in a dungeon and Cursed Loot has decided to hit me with some restraints. So the game has already rolled a percentage based on where I am, what Im doing, and possibly my arousal state and determined that I need some problems. Then it rolls based on RNG and the slider values for different weights in the devices menu and how many to apply to me if I get hit with common restraints, then it applies them based on my personal taste listed in the mcm. 

 

So now Im hit with a bunch of restrictive items, say the corset, collar, boots and gloves. It's decided I still need some cuffs, a gag and blindfold. So it rolls again, and gets metal~ Well, it adds cuffs from the metal category but since theres no metal gag or blindfold [at least yet] it rolls again from the remaining categories. So it randomly chooses ebonite and adds a ebonite gag and blindfold to me.

 

At least in my mind, that'd be sooooo much better than every single other remaining item being chosen randomly~ If you wanted to cut down the amount of extra rolls you could just do one roll from specific categories and only choose from ones with complete sets of items... like the leather and ebonite ones, since as I pointed out there are other incomplete categories that are also missing specific restraints.

 

 

As I said, a revamp of the theme system is something I want to do down the road, but what I have in mind will take some time to make, as it involves rewriting some aspects of the core system. It will probably be in the next major version (which is still some time off). Right now I have a few other things I want to do first. :)

Posted

Wurd!  Thanks Kimy, you truly do rock!

 

 

 

 


 

Device comments will come with the next patch. :)

 

 

Great. I know I should just wait and see, but how will this work together with More Devious Quests?
 

 

 

More Devious Quests is using idle comments. Mine will be triggered when you initiate actual dialogue. You should be able to run both comment systems at the same time without any issues. My comments are written in a very different tone than most comment mods I have seen, anyway. Among things, I wrote them because I wanted to add a more playful, lighthearted choice of comments, rather than getting verbally abused by every Tom, Dick and Harry spotting poor me wearing bondage in public. ;)

 

Pardon this request, but is it possible to restrict the bandit/other NPC's adding items to you after events to the allowed items list from standard traps?

 

Getting Yoked and Gagged at the same time is kind of a game-breakingly nasty thing, and while I have the chest traps set to prevent it, bandit attacks still do it pretty commonly. I have gag-talk installed, but spending 20 minutes trying to get an NPC to understand you isn't so much fun as frustrating.

 

Love the rest of it though!

 

As somebody else said - use the blacksmith, Luke! :)

 

Hey Kimy, or anyone else for that matter

I have a problem with the sleeping attacks, and reading through the posts it doesn't seem like everyone else's.  What happens for me is I'll get woken up, immediately drop into a bondage position, along with my followers, but then nothing happens.  The bandits just stand around, and if I use my WSAD keys I can slide around the floor in the bondage pose.  Once I get tired of waiting, I'll jump to get out of bondage, but at least one of my followers will remain tied up and they'll remain so even if I leave the immediate area, (like go outside from interior spaces, or exit a dungeon/mine).  Usually I'll also get the DCUR fatal error, but not every time.  Any suggestions?

 

Yes, I think I fixed this issue for the next patch. As in turned out, there are waaaaay less threesome animations in SexLab than I thought and wearing a restraint or two quickly reduces the available choices to a good approximation to zero. In which case the scene would fail to trigger. I have put in a safeguard that should help with that. :)

 

 

Posted

Hey Kimy, or anyone else for that matter

I have a problem with the sleeping attacks, and reading through the posts it doesn't seem like everyone else's.  What happens for me is I'll get woken up, immediately drop into a bondage position, along with my followers, but then nothing happens.  The bandits just stand around, and if I use my WSAD keys I can slide around the floor in the bondage pose.  Once I get tired of waiting, I'll jump to get out of bondage, but at least one of my followers will remain tied up and they'll remain so even if I leave the immediate area, (like go outside from interior spaces, or exit a dungeon/mine).  Usually I'll also get the DCUR fatal error, but not every time.  Any suggestions?

 

I had a problem like that. Sexlab animations may or may not play (the bandits loved to sandbox in the area rather than play with their captured toys). After the event ONE follower would end up stuck in a tied up position. I could change their animation (devious drip, unrelenting force shout, etc) but as soon as whatever effect I had cleared they'd be back to their position on the floor. My solution was to reduce my number of followers, and my limited checking with the flashbang traps after that showed the perma-stuck problem to be fixed.

Posted

I'm getting an error message everytime I open a container and a device is supposed to equipped.

It says there's a problem with the installation and that "IsWearingDevice received none argument". Any ideas on how to fix this?

Posted

 

 

Have a little issue during the Cursed Collar quest since i've updated DD Integration 2.9. When I try to equip a vaginal piercing, this message appears:

 

Cs5F651.jpg

 

and I can't equip chastity belt because the game thinks I havn't equip all the stuff.

Here's my log after that message (I think it is...):

 

[Zad]: OnEquipped(Nyssa: Vaginal Piercing (Soulgem))

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ]

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101"

stack:

[item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 647

[item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ]

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101"

stack:

[item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 648

[item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ]

[02/16/2015 - 11:49:10AM] ============================================================

[02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101"

stack:

[item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 649

[item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94

[02/16/2015 - 11:49:10AM] [Zad]: Sending device event DeviceEquippedClitoris Piercing(Nyssa:1)

[02/16/2015 - 11:49:10AM] [bYOHHouseBuildingPlayerScript ]OnItemAdded [Armor < (110243D6)>], itemCount=1

[02/16/2015 - 11:49:10AM] [byohhousebuildingscript ] UpdateLogCount

[02/16/2015 - 11:49:10AM] [byohhousebuildingscript ] logcount=0

[02/16/2015 - 11:49:10AM] [Zad]: SyncInventory(): Equipping Clitoris Piercing.

[02/16/2015 - 11:49:10AM] [Zad]: RestraintScript OnEquippedPost PiercingVaginal

[02/16/2015 - 11:49:16AM] [Zad]: OnEquipped(Nyssa: Cursed Chastity Belt)

[02/16/2015 - 11:49:16AM] Error: Cannot check worn items against a None keyword

stack:

[ (00000014)].Actor.WornHasKeyword() - "" Line ?

 

I've posted some questions in different topics, Min answered me :"If I had to guess though, you have a mod (Probably captured dreams), that is overwriting this mod's "scripts/adLibs.pex". No mod should overwrite this mod's scripts."

Any ideas ?

PS: oh Kimy, what do you think of my suggestion of a drugged gag which applying same Skooma Whore effect than the plants ?

 

Well, Captured Dreams doesn't contain a script with that name so it is not the mod overwriting it. If I were you I would start with a reinstall of DDi and all of the requirements.

 

 

 

Done, nothing has changed. Desinstalled Integration, Assests, Expansion, SexLab Framwork and Aroused, run Fnis and LOOT, reinstall them and still bugged.

I've tried to reinstall DD Integration v2.83, and the message don't appear, but the game still thinking I'm not wearing the piercings. I don't understand what's the log mean, but maybe someone could read chere is the problem ?

 

 

 

Did you update/reinstall Zaz?

 

It appears to me that something is broken in your DDi 2.9 install, most likely a missing or old version of  DDa or Zaz Animations. It's unlikely that a regular mod could be screwing things up as a reinstall should replace every critical component. The log you posted is fairly clear in showing that the game is not finding a critical component where it expects to.

 

The reason the piercings don't show up when you revert to DDi 2.83 is most likely because the slots changed, you'll have to revert everything in your entire install to old 2.83 compatible versions and may have to generate a new set of piercings in game for them to show up correctly. The fact that the message doesn't appear when using 2.83 indicates to me that the missing requirement breaking DDi 2.9 is actually installed, but needs to be updated to a new version.

Posted

I need a little help. I was a little stupid, and enabled the hardcore mode. I got locked in a slave collar. After a while, It started to be annoying, so I gave myself some keys (about 50), after a while, the slave collar unlocked, I threw it away from my inventory, to not get locked again.... However, I can still see the collar in 3rd person, and I still can't disable the hardcore mode. The collar ain't in my inventory anymore, I don't have any other DDs on me, and the spell is gone too... Help?

 

 

P.S: Also, they still keep calling me slave in Cursed Dreams shop.

Posted

I have a suggestion for handling consistent secondary theme choices. Instead of simply picking from the list of themes randomly, take the list and shuffle it into a random order. Then when trying to equip a slot you check the first theme and see if you have an item. If not you drop to the next theme on the list and check that. This method will minimize the number of themes that you equip, no matter how small or complex the theme groups are. :)

Posted

Critical bug: The Courier in Chains quest can send you to dead targets. In my current playthrough, Whiterun is missing several residents due to vampire attacks. For example the smith woman and her spouse and Belethor, the shopkeeper. When Belethor died, Ysolda moved in to keep the shop open.

 

Anyway, I was sent to Belethor's shop from Riften and there is noone there to deliver the goods to. (I have a previous save, so no problem.)

 

 

Another illogical thing, although I'm not sure this comes from this mod, might be D Helpless: I was doing the above Courier quest and came to a Bandit hideout. While sneaking I sent my follower to attack a bandit in sight, so I can avoid them. The follower attacked a bandit, then suddenly the bandit ran to me and there was the raping sequence.

 

The follower stopped fighting too, although I did set that everyone has to be defeated to enable untoward action against the PC (in Sexlab Defeat, so another mod). At the start the bandit stole some money. At the end of the rape the bandit wanted to eqip an armbinder too (but failed ofc). These might help to figure out which mod did this.

 

To sum it up, I think this rape should not have happened until the follower was defeated too.

Posted

@monsta88: I guess the rape was from Deviously Helpless. DH does not take Defeat's settings into account for it's own events.

I'm about to disable DH because it's mechanics are too simple, e.g. if you drop your weapon from a vibrate event, enemies from quite far away run towards you to rape you and they won't stop even if you equipped another weapon before they arrive, which is not really what I want to happen.

Posted

Got a question as this is a new game and fresh install of DCL so it may play a bit differently to the old game which was upgraded from v2. whatever it was.

 

Had a bit of an "accident :lol: " and got fitted with a suit (normal one), gloves and a HS Chastity Belt. It was the high security item that struck me as odd as it's from a different event, was that a glitch or is it supposed to happen? I ask as usually with a HS event all items are HS.

Posted

Got a question as this is a new game and fresh install of DCL so it may play a bit differently to the old game which was upgraded from v2. whatever it was.

 

Had a bit of an "accident :lol: " and got fitted with a suit (normal one), gloves and a HS Chastity Belt. It was the high security item that struck me as odd as it's from a different event, was that a glitch or is it supposed to happen? I ask as usually with a HS event all items are HS.

 

Nothing strange with that. CL tried to put HS chastity belt, gloves and suit on you. Since gloves and suit don't have a HS version you got normal versions.

Posted

 

I'm getting the iswearingdevice? error

 

here's my log. It looks pretty bad, but this is a new save game.

 

http://pastebin.com/iyydpcX6

 

You're running an outdated version of DDI. You need to update to the newest version.

 

 

I've got the same problem but I've got the latest DDI. It works on a new save just not on my existing one.

 

Posted

 

 

I'm getting the iswearingdevice? error

 

here's my log. It looks pretty bad, but this is a new save game.

 

http://pastebin.com/iyydpcX6

 

You're running an outdated version of DDI. You need to update to the newest version.

 

 

I've got the same problem but I've got the latest DDI. It works on a new save just not on my existing one.

 

 

 

Sounds like components of the old DDi got "baked" into your save. A couple things to try:

 

The easiest is to drop the problematic Devious Devices from your inventory and console new versions of them. The new versions should use fresh settings from DDi.

 

The more drastic method if the above doesn't work is making a backup of your save then, uninstall DDi and all DDi dependent mods, save, then reinstall them in the new save. This clean save might force an update and allow things to function as they should.

Posted

 

Nothing strange with that. CL tried to put HS chastity belt, gloves and suit on you. Since gloves and suit don't have a HS version you got normal versions.

 

 

Ah thanks, that makes sense, I was thinking of it the other way round :)

 

Posted

DDx got updated! *hint-hint*

 

I just saw! But Cursed Loot 4.4 is already feature frozen, so the new models will not make it in for this version, unfortunately. :(

 

@Kimy

 

Could you add Pet Collar to optional mods if it's not too much work please?

 

I will look into it!

Posted

 

DDx got updated! *hint-hint*

 

I just saw! But Cursed Loot 4.4 is already feature frozen, so the new models will not make it in for this version, unfortunately. :(

 

 

I normally hate being 'that guy', but is there a ballpark ETA on CL 4.4? I'm looking to start a new game, clean, w/ a different mod profile, and I'd rather wait for it to drop before doing so (or know that it's still 2-3 weeks out). :P

Posted

 

 

DDx got updated! *hint-hint*

 

I just saw! But Cursed Loot 4.4 is already feature frozen, so the new models will not make it in for this version, unfortunately. :(

 

 

I normally hate being 'that guy', but is there a ballpark ETA on CL 4.4? I'm looking to start a new game, clean, w/ a different mod profile, and I'd rather wait for it to drop before doing so (or know that it's still 2-3 weeks out). :P

 

 

With the usual disclaimer that I will never, ever commit to a deadline/release date for any version of Cursed Loot, I will say that 4.4 is in beta testing already, and if everything goes well (e.g. no glaring issues being found), we should see a release fairly soon. As in more like days rather than weeks. :)

 

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