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5 hours ago, Lupine00 said:

I also have both, and they seem to work fine together. In my case Apropos2 is loaded first, SLSO later in the LO.

This would suggest that the LO makes little difference.

 

Apropos2 has its failure modes, but the are not related to SLSO as far as I can tell. It was just the same without it.

I've already loaded it and there are no issues between the two.

 

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10 hours ago, Lupine00 said:

So what is the correct way to count orgasms with SLSO in play?

 

In vanilla SexLab, sex events and orgasms are synonymous. Not so much with SLSO.

 

Do I need to catch an event?

Or is there a storage util variable I can look at?

 

If I did catch an event, it seems the Orgasm event would be most obvious, and it comes with an orgasm count.

I've never tested it, so not sure if it really works or is called.

 

Is that reliable with SLSO, as long as I check the actor?

yes need to catch slso orgasm event

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On 5/11/2019 at 5:07 AM, Lupine00 said:

So what is the correct way to count orgasms with SLSO in play?

 

In vanilla SexLab, sex events and orgasms are synonymous. Not so much with SLSO.

 

Do I need to catch an event?

Or is there a storage util variable I can look at?

 

If I did catch an event, it seems the Orgasm event would be most obvious, and it comes with an orgasm count.

I've never tested it, so not sure if it really works or is called.

 

Is that reliable with SLSO, as long as I check the actor?

If you are looking for a visual Que when a female actor orgasms (other than the hard to determine "sound level" of over 90 arousal), you can use Sexlab Utils and create a rule like ::

 

When female actor orgasms , 100 chance of instantaneous campfire effect during any type of sex (anal/vaginal). I use it for vaginal only, that way I know the sex scene is internal and Fertility Mode will hook on it. Actually, it's quite remarkable at just how well SLSO is  coded when you can "see" a chick  go off with several multiple orgasms one after the other! Doesn't happen often but it isn't supposed to either. Ha.

 

 

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I'm currently trying to create a mod that uses the "SexLabOrgasmSeparate" event fired by this mod. There are however a few issue that I have and need  some help.

This is my current event handler function:
 

Spoiler

;registered somewhere earlier, this works
self.RegisterForModEvent("SexLabOrgasmSeparate", "OnSexLabOrgasmSeparate")

Event OnSexLabOrgasmSeparate(Form ActorRef, Int Thread)
	Utility.Wait(1.0) ;testing
	self.seperateOrgasmcount += 1
	Debug.Trace("BCI - Current Seperate orgasm count: " + self.seperateOrgasmcount)
	;seems to be needed
	self.SexLab = Game.GetFormFromFile(0xD62,"SexLab.esm") as SexLabFramework

	Debug.Trace("BCI - ActorRef"  + ActorRef)
	Debug.Trace("BCI - Thread" + Thread)
	Debug.Trace("BCI - Sexlab" + SexLab)
	Debug.Trace("BCI - Sexlab self." + self.SexLab)
	Debug.Trace("BCI - cumDeflate spell " + BCIDeflateSpell)
	Debug.Trace("BCI - cumDeflate spell self." + self.BCIDeflateSpell)

	sslThreadcontroller sexThread = self.SexLab.getController(Thread)
	Actor ac = ActorRef as actor
	Actor[] actorList = sexThread.Positions
	sslBaseAnimation anim =  sexThread.Animation
	Int maleAmount = 0
	Int beastAmount = 0
	Int x

	Int actorGender = self.SexLab.GetGender(ac)
	If (actorGender == 1)
		Return
	EndIf
	
	If(!anim.IsVaginal && !anim.IsAnal)
		Return
	EndIf

	x = 0
	While(x < actorList.Length)
		;0 - Human Male (also the default values if the actor is not existing)
		;1 - Human Female
		;2 - Male Creature (this is the default value for any creature in case Creature Genders are disabled)
		;3 - Female Creature (this value is possible only if Creature Genders are enabled)

		If(anim.getGender(x) == 2)
			beastAmount += 1
		ElseIf(anim.getGender(x) == 0)
			maleAmount += 1
		EndIf

		x += 1
	EndWhile

	If(beastAmount || maleAmount < 1)
		Return
	EndIf

	x = 0
	While(x < actorList.Length)
		If(anim.getGender(x) == 1)
			AddCum(ActorList[x], (self.cumAmount * (beastAmount + maleAmount)), BCIDeflateSpell)
		EndIf

		x += 1
	EndWhile
EndEvent

 

 

Now the issue that I have with this is that somehow OnSexLabOrgasmSeparate gets repeated twice. And the first time my custom spell(BCIDeflateSpell) is not initialized(I guess) because it is a None type whenever called. Here are the logs from an animation between a sexlab male NPC and sexlab female NPC.

 

First orgasm in scene:

Spoiler

[05/16/2019 - 03:15:15PM] BCI - Current Seperate orgasm count: 9
[05/16/2019 - 03:15:15PM] BCI - Current Seperate orgasm count: 9
[05/16/2019 - 03:15:15PM] BCI - ActorRef[ObjectReference < (6ED7411D)>]
[05/16/2019 - 03:15:15PM] BCI - ActorRef[ObjectReference < (6ED7411D)>]
[05/16/2019 - 03:15:15PM] BCI - Thread0
[05/16/2019 - 03:15:15PM] BCI - Thread0
[05/16/2019 - 03:15:15PM] BCI - Sexlab[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:15PM] BCI - Sexlab[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:15PM] BCI - Sexlab self.[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:15PM] BCI - Sexlab self.[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:15PM] BCI - cumDeflate spell [SPELL < (33003878)>]
[05/16/2019 - 03:15:15PM] BCI - cumDeflate spell None
[05/16/2019 - 03:15:15PM] BCI - cumDeflate spell self.[SPELL < (33003878)>]
[05/16/2019 - 03:15:15PM] BCI - cumDeflate spell self.None
[05/16/2019 - 03:15:15PM] SEXLAB - Thread[0] Event Hook - StageEnd
[05/16/2019 - 03:15:15PM] SEXLAB - Thread[0] Advancing - Stage: 2
[05/16/2019 - 03:15:15PM] SlaveTats: Applied Body [Ovl0] = Actors\Character\slavetats\After Effects\after_effects_1.dds:10027059:0:False
[05/16/2019 - 03:15:15PM] BCI - Addcum parameter actor: [WIDeadBodyCleanupScript < (0001B118)>]
[05/16/2019 - 03:15:15PM] BCI - Addcum call spell: [SPELL < (33003878)>]
[05/16/2019 - 03:15:15PM] BCI - Addcum parameter actor: [WIDeadBodyCleanupScript < (0001B118)>]
[05/16/2019 - 03:15:15PM] BCI - Addcum call spell: None
[05/16/2019 - 03:15:16PM] ERROR: Cannot add a None spell to the actor
stack:
    [ (0001B118)].WIDeadBodyCleanupScript.AddSpell() - "<native>" Line ?
    [<NULL form> (330012C4)].basiccuminflation.AddCum() - "BasicCumInflation.psc" Line 27
    [<NULL form> (330012C4)].basiccuminflation.OnSexLabOrgasmSeparate() - "BasicCumInflation.psc" Line 93

 

Second and third orgasms in this scene:

Spoiler

[05/16/2019 - 03:15:21PM] BCI - Current Seperate orgasm count: 10
[05/16/2019 - 03:15:21PM] BCI - Current Seperate orgasm count: 10
[05/16/2019 - 03:15:21PM] BCI - ActorRef[WIDeadBodyCleanupScript < (0001B118)>]
[05/16/2019 - 03:15:21PM] BCI - ActorRef[WIDeadBodyCleanupScript < (0001B118)>]
[05/16/2019 - 03:15:21PM] BCI - Thread0
[05/16/2019 - 03:15:21PM] BCI - Thread0
[05/16/2019 - 03:15:21PM] BCI - Sexlab[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:21PM] BCI - Sexlab[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:21PM] BCI - Sexlab self.[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:21PM] BCI - cumDeflate spell None
[05/16/2019 - 03:15:21PM] BCI - Sexlab self.[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:21PM] BCI - cumDeflate spell self.None
[05/16/2019 - 03:15:21PM] BCI - cumDeflate spell [SPELL < (33003878)>]
[05/16/2019 - 03:15:21PM] BCI - cumDeflate spell self.[SPELL < (33003878)>]
[05/16/2019 - 03:15:21PM] BCI - Current Seperate orgasm count: 11
[05/16/2019 - 03:15:21PM] BCI - Current Seperate orgasm count: 11
[05/16/2019 - 03:15:21PM] BCI - ActorRef[ObjectReference < (6ED7411D)>]
[05/16/2019 - 03:15:21PM] BCI - ActorRef[ObjectReference < (6ED7411D)>]
[05/16/2019 - 03:15:21PM] BCI - Thread0
[05/16/2019 - 03:15:21PM] BCI - Thread0
[05/16/2019 - 03:15:21PM] BCI - Sexlab[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:21PM] BCI - Sexlab[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:21PM] BCI - Sexlab self.[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:21PM] BCI - cumDeflate spell [SPELL < (33003878)>]
[05/16/2019 - 03:15:21PM] BCI - Sexlab self.[sexlabframework <SexLabQuestFramework (06000D62)>]
[05/16/2019 - 03:15:21PM] BCI - cumDeflate spell self.[SPELL < (33003878)>]
[05/16/2019 - 03:15:21PM] BCI - cumDeflate spell None
[05/16/2019 - 03:15:21PM] BCI - cumDeflate spell self.None
[05/16/2019 - 03:15:21PM] SAM - OnObjectEquipped: clothes - slotMask: 00400004, character: Brawler
[05/16/2019 - 03:15:21PM] [slainternalscr <sla_Internal (07083137)>]: Elda Early-Dawn got -54 exposure for having orgasm
[05/16/2019 - 03:15:21PM] [slainternalscr <sla_Internal (07083137)>]: Brawler got -56 exposure for having orgasm
[05/16/2019 - 03:15:21PM] SAM - UpdateActor - Brawler [Actor < (6ED7411D)>] - 000101
[05/16/2019 - 03:15:21PM] SEXLAB - Thread[0] SyncDone(Sync) - Lag Timer: 9.103996
[05/16/2019 - 03:15:21PM] BCI - Addcum parameter actor: [WIDeadBodyCleanupScript < (0001B118)>]
[05/16/2019 - 03:15:21PM] BCI - Addcum call spell: [SPELL < (33003878)>]
[05/16/2019 - 03:15:21PM] BCI - Addcum parameter actor: [WIDeadBodyCleanupScript < (0001B118)>]
[05/16/2019 - 03:15:21PM] BCI - Addcum call spell: None
[05/16/2019 - 03:15:21PM] ERROR: Cannot add a None spell to the actor
stack:
    [ (0001B118)].WIDeadBodyCleanupScript.AddSpell() - "<native>" Line ?
    [<NULL form> (330012C4)].basiccuminflation.AddCum() - "BasicCumInflation.psc" Line 27
    [<NULL form> (330012C4)].basiccuminflation.OnSexLabOrgasmSeparate() - "BasicCumInflation.psc" Line 93

 

So the help I need is to figure out why this event handler is executing or just logging twice. And why sometimes I get an error.

From my testing in game this spell is never applied to the actor since my magic effects are not triggering.

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6 hours ago, giapreys said:

I'm currently trying to create a mod that uses the "SexLabOrgasmSeparate" event fired by this mod. There are however a few issue that I have and need  some help.

This is my current event handler function:
 

  Reveal hidden contents

 

Now the issue that I have with this is that somehow OnSexLabOrgasmSeparate gets repeated twice. And the first time my custom spell(BCIDeflateSpell) is not initialized(I guess) because it is a None type whenever called. Here are the logs from an animation between a sexlab male NPC and sexlab female NPC.

 

First orgasm in scene:

  Reveal hidden contents

 

Second and third orgasms in this scene:

  Reveal hidden contents

 

So the help I need is to figure out why this event handler is executing or just logging twice. And why sometimes I get an error.

From my testing in game this spell is never applied to the actor since my magic effects are not triggering.

you run two instances of your script, so both getting event

1st instance works correctly and 2nd crashes

then reverse

then reverse again

idk, check your aliases

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16 hours ago, Ed86 said:

you run two instances of your script, so both getting event

1st instance works correctly and 2nd crashes

then reverse

then reverse again

idk, check your aliases

Yeah you were right, had 2 instances and I changed the alias for the spell at some point. Thanks a lot fixed now.

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I'm Just trying to keep sexlab aroused redux from registering orgasm while in chastity. ive tried all kinds of settings and different belts Including ones from DDA,I, and E. it even happens when i hit end to end animation. I've looked through as much of the forum as from page 30 to 72 hoping someone else has this issue but to no avail at least not exactly.  is it the mod difference from the updating of DDA,I,E,CL or did it never have support for them. I even orgasm when raped even tho i have victim turned off.

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Working with this mod, I felt a need to modify it for debug purposes, so that I could reliably trigger or prevent orgasms on demand.

 

Maybe would make sense to have a toggle for this sort of thing in the MCM so all modders could test using it?

 

Left Mouse Button:              orgasm for PC

Modifier + Left Mouse Button:   orgasm for NPC

Right Mouse Button:             zero orgasm progress for PC

Modifier + Right Mouse Button:  zero orgasm progress for NPC

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On 5/20/2019 at 4:07 AM, DocClox said:

There's an option in MCM that says something like "apply sexlab orgasm effects". If that's ticked, sexlab applies an orgasm at the end of the scene regardless. That sounds like what's happening here.

ive tried it on and off after reading this, to no avail.

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4 hours ago, Rome2580 said:

 

ive tried it on and off after reading this, to no avail.

may i suggest something completely unthinkable?

like: 

a)use included sla patch

b)do not overwrite this mod files

 

oh and DDorgasms(vibrating etc) unrealed to sexlab orgasms

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13 hours ago, Ed86 said:

may i suggest something completely unthinkable?

like: 

a)use included sla patch

b)do not overwrite this mod files

 

oh and DDorgasms(vibrating etc) unrealed to sexlab orgasms

hmmm patch was checked by default. ddbelt orgasm was unchecked. is it suppose to be checked? what is ddorgasms? hmmm this is too general of a problem i need to play with it more for more information, i will return after i try a few things.

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After several nights trying to find a clean way to detect end of sex started by any mod, with SLSO in play, and separate orgasms enabled, I've come to the conclusion that it was something of an oversight not to replace the OrgasmStart and OrgasmEnd events with some equivalent events like SlsoOrgasmStart, SlsoOrgasmEnd.

 

Instead of simply handling one event, as I could do without SLSO, I now have to handle multiple stage end events and fish out information to try and figure whether the stage is the final one or not - plus the separate orgasm events.

 

It's not like this is rocket science or anything, but the awkwardness of it feels like a code smell.

 

 

I think we could have tolerated the performance hit of an extra mod-event per stage sequence in return for the convenience?

There are already dozens of events going off for SL scenes, two more per sequence would hardly have broken anything.

 

This would allow mods that do not really care about orgasm counting (DCL possibly), but use OrgasmEnd as an end-of-sex detection event to also support SLSO without having to jump through hoops or re-architect their sex-scene handling, and would make it easier for mods that do care about orgasms, but also need to detect end-of-sex without regard to orgasms to do so conveniently, with a clean separation of logic.

 

I want to support the SLSO and non-SLSO case cleanly, and the lack of these events means it has to be rather messy.

 

While SexLab generates quite a lot of mod events for this sort of thing, they're largely useless, because the names are arbitrary custom names for each initiator, due to the design of the hook system. If you want to catch them, you need to know the custom hook name, or alternatively register for all the SSL_<threadId>_ variants, which is also pointless replication and complication for something that could be so simple.

 

Well... There is also the "legacy" event for scenes with the player in, but using a deprecated mechanism (even though I'm pretty sure it's never going to be removed) feels like a code smell, and wouldn't fix my problem anyway, because you block the OrgasmEnd at the very source, so it doesn't fire internally either.

 

 

Would be super-neat if you could update SLSO to support this convenience feature.

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4 hours ago, Lupine00 said:

After several nights trying to find a clean way to detect end of sex started by any mod, with SLSO in play, and separate orgasms enabled, I've come to the conclusion that it was something of an oversight not to replace the OrgasmStart and OrgasmEnd events with some equivalent events like SlsoOrgasmStart, SlsoOrgasmEnd.

 

Instead of simply handling one event, as I could do without SLSO, I now have to handle multiple stage end events and fish out information to try and figure whether the stage is the final one or not - plus the separate orgasm events.

 

It's not like this is rocket science or anything, but the awkwardness of it feels like a code smell.

 

This would allow mods that do not really care about orgasm counting (DCL possibly), but use OrgasmEnd as an end-of-sex detection event to also support SLSO without having to jump through hoops or re-architect their sex-scene handling, and would make it easier for mods that do care about orgasms, but also need to detect end-of-sex without regard to orgasms to do so conveniently, with a clean separation of logic.

 

I want to support the SLSO and non-SLSO case cleanly, and the lack of these events means it has to be rather messy.

 

While SexLab generates quite a lot of mod events for this sort of thing, they're largely useless, because the names are arbitrary custom names for each initiator, due to the design of the hook system. If you want to catch them, you need to know the custom hook name, or alternatively register for all the SSL_<threadId>_ variants, which is also pointless replication and complication for something that could be so simple.

 

Well... There is also the "legacy" event for scenes with the player in, but using a deprecated mechanism (even though I'm pretty sure it's never going to be removed) feels like a code smell, and wouldn't fix my problem anyway, because you block the OrgasmEnd at the very source, so it doesn't fire internally either.

 

 

Would be super-neat if you could update SLSO to support this convenience feature.

why on earth add 2 more useless events(see below p5)?

 

maybe because you are doing it wrong?

 

ofc it smells

 

can suggest something completely insane, like detecting animation end with "AnimationEnd" and NOT "OrgasmEnd" which is NOT actual animation end?

 

whole point of mod is to remove such events(from thread model/controller), so orgasm happens when actor meets orgasm conditions, rather than animation reach orgasm  stage(which is always the last stage)

 

i dont know how custom hooks work and i dont care how they work, slso doesn't touch hooks, if there is a problem you better explain so i can understand, because i dont see how its relevant to slso

 

i dont see any "legacy" events

 

what "convenience feature"?

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On 7/9/2017 at 5:57 AM, Brommer said:

My dragonborn was suddenly losing lots of weight and I realized that Sexlab Hormones counts orgasms to increase the weight slider (while for color and belly/boob nodes it counts animations which is not affected by SLSO). I managed to make this patch which seems to work for me. As with my Apropos patch, I think it now counts all orgasms (player+partner), but honestly I have no idea what I'm doing. So again, handle with care.

SLSO_Hormones.7z 22.94 kB · 1,585 downloads

 

Thank you for this patch; I have a question - what would need to be done in addition to this - if anything - to also make SLSO compatible with the skill drain/puppet master on orgasm effects when one is a Succubus? I've been looking through scripts but I'm honestly hopeless at this kind of coding. Or does this patch fix all orgasm effects including daedric ones?

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18 hours ago, Ed86 said:

can suggest something completely insane, like detecting animation end with "AnimationEnd" and NOT "OrgasmEnd" which is NOT actual animation end?

 

whole point of mod is to remove such events(from thread model/controller), so orgasm happens when actor meets orgasm conditions, rather than animation reach orgasm  stage(which is always the last stage)

 

i dont know how custom hooks work and i dont care how they work, slso doesn't touch hooks, if there is a problem you better explain so i can understand, because i dont see how its relevant to slso

 

i dont see any "legacy" events

 

what "convenience feature"?

If that's your appreciation of the situation, it's probably not worth me hilighting out the lines for the legacy events, or discussing hooks.

 

What would that achieve other than wasting my night on taking you on a tour of SexLab features you don't use or care about?

 

I already handle AnimationEnd but I'm concerned that by the time it's called some data I want to inspect is invalidated / out of scope. I know that nothing will have been cleaned up when the old OrgasmEnd is called, because the animation hasn't yet ended - that is the point. Even if SexLab itself doesn't clean anything prior to calling it, and even if not many mods do things to the state on animation end, but as an example, mine does. It's not impossible that others do to, and I can't know if I'll get to handle the event before, or after, they've made their changes.

 

I thought you might be cooperative, but as you aren't interested ... it's easier for me to finish off an alternative solution (that I had to prototype before posting my previous comments), than to spend an age arguing about this, still probably not getting what I want, and getting you all pissed off at me as well.

 

StageEnd and manual final stage detection it is then.

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3 hours ago, MysPro said:

After I turn on the option "Advance scene when male orgasm", the stage will Advance until the end when the male orgsom.Is that a bug?I hope it could only advance one stage at a time.

no, male cums only once then goes to sleep

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2 hours ago, Lupine00 said:

If that's your appreciation of the situation, it's probably not worth me hilighting out the lines for the legacy events, or discussing hooks.

 

What would that achieve other than wasting my night on taking you on a tour of SexLab features you don't use or care about?

 

I already handle AnimationEnd but I'm concerned that by the time it's called some data I want to inspect is invalidated / out of scope. I know that nothing will have been cleaned up when the old OrgasmEnd is called, because the animation hasn't yet ended - that is the point. Even if SexLab itself doesn't clean anything prior to calling it, and even if not many mods do things to the state on animation end, but as an example, mine does. It's not impossible that others do to, and I can't know if I'll get to handle the event before, or after, they've made their changes.

 

I thought you might be cooperative, but as you aren't interested ... it's easier for me to finish off an alternative solution (that I had to prototype before posting my previous comments), than to spend an age arguing about this, still probably not getting what I want, and getting you all pissed off at me as well.

 

StageEnd and manual final stage detection it is then.

i dont even understand why you talking about hooks and legacy events, it has nothing to do with slso

 

after AnimationEnd called mods have 10 seconds to do their fancy magic, that is plenty more than ~1-2 second you get between orgasmstart and orgasmend events

 

SLSO was created to remove "smelly" code like OrgasmStart and OrgasmEnd, yet you are trying to reinvent it again

 

im cooperative, i can add your desired events, but they will never trigger, because with SLSO animation thread has no control over orgasm never will

 

so be it

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3 hours ago, Lupine00 said:

I know that nothing will have been cleaned up when the old OrgasmEnd is called, because the animation hasn't yet ended - that is the point

 

So what you really want is not so much a restored OnOrgasmEnd event that no longer has anything to do with orgasm, but an "animation is about to end" event?

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If you look inside SendThreadEvent and inside its components, you'll soon see why I mentioned hooks - and the "legacy event" - that refers to a comment in the SL code relating to that event.

 

Hook events have names that are made unique by design, so mods cannot listen for them generically - you register your hook tag when you set initialise the thread - if you intend to use hooks.

 

SL calls only a handful of generic mod events, and the rest are through hooks, but ALSO though a per-thread event that has the thread name baked into it, so the events are unique per thread (QuickEvent). -- note, corrected this, ThreadEvent does it one way, QuickEvent does it another --

 

So you can only listen for those if you listen for all the names, one for each thread.

 

But there's also a "legacy event" that doesn't have a per-thread unique name, or a hook-unique name, which is called only for threads with a player in.

 

This is marked deprecated.

 

 

I'm perfectly happy for a "better name" for these events...

 

I suggested the name based on what some people seem to want to do - and that is take their old OrgasmEnd code and edit the event name, and it works for SLSO, albeit in a dumb, not accurately handling orgasms way - but for many mods this is sufficient. It would at least be an intuitive substitution for them.

 

There are people who argue SLSO is completely broken because it doesn't fire OrgasmStart or OrgasmEnd ... well Kimy anyway.

 

Naming is one of the "two hard things in software" so I'm not going to complain about a better name (if only DD had some better names in it) but now I'm doing what I didn't want to do, which is taking time discussing an issue that just distracts me from solving real problems I should be working on.

 

At this point, it's probably better you don't do anything and we end this.

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