crudo Posted February 16, 2018 Posted February 16, 2018 Still having some issues. I have recreated the problem and recorded the logs. The mods I'm using that require your patch: Estrus Chaurus Soul Gem Oven Deviously Cursed Loot (I don't use any of the inflation parts of that mod but included it for thoroughness) All mods and patches were just updated two days ago to latest. What is happening in the game, when player character gets impregnated with Soul Gem Oven her belly immediately inflates to full. Only the belly, the breasts don't expand immediately. In contrast if impregnated by Estrus Chaurus event all inflation are normal and occur over a few days game time. When this occurred in my last game the player's belly did not deflate after birthing the gems. Don't know yet for this game what will happen. Just a quick follow-up, after the pregnancy was over the character's belly did not deflate. Papyrus.0.log slif_debug.0.log
hexenhaus Posted February 18, 2018 Posted February 18, 2018 I have a bit of a problem understandind SLIF and its options: SLIF is supposed to integrate and calculate changes to body nodes from different mods. It has a lot of options to set lets say min or max values, increments and so on. My problem is now that every change i make in SLIF to any mods values is reset after an node-update triggered by that mod. Am i missing something regarding MO and SLIF or is it supposed to work like that? Else i dont get the point for so many options, if the only thing that makes any difference is the calculation mode... My problem is at the moment, that Beeing A Cow sends 0.x values to certain nodes, which lower two nodes instead of heighten them. My thought was then that SLIF should allow me to set minimum values... but revert. Changind the calculation type to additive would circumvent the problem for that node, but make no sense for other nodes. Any help? ===== Ok if i changed the mods presets min values in SLIF it does not go below 1...
Karyleinne Posted February 19, 2018 Posted February 19, 2018 23 hours ago, Karyleinne said: Hello there, I was wondering myself, I use body pregnancy mods (Fill her up, etc etc.) EDIT : And also All-in-One HDT Animated Vagina body (COS Body given in the installer) But the belly have an odd shape, let me show you with Outfit Studio : Reveal hidden contents Is there a way to change this shape into one from another body mod (Pregnancy Scale Body) so it looks like this : Reveal hidden contents I mean, in game, after pregnancy happens, I have an oddly shaped belly like the one of the first screenshot, anyway to make it look like the second, with the body used from your mod ? Hello, quoting a post I've made on the wrong thread, so I am here to request for some help about it, best regards.
Guest Posted February 20, 2018 Posted February 20, 2018 On 16/01/2018 at 12:23 AM, qotsafan said: 1.1.9f *snip snip*- removed the additional +1 at the end of "subtract and add one" *snip* If the fix mentioned above had something to do with what I posted in this thread earlier (here) then removing that +1 is only part of the problem. The other, and possibly larger part of the problem is that some mods seem to disagree on what value represents no inflation. Some use 1, others 0. As it is right now (1.1.9f) all calculation methods are still affected by this 0-1 issue. Using 3 1-based mods: Top X (like you stated yourself a few posts ago) outputs 1.5. That is 15% of unexplained inflation with a step value of 10. Highest wins would probably output 1 (10%). Additive I'd imagine would output 3 (30%). This one would then be affected the most. Basically what it boils down to is that if you install 2 or more mods that use 1 as "no inflation" then SLIF is always going to apply inflation to the character. In the case of the additive calculation method it should be the most obvious since more mods = more inflation. The solution? SLIF should be able to unify the incoming value so that this confusion does not affect its internal workings. Perhaps the easiest way is to do this is in the various mod compatibility patches; adjust the value there before it is sent to SLIF, then neither the plugin nor SLIF need to be concerned about it. The addCalculationType function would have to be rewritten as this 0-1 confusion is clearly present there; with most calculation types being max'ed to 1 by default (lines 231-246 in SLIF_Calc.psc) for example. If I'm not mistaken, right now in version 1.1.9f, if the user has lets say 3 0-based mods installed the Subtract One calculation method will mess up: SLIF_Math.MaxFloat(0.0, substract_one_value + ((tempValue - 1) * modCount)) SLIF_Math.MaxFloat(0.0, 1.0 + ((0.0 - 1) * 3) SLIF_Math.MaxFloat(0.0, 1.0 - 3) So basically one of the 3 mods need to reach a value of 2 before SLIF starts showing inflation. I "fixed" this in FHU by making that mod 1-based instead of 0-based but that was just a quick workaround so that I didn't have to go through the entire SLIF code to figure out how it works and how to fix it. And that fix worked because I set subtract_one_value to 0 and I only had one mod installed. If I had more than one mod it still would have been wrong most likely. After normalizing the input values and fixing the calculation methods Subtract One would no longer make sense and could be replaced by the Additive method.
Guest Posted February 20, 2018 Posted February 20, 2018 22 hours ago, Karyleinne said: Hello, quoting a post I've made on the wrong thread, so I am here to request for some help about it, best regards. Copy bone weights from one mesh to another in Outfit Studio. See here for more information.
Karyleinne Posted February 20, 2018 Posted February 20, 2018 23 minutes ago, raan_zii said: Copy bone weights from one mesh to another in Outfit Studio. See here for more information. That's what I did, but it gives an even more odd shape, look (reference template I want to copy bone from is hidden, so I can see results on the mesh I want to apply after copying bone) : Spoiler
Guest Posted February 20, 2018 Posted February 20, 2018 2 minutes ago, Karyleinne said: That's what I did, but it gives an even more odd shape, look (reference template I want to copy bone from is hidden, so I can see results on the mesh I want to apply after copying bone) : Reveal hidden contents Odd, can't really help you any more than that. If that's the shape you're seeing when using SLIF then I'd advice you to disable NiOverride in SLIF and switching over to bodymorphs. Morphs produce a better resullt anyways.
Karyleinne Posted February 20, 2018 Posted February 20, 2018 19 hours ago, raan_zii said: Odd, can't really help you any more than that. If that's the shape you're seeing when using SLIF then I'd advice you to disable NiOverride in SLIF and switching over to bodymorphs. Morphs produce a better resullt anyways. How can I disable and switch over to bodymorph please ? (I use SLIF with SLIF Patches, FHU 2.0 with NiO beta release, and NiO Body morphs from Better Inflated Bellies) EDIT : Just nevermind, I feel like I'll use the body mesh with the belly node I want, and forget about the HDT animated vagina that is included in the one I want to modify. Too difficult to apprehend for me. EDIT : Fixed, it seemed like the default position of the body in outfit studio was screwing with the belly node scaling, now I have the belly node I wanted with body I'm using, thanks to the Copy Selected Bone option. Thank you for your help.
nufndash Posted February 23, 2018 Posted February 23, 2018 On 2/18/2018 at 2:13 PM, hexenhaus said: I have a bit of a problem understandind SLIF and its options: SLIF is supposed to integrate and calculate changes to body nodes from different mods. It has a lot of options to set lets say min or max values, increments and so on. My problem is now that every change i make in SLIF to any mods values is reset after an node-update triggered by that mod. Am i missing something regarding MO and SLIF or is it supposed to work like that? Else i dont get the point for so many options, if the only thing that makes any difference is the calculation mode... My problem is at the moment, that Beeing A Cow sends 0.x values to certain nodes, which lower two nodes instead of heighten them. My thought was then that SLIF should allow me to set minimum values... but revert. Changind the calculation type to additive would circumvent the problem for that node, but make no sense for other nodes. Any help? ===== Ok if i changed the mods presets min values in SLIF it does not go below 1... I came here looking for the exact same solutions. I am also using Beeing A Cow, my problem is my PC is a redguard and the weight is .68 or close to it. I think at stage two the Beeing A Cow mod gets registered with SLIF, and the weight of my PC is changed to 0. So somehow BAC is sending a 0 value, but I think it needs to be sending 1. I have no idea what I am talking about really, so I was wondering if anyone has some insight on how to fix this, or maybe a explanation how this all works so I can do a better job trying to find a solution. I have SGO III, MME, and Estrus, and none of those three change the weight to 0 so I think I am just looking in the wrong places. I think I have tried every option to fix the problem with the MCM, but I haven't had any luck. Is there anyone that can help us out? I think the mod author is looking into it, (I think), but nothing seems to be happening on it. Instead of waiting for the author to fix things, I thought I would come here and try to learn what is actually happening so I understand SLIF better. I can go into Racemenu and change the weight back, but on each transformation stage, it returns to the smaller values.
qotsafan Posted February 25, 2018 Author Posted February 25, 2018 On 20.2.2018 at 8:42 PM, raan_zii said: If the fix mentioned above had something to do with what I posted in this thread earlier (here) then removing that +1 is only part of the problem. The other, and possibly larger part of the problem is that some mods seem to disagree on what value represents no inflation. Some use 1, others 0. As it is right now (1.1.9f) all calculation methods are still affected by this 0-1 issue. Using 3 1-based mods: Top X (like you stated yourself a few posts ago) outputs 1.5. That is 15% of unexplained inflation with a step value of 10. Highest wins would probably output 1 (10%). Additive I'd imagine would output 3 (30%). This one would then be affected the most. Basically what it boils down to is that if you install 2 or more mods that use 1 as "no inflation" then SLIF is always going to apply inflation to the character. In the case of the additive calculation method it should be the most obvious since more mods = more inflation. The solution? SLIF should be able to unify the incoming value so that this confusion does not affect its internal workings. Perhaps the easiest way is to do this is in the various mod compatibility patches; adjust the value there before it is sent to SLIF, then neither the plugin nor SLIF need to be concerned about it. The addCalculationType function would have to be rewritten as this 0-1 confusion is clearly present there; with most calculation types being max'ed to 1 by default (lines 231-246 in SLIF_Calc.psc) for example. If I'm not mistaken, right now in version 1.1.9f, if the user has lets say 3 0-based mods installed the Subtract One calculation method will mess up: SLIF_Math.MaxFloat(0.0, substract_one_value + ((tempValue - 1) * modCount)) SLIF_Math.MaxFloat(0.0, 1.0 + ((0.0 - 1) * 3) SLIF_Math.MaxFloat(0.0, 1.0 - 3) So basically one of the 3 mods need to reach a value of 2 before SLIF starts showing inflation. I "fixed" this in FHU by making that mod 1-based instead of 0-based but that was just a quick workaround so that I didn't have to go through the entire SLIF code to figure out how it works and how to fix it. And that fix worked because I set subtract_one_value to 0 and I only had one mod installed. If I had more than one mod it still would have been wrong most likely. After normalizing the input values and fixing the calculation methods Subtract One would no longer make sense and could be replaced by the Additive method. 5 Some use 1, others 0, but that's the same for NetImmerse Override. 1 is the base value for NetImmerse Override and also for SLIF. An output of 3 would be the same for NetImmerse Override, if you set it to additive. A value of 0 is not factored in at all, SLIF only calculates actual values above 0.
qotsafan Posted February 25, 2018 Author Posted February 25, 2018 On 15.2.2018 at 10:39 PM, precursor said: Hi!. Sorry for my bad english. With a standard scaling of boobs in CBBE body is not beautiful (NiOverride - NPC RL breast). Whether it is possible to set the scale of the breast in the same way as the bodyslide weight from 0 to 100. 0 corresponds to the inflation value 1, and 100 corresponds to the maximum inflation of the breast? Is it possible linking the sliders of CBBE morph in the recemenu to inflation value? How I can achieve a better result for the morph, with the condition that the breast at the value of inflation 1 - corresponds to the original. Perhaps the influence of factors in the percentage menu should affect the inflation as follows ? example: gravityMultiplier = 1 - (100-gravityPersent)/100 gravityInflation = (inflationValue - 1)*gravityMultiplier gravityPersent - value of the influence of the parameter gravity in the percentage menu gravityInflation - value shows how the gravity changes depending on the inflation Or I do not understand how the percentage menu should influence))) Now, when all sliders are set to zero in NiOverride menu, the percentage menu still affects even if the value of the inflation is 1.000 With the value of inflation equal 1, it makes no sense to exert any influence on the morph. I can just change the values myself for example, in racemenu. Set NiOverride to 0% and set the category on the top right to percentages, there you can set the values for BodyMorphs (BodyMorphs are basically those bodyslide weights). The percentage menu is independent from NiOverride. On 16.2.2018 at 4:06 AM, crudo said: Still having some issues. I have recreated the problem and recorded the logs. The mods I'm using that require your patch: Estrus Chaurus Soul Gem Oven Deviously Cursed Loot (I don't use any of the inflation parts of that mod but included it for thoroughness) All mods and patches were just updated two days ago to latest. What is happening in the game, when player character gets impregnated with Soul Gem Oven her belly immediately inflates to full. Only the belly, the breasts don't expand immediately. In contrast if impregnated by Estrus Chaurus event all inflation are normal and occur over a few days game time. When this occurred in my last game the player's belly did not deflate after birthing the gems. Don't know yet for this game what will happen. Just a quick follow-up, after the pregnancy was over the character's belly did not deflate. Papyrus.0.log slif_debug.0.log Well, you have set it to Highest Wins, so as long as there is a higher value, the belly will not deflate, try a different calculation type. The instant inflation for Soul Gem Oven means that Soul Gem Oven is most likely set to instant. On 18.2.2018 at 8:13 PM, hexenhaus said: I have a bit of a problem understandind SLIF and its options: SLIF is supposed to integrate and calculate changes to body nodes from different mods. It has a lot of options to set lets say min or max values, increments and so on. My problem is now that every change i make in SLIF to any mods values is reset after an node-update triggered by that mod. Am i missing something regarding MO and SLIF or is it supposed to work like that? Else i dont get the point for so many options, if the only thing that makes any difference is the calculation mode... My problem is at the moment, that Beeing A Cow sends 0.x values to certain nodes, which lower two nodes instead of heighten them. My thought was then that SLIF should allow me to set minimum values... but revert. Changind the calculation type to additive would circumvent the problem for that node, but make no sense for other nodes. Any help? ===== Ok if i changed the mods presets min values in SLIF it does not go below 1... On 23.2.2018 at 8:43 AM, nufndash said: I came here looking for the exact same solutions. I am also using Beeing A Cow, my problem is my PC is a redguard and the weight is .68 or close to it. I think at stage two the Beeing A Cow mod gets registered with SLIF, and the weight of my PC is changed to 0. So somehow BAC is sending a 0 value, but I think it needs to be sending 1. I have no idea what I am talking about really, so I was wondering if anyone has some insight on how to fix this, or maybe a explanation how this all works so I can do a better job trying to find a solution. I have SGO III, MME, and Estrus, and none of those three change the weight to 0 so I think I am just looking in the wrong places. I think I have tried every option to fix the problem with the MCM, but I haven't had any luck. Is there anyone that can help us out? I think the mod author is looking into it, (I think), but nothing seems to be happening on it. Instead of waiting for the author to fix things, I thought I would come here and try to learn what is actually happening so I understand SLIF better. I can go into Racemenu and change the weight back, but on each transformation stage, it returns to the smaller values. Might be a problem with Being a Cow, will have to check.
Guest Posted February 25, 2018 Posted February 25, 2018 3 hours ago, qotsafan said: Some use 1, others 0, but that's the same for NetImmerse Override. 1 is the base value for NetImmerse Override and also for SLIF. An output of 3 would be the same for NetImmerse Override, if you set it to additive. A value of 0 is not factored in at all, SLIF only calculates actual values above 0. I do not know about NiO, the test I made was done with bodymorphs where 0 != 1 according to what I'm seeing.
qotsafan Posted February 26, 2018 Author Posted February 26, 2018 9 hours ago, raan_zii said: I do not know about NiO, the test I made was done with bodymorphs where 0 != 1 according to what I'm seeing. If you set the bodymorph minimum from 0 to 1, the bodymorphs will then start at 0, if the value is at or above 1. For a value, that is between 0 and 1, the difference to 1 is then deflated for that bodymorph. (example value 0.6: 0.6 - 1 = -0.4)
Varithina Posted February 26, 2018 Posted February 26, 2018 14 hours ago, raan_zii said: I do not know about NiO, the test I made was done with bodymorphs where 0 != 1 according to what I'm seeing. 17 hours ago, qotsafan said: Some use 1, others 0, but that's the same for NetImmerse Override. 1 is the base value for NetImmerse Override and also for SLIF. An output of 3 would be the same for NetImmerse Override, if you set it to additive. A value of 0 is not factored in at all, SLIF only calculates actual values above 0. Do not forget that skse\plugins\niooveride.ini also contains settings that could be affecting things, especially if you are not aware of them, these two bits especially, ; Determines scaling mode ; 0 - Multiplicative ; 1 - Averaged ; 2 - Additive ; 3 - Largest iScaleMode=0 ; Determines combination mode for BodyMorph ; 0 - Additive ; 1 - Averaged ; 2 - Largest iBodyMorphMode=0 Note both those settings default to combine all the values, it might be worth settings the first one to 3 and the second one to 2, which will use the largest value all the various mods trying to change bodyscales rather than the default which either multiply them in the first setting or add them all up in the second.
crudo Posted February 26, 2018 Posted February 26, 2018 On 2/25/2018 at 9:16 AM, qotsafan said: On 2/15/2018 at 10:06 PM, crudo said: Still having some issues. I have recreated the problem and recorded the logs. The mods I'm using that require your patch: Estrus Chaurus Soul Gem Oven Deviously Cursed Loot (I don't use any of the inflation parts of that mod but included it for thoroughness) All mods and patches were just updated two days ago to latest. What is happening in the game, when player character gets impregnated with Soul Gem Oven her belly immediately inflates to full. Only the belly, the breasts don't expand immediately. In contrast if impregnated by Estrus Chaurus event all inflation are normal and occur over a few days game time. When this occurred in my last game the player's belly did not deflate after birthing the gems. Don't know yet for this game what will happen. Just a quick follow-up, after the pregnancy was over the character's belly did not deflate. Papyrus.0.log slif_debug.0.log Well, you have set it to Highest Wins, so as long as there is a higher value, the belly will not deflate, try a different calculation type. The instant inflation for Soul Gem Oven means that Soul Gem Oven is most likely set to instant. Again, thanks for looking into the logs but I had incremental for the inflation type for Soul Gem Oven. I also did not have any other mods effecting my character at the time so there was no other reason for the belly not to deflate. I can get everything to work eventually, I simply have to unregister the particular node. I'm just throwing this out, I started having these problem when I checked the option to have incremental breast growth after an Estrus Chaurus pregnancy. I don't know if it's related but it's the only thing that I'm doing differently since this issue has popped up. Previously your mod worked in the background flawlessly.
LinksSword Posted February 28, 2018 Posted February 28, 2018 Is it possible to add belly dampen? similar to SGO?
qotsafan Posted March 2, 2018 Author Posted March 2, 2018 On 26.2.2018 at 11:44 PM, crudo said: Again, thanks for looking into the logs but I had incremental for the inflation type for Soul Gem Oven. I also did not have any other mods effecting my character at the time so there was no other reason for the belly not to deflate. I can get everything to work eventually, I simply have to unregister the particular node. I'm just throwing this out, I started having these problem when I checked the option to have incremental breast growth after an Estrus Chaurus pregnancy. I don't know if it's related but it's the only thing that I'm doing differently since this issue has popped up. Previously your mod worked in the background flawlessly. Hmm, sounds really odd, will have to check. On 1.3.2018 at 12:29 AM, LinksSword said: Is it possible to add belly dampen? similar to SGO? Certainly, how similar do you want it to be? I'm thinking weight dampening for breasts/belly/butt and the curve also sounds like a nice addition, with a default of no curve.
LinksSword Posted March 2, 2018 Posted March 2, 2018 8 hours ago, qotsafan said: Hmm, sounds really odd, will have to check. Certainly, how similar do you want it to be? I'm thinking weight dampening for breasts/belly/butt and the curve also sounds like a nice addition, with a default of no curve. just enough so it can make the belly sort of lowers at full size realistically. like hangs down a bit.
foreveraloneguy Posted March 2, 2018 Posted March 2, 2018 12 minutes ago, LinksSword said: just enough so it can make the belly sort of lowers at full size realistically. like hangs down a bit. That's not a curve like Hon is talking about. You want something that simulates weight, not a curve. I did it by creating my own sliders. Now I'm slogging my way through my hundreds of armors and updating them. Until we get a physics model that actually models an increase in mass when the scale increases, custom sliders is probably the only option. Either that or something that can dynamically change the bone coordinates.
CynicalCore Posted March 3, 2018 Posted March 3, 2018 Hi, first: my english isn't native... so i install the latest version, framework 1.1.9f +patches. So when i'm ingame mcm registered the mod but i haven't a bodymorph in my option "bodymorph" and under "values and slider" it dont show me the "registered mods" tab... patches install with NMM and find my mods: SLSO, Egg Factory and FHU 2.0 or somthing other idk... i've overwrite everthing. So i have the all-in-one body and build my charakter in raccemenu with some bodymorph slider... smaller back and waist etc... but in my savegame my belly didn't change at any event from SLSO, FHU, Chaurus or even Egg Factory... is there a step that i forgott by installing, or somthing else??? Sorry for my english again, my english is not the yellow from the egg...
Guest Posted March 4, 2018 Posted March 4, 2018 Hey could I get some help here cause i think it might be me doing something wrong? I am using this mod in conjunction to slaverun and it updates the breast size perfectly but when i reload that save my breast size will be back to normal until like 6 hours of waiting then they pop back to normal or having to go into the MCM and update actor. Is there a way to update the actor on load? edit: Nevermind i got it working, i turned on the scanner and that fixed it.
RedPassenger Posted March 5, 2018 Posted March 5, 2018 Is there a way to make the belly in-game inflate like this Spoiler Instead of like this Spoiler WTF IS THIS GIGANTIC BELLY BUTTON I CANT EVEN FUCK IT I've tried overwriting the scripts with these Better inflated bellies but I get to see like 1 second of the correct belly inflation happen before my game crashes, I've tried everything now (skeletons bodies etc, if you can help me with that I've posted topic here). I'm thinking maybe there is another way. I'm totally noob but, in the SLIF MCM menu for Values and Sliders there are no "pregnancybelly" sliders only NPC belly sliders, is there a way to add that? Like the one you can have in Bodyslide that make the belly inflate like the first pictures?
dragongodmod117 Posted March 5, 2018 Posted March 5, 2018 1 hour ago, RedPassenger said: Is there a way to make the belly in-game inflate like this Reveal hidden contents Instead of like this Reveal hidden contents WTF IS THIS GIGANTIC BELLY BUTTON I CANT EVEN FUCK IT I've tried overwriting the scripts with these Better inflated bellies but I get to see like 1 second of the correct belly inflation happen before my game crashes, I've tried everything now (skeletons bodies etc, if you can help me with that I've posted topic here). I'm thinking maybe there is another way. I'm totally noob but, in the SLIF MCM menu for Values and Sliders there are no "pregnancybelly" sliders only NPC belly sliders, is there a way to add that? Like the one you can have in Bodyslide that make the belly inflate like the first pictures? It looks like you're using NiOverride for the inflation. If you go to the BodyMorphs tab, you can change the scaling from the NiOverride to the actual bodymorphs that cbbe/ uunp has. 1
RedPassenger Posted March 6, 2018 Posted March 6, 2018 5 hours ago, dragongodmod117 said: It looks like you're using NiOverride for the inflation. If you go to the BodyMorphs tab, you can change the scaling from the NiOverride to the actual bodymorphs that cbbe/ uunp has. Alright got it to work. Thanks to you I was able to learn that there is a major difference apparently from processing NiOverride "morphs" and Bodymorphs. To fix it I needed to install this Crash Fix and set the the following settings in CrashFixPlugin.ini and voila' no more ctd's Quote UseOSAllocators=1 and crashing when touching sliders in character creation or otherwise.Set AlignHeapAllocate=1 in CrashFixPlugin.ini, downside is increased load time and increased memory usage. Anyways I am happy with the results now. I am pleasantly surprised to learn that there is a lot more potential for more pregnancy customisation with SLIF, now that I learned that you can also sync other bodymorphs such as areola size and nipple size change etc. to the growth of the belly and that is just one example. :> Thanks again, SLIF is really great but I personally find it a bit non-intuitive at first with all the options in the MCM menu for noobs like me : ( 1
nunu87 Posted March 6, 2018 Posted March 6, 2018 I'm trying to achieve something that should be possible with this mod but i'm not sure how to do it... I'm using Devious Butt and i wanna make the hip, legs grow along with the butt when inflated. When changing value in bodymorph nothing changed visually on my toon Btw i did try with the "percentage" window as stated in a previous post. EDIT: i rebuilded the body with [build morphs] and test out again. When not inflated my character become super skinny for no reason, her legs hips and all goes to skinny version... It doesn't happen if i wear an armor. Happens with the mod devious butt. EDIT 2: tried with dietbasedbutt mod instead of DeviousButt. Exact same result, once SLIF registed it, the shape of my body is automatically changed (skinny). From there im totally lost, i don't know where to start and what to do to fix that issue.
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