Imohtep300 Posted May 28, 2016 Posted May 28, 2016 I'm sorry, all. I looked and looked, literally making my character get on her hands and knees and comb the area around the Lover Stone, but I could not find the patch of dirt supposedly containing the second key fragment for the Bound Queen quest. I'm both out of ideas and time for the evening. Can anyone point me right at it, please? Screenshot or video? Even some highly detailed instruction? I've tried everything I can think of from combing inch by inch to disabling various land pieces hoping there would just be a floating patch of dirt so I could exclaim how obvious it was in hindsight. I even tried to look at it in creation kit, but I don't know near enough to have a clue what I'm looking at. Once again, sorry everyone, and thanks for any help Oh, and bit of a side note: I also didn't see any place to donate to Kimy. Is there such a place? This bound queen quest is the first time I can ever remember actually going out of my way to dungeon delve, so it must be a darn good quest and mod This has come up before and it seems that there are some circumstances that may cause the second fragment quest to break, such that the target fails to appear. When it is there, it has a quest target pointing at it, so it's very obvious. I'm not sure if there is a workaround for this, or if backing up to previous save (before receiving that objective) will help, but you could try that. Oh, that explains it. Ok, I'll load a previous save and just keep trying. I really don't want to have to use the debug quest cancel, but I won't rule that out just yet either. Thanks for your help! _________________ Addendum: I was able to force a bit of a work around via console. I don't know if it will all fall apart on me later down the quest line or not yet, but for now I was able to move on. Here is what I did for those having issues with the Lover Stone part of the quest: Add the key fragment to your inventory - Find the item ID with help "Chastity Key Fragment 2" and then add it with player.additem (ID from the help statement) 1 Find out what stage of the quest you are on - As of right now, the stage I was stuck on going to the Lover Stone was stage 100, needing to go to stage 101. However, since I don't know if these things change or not, I got the quest ID from help "dcur_royalchastity" and then the current stage situation from player.sqs (quest ID) Set the stage! - Looking at the results from the previous command, you want the lowest stage still marked with a 0. As of writing, mine was stage 101. The command I issued was SetStage (quest ID from two commands ago) (Stage from the previous command) Don't panic! - When you set the stage, you can check it again with the player.sqs command, but nothing will have changed in your quest log. While this seems like it has failed, if you go back to Julius he will happily provide you with the dialog options to advance to the next stage which, for me, updated my quest log right along as if nothing ever happened.
Doooom560 Posted May 28, 2016 Posted May 28, 2016 I've been having a lot of fun with Cursed Loot ever since I downloaded it almost half a year ago. I decided I'd just leave some suggestions and thoughts here to be picked up at your leisure: I'm unsure if this was intentional, but when I saw the description for the new heavy harness trap (The Veil, The Silencer and The Choker), I think I read the Silencer would make it absolutely impossible to strike up any conversation. Meanwhile...it behaves like any other gag in my game. A bug? Or as intended? In relation to the above, while the gag-talk options allow people to still play the game proper despite being gagged, I'd love the idea of an option that completely disables all conversation while wearing any sort of gag. What do you think about this? I really love the designs of the latex miniskirts and 'spandex suits' included in one of the later updates. I think the Dollmaker sells some non-lockable enchanted versions of them. What do you think about including these in the lockable sets, just like the rubber catsuits? I've found that some lockable items are found as uncursed loot in some chests, but are never equipped during cursed traps and self-bondage triggers. Some that come to mind are the rubber hood that only covers the mouth, the Heavy Choker and Heavy Gag Harness and probably a few others I've missed. Is this a bug or as intended? I've also found that, when I get the Chastity Belt of Shame or Ankle Chains equipped, while having one of these already in the inventory won't make them add another to the inventory, only equip the one already present. This is just a minor thing, but could be important to people shelling out their extra bondage gear for gold to pay blacksmiths with to help them get out of some high-security restraints Any chances of seeing more types of boots to be trapped in? I just love the boots already in (especially the transparent ones), and I'd love to see more
HyperonicX Posted May 28, 2016 Posted May 28, 2016 Any chances of seeing more types of boots to be trapped in? I just love the boots already in (especially the transparent ones), and I'd love to see more Definitely the Pony Boots. I would like to see these implemented into this mod, as they are my personal favourite footwear ingame.
Kimy Posted May 28, 2016 Author Posted May 28, 2016 I've been having a lot of fun with Cursed Loot ever since I downloaded it almost half a year ago. I decided I'd just leave some suggestions and thoughts here to be picked up at your leisure: I'm unsure if this was intentional, but when I saw the description for the new heavy harness trap (The Veil, The Silencer and The Choker), I think I read the Silencer would make it absolutely impossible to strike up any conversation. Meanwhile...it behaves like any other gag in my game. A bug? Or as intended? Not intented if that happens. The Silencer is supposed to silence you. It uses the same code as the Slave Gag, which already does that. In relation to the above, while the gag-talk options allow people to still play the game proper despite being gagged, I'd love the idea of an option that completely disables all conversation while wearing any sort of gag. What do you think about this? It's (supposed to be) already in. See above. I really love the designs of the latex miniskirts and 'spandex suits' included in one of the later updates. I think the Dollmaker sells some non-lockable enchanted versions of them. What do you think about including these in the lockable sets, just like the rubber catsuits? You mean as in restraints? What would these items do then, in terms of mechanics? I've found that some lockable items are found as uncursed loot in some chests, but are never equipped during cursed traps and self-bondage triggers. Some that come to mind are the rubber hood that only covers the mouth, the Heavy Choker and Heavy Gag Harness and probably a few others I've missed. Is this a bug or as intended? The self-bondage feature uses a list of standard items it can use. I've also found that, when I get the Chastity Belt of Shame or Ankle Chains equipped, while having one of these already in the inventory won't make them add another to the inventory, only equip the one already present. This is just a minor thing, but could be important to people shelling out their extra bondage gear for gold to pay blacksmiths with to help them get out of some high-security restraints Yeah, that could be. The framework will use already present restraints if the item is already in your inventory. I would need to add an extra copy in that case. Any chances of seeing more types of boots to be trapped in? I just love the boots already in (especially the transparent ones), and I'd love to see more Absolutely. If I get my hands on more boot models to use. I used most I could find already, though. Any chances of seeing more types of boots to be trapped in? I just love the boots already in (especially the transparent ones), and I'd love to see more Definitely the Pony Boots. I would like to see these implemented into this mod, as they are my personal favourite footwear ingame. Cursed Loot can drop the pony boots as standard items, but I have no plans to use them for anything else. I have to admit that pony gear leaves me cold.
HyperonicX Posted May 28, 2016 Posted May 28, 2016 Any chances of seeing more types of boots to be trapped in? I just love the boots already in (especially the transparent ones), and I'd love to see more Definitely the Pony Boots. I would like to see these implemented into this mod, as they are my personal favourite footwear ingame. Cursed Loot can drop the pony boots as standard items, but I have no plans to use them for anything else. I have to admit that pony gear leaves me cold. Oh well. At least they're obtainable that way. Better then nothing.
DonQuiWho Posted May 29, 2016 Posted May 29, 2016 @ Kimy Might I make a suggestion? Is it possible to set 'Lucky Charms' to sometimes 'fail'? Reason being that without having some with you, the game becomes almost unplayable when trying to fight one's way through a quest in some of the larger dungeons - eg the radiant quest for Shalidor's Insights played in the huge 'Forgotten Ruins', one of the 20+ additional dungeons added by http://www.nexusmods.com/skyrim/mods/57979/? . But at the same time as adding this sanity measure, you can end up with such a stock of charms that they never quite run out, even on an acceptably low chance setting, so too often you just end up with no actually adverse outcomes being triggered. It would be nice to add back a bit of risk, and that would seem a very simple way of doing it.... I'm going to cringe with embarrassment if you tell me that there is some way of doing that in the MCM...LOL It's no big deal, but I thought I'd mention it, just in case 1) it sounds like it might add something to the fun and 2) to see if anyone else might want to add any support for the notion Otherwise, all seems to work pretty well, thanks, so I'm very much a Happy User Just raise the chance for a cursed loot event to occur and then you should get a better balance between charms and events. You're asking for a complex fix to a simple problem. Sorry, but you've lost me here. I'm first to admit that maths was never my strong point. It may be also be that I have misunderstand the way in which charms are generated compared to restraint items. However, I'm not sure how increasing the cursed loot event chance helps me get that 'better balance', and improves the overall chance of completing some of the immense modded dungeons, which have relatively huge maps, and can have >4/500 lootable containers, bodies and plants, significantly larger, and with comparatively more 'dangerous' content than the much smaller, standard game, ones You can never be sure what you are getting into. You want to enter with some hope of getting out, , but the variability in location size is such that you can end up with almost no adverse events at all. I was just hoping that a little bit of risk could be added back
Tockity Posted May 29, 2016 Posted May 29, 2016 Does anyone know if the Export Settings option creates a file somewhere? Just built a new PC and would like to copy it over if possible.
Mez558 Posted May 29, 2016 Posted May 29, 2016 Could you tell me what animation is being used/called for Cover when nude? I was looking to see if I could change it for one of Bahow's
Mez558 Posted May 29, 2016 Posted May 29, 2016 Just raise the chance for a cursed loot event to occur and then you should get a better balance between charms and events. You're asking for a complex fix to a simple problem. Sorry, but you've lost me here. I'm first to admit that maths was never my strong point. It may be also be that I have misunderstand the way in which charms are generated compared to restraint items. However, I'm not sure how increasing the cursed loot event chance helps me get that 'better balance', and improves the overall chance of completing some of the immense modded dungeons, which have relatively huge maps, and can have >4/500 lootable containers, bodies and plants, significantly larger, and with comparatively more 'dangerous' content than the much smaller, standard game, ones You can never be sure what you are getting into. You want to enter with some hope of getting out, , but the variability in location size is such that you can end up with almost no adverse events at all. I was just hoping that a little bit of risk could be added back What he means is, you can adjust the chances of the events (Charms, Keys, Cursed Loot) so you are not carrying a massive stock of charms or a too many events happening per dungeon. If you currently have too many charms, leave some behind or sell them. To do what you are asking for would take a lot of work when really all that is required is some number balancing by the user to make the chances of each event acceptable to their game.
DonQuiWho Posted May 29, 2016 Posted May 29, 2016 Just raise the chance for a cursed loot event to occur and then you should get a better balance between charms and events. You're asking for a complex fix to a simple problem. Sorry, but you've lost me here. I'm first to admit that maths was never my strong point. It may be also be that I have misunderstand the way in which charms are generated compared to restraint items. However, I'm not sure how increasing the cursed loot event chance helps me get that 'better balance', and improves the overall chance of completing some of the immense modded dungeons, which have relatively huge maps, and can have >4/500 lootable containers, bodies and plants, significantly larger, and with comparatively more 'dangerous' content than the much smaller, standard game, ones You can never be sure what you are getting into. You want to enter with some hope of getting out, , but the variability in location size is such that you can end up with almost no adverse events at all. I was just hoping that a little bit of risk could be added back What he means is, you can adjust the chances of the events (Charms, Keys, Cursed Loot) so you are not carrying a massive stock of charms or a too many events happening per dungeon. If you currently have too many charms, leave some behind or sell them. To do what you are asking for would take a lot of work when really all that is required is some number balancing by the user to make the chances of each event acceptable to their game. Not being a modder, I guess that I am probably underestimating the work involved. I hadn't anticipated that adding a succeed/fail conditional test, at the point the DCUR event checked whether or not the PC was 'wearing' a lucky charm, was actually that onerous - even if it might also need an additional chance setting put into the MCM I'm certainly not trying to waste Kimy's time
DonQuiWho Posted May 29, 2016 Posted May 29, 2016 @ Kimy Speaking of MCM menuus, I have a problem in that my MCM mod menus have, as best as I can describe it, 'slowed down' or ceased to work consistently. Context is: First off, I use Jaxonz MCM Kicker, and that seems to take an age to now report on how many menus there are on start up. Secondly, accessing MCM from inside the game, they seem to 'hang'. Take DCUR. Sometimes, sub menus refuse to appear. When all the submenus do appear, clicking to select one sometimes does move into the sub menu, sometimes it doesn't. When you get there, trying to change a slider, well, sometimes the slider appears, sometimes it doesn't. Moving from one sub menu to another can be just as hit and miss. If anything 'hangs', I have to back right out of the MCM and start again from the top, with no greater certainty of success. Reason for raising here: When trying to make MCM changes, my Papyrus log (attached) is full of what I think are DCUR reports - probably for no good reason that your menu was what I tested the problem on most . If I'm reading them correctly, I think they show that occasionally the access and attempted change works ok, but on most occasions they show a stack(?) error. Of course, the problem may well be with SKYUI rather than DCUR, but are you able, from what you can see, to help by at least pointing me with where I might go next? Possible other pointers(?) I don't remember this sort of slowness being a problem before .json files started appearing for many mods' settings, incl DDe, Cursed Loot, Defeat, and POP. I thought they were a sort of 'storage' media for mods' current starting settings, but does their data get accessed in-game in some way when using the MCM? I had a look through the SKYUI logs but, while I can't pretend that I understood too much of them, I didn't see anything stand out saying 'this is it!' If they are, I was also wondering if my MO set up is such that they are not being found properly - or something like that If you - or anyone else who has come across this - have any clues that might help me with this, I'd be grateful to know what to try next TIA Papyrus.2.log
Doooom560 Posted May 29, 2016 Posted May 29, 2016 Replies below in italic (since I can't figure out how you did the pink color thing): I've been having a lot of fun with Cursed Loot ever since I downloaded it almost half a year ago. I decided I'd just leave some suggestions and thoughts here to be picked up at your leisure: I'm unsure if this was intentional, but when I saw the description for the new heavy harness trap (The Veil, The Silencer and The Choker), I think I read the Silencer would make it absolutely impossible to strike up any conversation. Meanwhile...it behaves like any other gag in my game. A bug? Or as intended? Not intented if that happens. The Silencer is supposed to silence you. It uses the same code as the Slave Gag, which already does that. I did some testing with the Slave Gag, and just like with all the other gags, including the Silencer, it gives me the Cursed Loot gagtalk dialog, which can fail once, after which every other conversation attempt succeeds. In relation to the above, while the gag-talk options allow people to still play the game proper despite being gagged, I'd love the idea of an option that completely disables all conversation while wearing any sort of gag. What do you think about this? It's (supposed to be) already in. See above. The only options I've found were the one where you're put through a gag-talk dialog, with a chance of the NPC doing something good or bad, after which every other attempt succeeds. What I meant with this was, having the option of being completely unable of accessing the normal dialogue when wearing a gag, even after several attempts. I really love the designs of the latex miniskirts and 'spandex suits' included in one of the later updates. I think the Dollmaker sells some non-lockable enchanted versions of them. What do you think about including these in the lockable sets, just like the rubber catsuits? You mean as in restraints? What would these items do then, in terms of mechanics? I was thinking having them do the exact same thing as the rubber and transparent bodysuits already do: generally getting in the way of normal armor and being very visible for NPCs to comment on. I've found that some lockable items are found as uncursed loot in some chests, but are never equipped during cursed traps and self-bondage triggers. Some that come to mind are the rubber hood that only covers the mouth, the Heavy Choker and Heavy Gag Harness and probably a few others I've missed. Is this a bug or as intended? The self-bondage feature uses a list of standard items it can use. I had walked around with a large collection of bondage gear, just so I would equip the things I liked most when self-bondage struck. I found that the eyeless hood and heavy harness set wouldn't equip on me. I've done some proper testing now, carrying just those three items, and it equipped the eyeless hood on me no problem. I didn't check seperately if it would equip the heavy harness set though. Sorry for bringing this one up! I've also found that, when I get the Chastity Belt of Shame or Ankle Chains equipped, while having one of these already in the inventory won't make them add another to the inventory, only equip the one already present. This is just a minor thing, but could be important to people shelling out their extra bondage gear for gold to pay blacksmiths with to help them get out of some high-security restraints Yeah, that could be. The framework will use already present restraints if the item is already in your inventory. I would need to add an extra copy in that case. Any chances of seeing more types of boots to be trapped in? I just love the boots already in (especially the transparent ones), and I'd love to see more Absolutely. If I get my hands on more boot models to use. I used most I could find already, though. There is one mod on the nexus I know of that allows usage if asked for permission. Its called Bobs Boots and (since I'm hilariously uncapable of making a hyperlink in this) can be found at http://www.nexusmods.com/skyrim/mods/43381/
Kimy Posted May 29, 2016 Author Posted May 29, 2016 There is one mod on the nexus I know of that allows usage if asked for permission. Its called Bobs Boots and (since I'm hilariously uncapable of making a hyperlink in this) can be found at http://www.nexusmods.com/skyrim/mods/43381/ These boots are nice but they are vanilla CBBE and UNP only. If someone converts them to Bodyslide CBBE and UUNP, I will add them!
AnubiSs2167 Posted May 29, 2016 Posted May 29, 2016 Question for more expirienced DD users. Is there somwhere a unp version of rubber cat suit? I always get traped in one when i agree for clients to tie me up. It seems to be Cbbe and it looks awefull on my characters. Or maybe i can replace the meshes and textures to something diffrent. Will it work that way?
Mister X Posted May 29, 2016 Posted May 29, 2016 Question for more expirienced DD users. Is there somwhere a unp version of rubber cat suit? I always get traped in one when i agree for clients to tie me up. It seems to be Cbbe and it looks awefull on my characters. Or maybe i can replace the meshes and textures to something diffrent. Will it work that way? DCUR offers BodySlide options, and basic meshes I believe, for both UUNP and CBBE for all of its items, the UUNP version should work with UNP bodies.
firebinder Posted May 29, 2016 Posted May 29, 2016 I've come across a couple more minor issues. The first issue occurred when my character was defeated by several Thalmar near Riverwood, who then raped her, stole her stuff, and left her tied up in Falkreath near Haldir's Cairn. She got loose and after a couple of days made it back to the "They stole my stuff" map marker - but the thieves were nowhere to be found. The marker was there - just no thieves. I believe the Thalmar in question were added by the mod "DFB - Random Encounters" by Darkfirebird, and I suspect it gets rid of the NPCs it spawns when the player leaves the area. Not a big deal for me, after all you probably ought to have a hard time finding thieves. The second issue occurred when my character triggered an estrus attack while harvesting plants. In the DCUR MCM I have the chance of being impregnated set to 0%, but she still got the Chaurus parasite anyway. Now in the Estrus Chaurus MCM I did not disable pregnancy, so I wonder if that overrides the DCUR setting.
Deadly Kitten Posted May 29, 2016 Posted May 29, 2016 Question for more expirienced DD users. Is there somwhere a unp version of rubber cat suit? I always get traped in one when i agree for clients to tie me up. It seems to be Cbbe and it looks awefull on my characters. Or maybe i can replace the meshes and textures to something diffrent. Will it work that way? DCUR offers BodySlide options, and basic meshes I believe, for both UUNP and CBBE for all of its items, the UUNP version should work with UNP bodies. That is actually pretty difficult, because I've had problems with this in the past. I had to make a roundabout way in order to get the UNP body I wanted that enabled the fitting of the DD items properly, and even now there is slight clipping here and there if I'm not using the same coloured catsuit + DD items. I just did a batch-build in bodyslide, and I don't typically notice clipping. If I do, it's almost certain I installed a Bodyslide mod and forgot to rebuild it, or am wearing a non-bodyslide armor. Oh, I'm using Devious Corner as well, you need that for Bodyslide IIRC.
WaxenFigure Posted May 29, 2016 Posted May 29, 2016 ... Sorry, but you've lost me here. I'm first to admit that maths was never my strong point. It may be also be that I have misunderstand the way in which charms are generated compared to restraint items. However, I'm not sure how increasing the cursed loot event chance helps me get that 'better balance', and improves the overall chance of completing some of the immense modded dungeons, which have relatively huge maps, and can have >4/500 lootable containers, bodies and plants, significantly larger, and with comparatively more 'dangerous' content than the much smaller, standard game, ones You can never be sure what you are getting into. You want to enter with some hope of getting out, , but the variability in location size is such that you can end up with almost no adverse events at all. I was just hoping that a little bit of risk could be added back You can set the rate (percent chance) that Lucky Charms drop but you can also set the rate that cursed loot events happen. If you have already lowered the rate that lucky charms drop so low that you cannot get any lower and still get so many lucky charms that you don't ever get caught by a trap it means you need to increase the chance that a cursed loot event happens so you get more of them and thus use up those charms fast enough to put your girl at risk more often.
Kimy Posted May 29, 2016 Author Posted May 29, 2016 Question for more expirienced DD users. Is there somwhere a unp version of rubber cat suit? I always get traped in one when i agree for clients to tie me up. It seems to be Cbbe and it looks awefull on my characters. Or maybe i can replace the meshes and textures to something diffrent. Will it work that way? DCUR offers BodySlide options, and basic meshes I believe, for both UUNP and CBBE for all of its items, the UUNP version should work with UNP bodies. That is actually pretty difficult, because I've had problems with this in the past. I had to make a roundabout way in order to get the UNP body I wanted that enabled the fitting of the DD items properly, and even now there is slight clipping here and there if I'm not using the same coloured catsuit + DD items. I just did a batch-build in bodyslide, and I don't typically notice clipping. If I do, it's almost certain I installed a Bodyslide mod and forgot to rebuild it, or am wearing a non-bodyslide armor. Oh, I'm using Devious Corner as well, you need that for Bodyslide IIRC. Since I use a standard UNP body, the UUNP-UNP preset causes lots of clipping and problems, which is why I did what I had to do to get it working for me. Ironically, I did try the UUNP-UNP body with the UNP preset, but clipping still occured, so there's definitely something wrong with the catsuit meshes somewhere. Vanilla UNP is unsupported. Cursed Loot requires a Bodyslide compatible body and using Bodyslide to build the included gear.
Slorm Posted May 30, 2016 Posted May 30, 2016 Bug Report - Minor (May not be a bug knowing Kimy ) Did the Leon quest tonight and at the start my Forsworn armour and weapons had been upgraded to Fine. When I got them back they were at base level so I had to re-smith them back to where they were. I bet it was that Claudius that switched them, he's a shifty and ill favoured looking fellow
Deadly Kitten Posted May 30, 2016 Posted May 30, 2016 Question for more expirienced DD users. Is there somwhere a unp version of rubber cat suit? I always get traped in one when i agree for clients to tie me up. It seems to be Cbbe and it looks awefull on my characters. Or maybe i can replace the meshes and textures to something diffrent. Will it work that way? DCUR offers BodySlide options, and basic meshes I believe, for both UUNP and CBBE for all of its items, the UUNP version should work with UNP bodies. That is actually pretty difficult, because I've had problems with this in the past. I had to make a roundabout way in order to get the UNP body I wanted that enabled the fitting of the DD items properly, and even now there is slight clipping here and there if I'm not using the same coloured catsuit + DD items. I just did a batch-build in bodyslide, and I don't typically notice clipping. If I do, it's almost certain I installed a Bodyslide mod and forgot to rebuild it, or am wearing a non-bodyslide armor. Oh, I'm using Devious Corner as well, you need that for Bodyslide IIRC. Since I use a standard UNP body, the UUNP-UNP preset causes lots of clipping and problems, which is why I did what I had to do to get it working for me. Ironically, I did try the UUNP-UNP body with the UNP preset, but clipping still occured, so there's definitely something wrong with the catsuit meshes somewhere. Vanilla UNP is unsupported. Cursed Loot requires a Bodyslide compatible body and using Bodyslide to build the included gear. Well, derp. Yeah, I'm using The Devious Corner (for DD-bodyslide files) and UUNP. Forgot to tell him the most important parts. Sorries.
Nalessa Posted May 30, 2016 Posted May 30, 2016 Any chance for the spearhead catsuit to be added now that it has bodyslide? http://www.loverslab.com/topic/38362-project-unified-unp/page-107?do=findComment&comment=1556828 Or at least have a devious version of the mask that comes with it? Love that it looks like a blindfold+gag ^^
Kimy Posted May 30, 2016 Author Posted May 30, 2016 Any chance for the spearhead catsuit to be added now that it has bodyslide? http://www.loverslab.com/topic/38362-project-unified-unp/page-107?do=findComment&comment=1556828 Or at least have a devious version of the mask that comes with it? Love that it looks like a blindfold+gag ^^ Is there a CBBE Bodyslide slider set for it as well? If yes, I'd add it in an instant.
Kissinger Posted May 30, 2016 Posted May 30, 2016 Is there a CBBE Bodyslide slider set for it as well? If yes, I'd add it in an instant. Is this one not CBBE bodyslide? http://www.loverslab.com/topic/39423-a-noob-does-bodyslide-2hdt-conversions-halted/?p=992208
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