Lupine00 Posted June 16, 2019 Posted June 16, 2019 The required escort count feature could still be a lot more immersive.  It still feels very all-or nothing with one slider that is simply you, as a player, saying to yourself "I'm going to get a follower" - and now you have a slider to remind you, but that's all.   For a Slaverun oriented game, being able to disallow female escorts completely would be a useful feature.   Personally, I'd like something similar to a license for female escorts.  e.g. Male escorts require no license, but for a female escort, you have to buy a license, and the quartermaster needs to "approve" them. (Or there's a different MCM price for the male and female escort license, so if you want to make male escorts more expensive or something, you can).  But even with that, it would still feel a bit ... empty ... I think. It needs a little more... Somehow.   Some really rough ideas: a) if you don't have an escort, the guards can "find" you one - get an NPC of Monoman's creation, with a few amusing dialog lines - designed to work well with DF. b) ways to avoid having an escort if you please the guards sufficiently. c) if you have a weapon or magic license, they might waive the follower requirement d) extra tolls for followers, especially female followers e) more variability, so it's not just all-or-nothing, follower or no follower - provide a min and max slider. Max is the "default" requirement, but various factors (see b, c, d) above can reduce it, but no lower than min. f) combined levels requirement rather than simple follower count, but there's a scale factor for males, so they may count as worth extra. This would be an extra (OR) way to leave. So you could meet this requirement OR the min follower count. g) tie in to whore/beggar/bandit (honeypot?) "the only jobs an unmarried itinerant woman can have" - if you ENTER without an escort, immediately classified as whore or criminal.  I don't really have a great idea here. Maybe all it needs is better dialog?  I think (f) would be a simple and effective improvement to this though. Not enough to make it great, but it would make it better.  (g) does nothing to fix the dull nature of the feature, but does add something else good.  I like the idea of starting the game using LAL, so you don't have a follower, and immediately getting into trouble when you first reach a city.   Also, like licenses, being escorted could be enforced by guards in open towns and villages; it doesn't need a gate to work.  If you don't have an escort, they can't trap you in the town, but they could either: a) punish or fine on the spot b) send you to the hold capitol for your own safety, if it's a city (you're ported there, and charged for the trouble the guards took "escorting" you). c) port you to the local inn - local guards are set to "punish on sight" on the assumption that you're a runaway whore/bandit honeypot. If you can pay a large enough bribe, the guards will give you a grace period to leave. Integrate with license enforcement in open towns/villages and (c) and the requirement to license female escorts for extra fun.  This would need to be a feature you could turn off  1
Black Justicar Posted June 16, 2019 Posted June 16, 2019 In version 0.42 Im constantly getting "RND and DDi interfaces are inactive. Reinstall mod" messages. But i did everything right. DDi and RND were installed and activated, on SLSurvival update. Help plz?..
Guest Posted June 16, 2019 Posted June 16, 2019 12 hours ago, Lupine00 said: If you don't have an escort, they can't trap you in the town, but they could send you to the hold capitol for your own safety, if it's a city (you're ported there, and charged for the trouble the guards took "escorting" you).  God, that's such a troll idea. I love it.  I hope to see towns like Morthal/Rorikstead/Dawnstar/Dragon Bridge incorporated into the law aspects of the mod one day. Probably a long way off, but one can dream.
Tenri Posted June 16, 2019 Posted June 16, 2019 1 hour ago, Black Justicar said: In version 0.42 Im constantly getting "RND and DDi interfaces are inactive. Reinstall mod" messages. But i did everything right. DDi and RND were installed and activated, on SLSurvival update. Help plz?.. Is this happening on first load after installing, or every game load? Does it happen when you open the MCM? Â If it is just the first and not in the MCM might be safe to ignore, if it is every and in the MCM try reinstalling Survival now that RND and DDI are installed, especially if you installed Survival before them initially.
Monoman1 Posted June 16, 2019 Author Posted June 16, 2019 On 6/14/2019 at 2:59 PM, Lupine00 said: Cry for Help sounds interesting, but also like it might never get used. I use it a fair bit. Guess it depends on what mods you use. I get attacked quite often outside of riverwood, whiterun, riften, winterhold. Anywhere really. I'm not sure if that's from the mod Genesis or Obis or both maybe. On 6/14/2019 at 6:57 PM, Sucker343 said: A little help. I entered a city wearing dd restrain they bind me with additional hand restrain. Now I purchased license cleared toll they put the additional restrain off.  Now I re entered the city with some dd restrain and they locked me with hand restrain again. This time no option to get out of it and gate is also locked and I can fast travel out of the city but the restrain remain locked.  How do I get out of city normally? Note: those restrains were manually equipped by me. No slave or part of quest etc. Yea, this is just the mandatory restraints part of avoiding the toll. The guard should have explained everything when you got caught.  This is the detailed explanation: Spoiler The guard will demand 5 times the toll in gold. If you haven't got the gold then: The guard will take items from your inventory up to the remaining value. There's a toggle in the Mcm to enable a gift menu (enabled by default) which will allow you to pick which items to give. If the toggle is disabled then the guard will take random items. You can't get these items back without pickpocketing or killing the guard! If you still haven't covered the cost with items then the guard will reduce the cost for every devious device you equip. And if you still haven't paid everything at this point it is added to your bounty for that hold. (Which may later get you evicted from your home) Also one of your licences (if you have any) is torn up. You get to pick which one. And of course anything you don't have a licence for is taken. As a parting gift you will be required to wear severe restraint(s) for one week while in town (mandatory restraints). The toll guard will remove the restraint after you paid the toll. So talk to him before leaving town. If you continue to misbehave and get caught again then more severe devices are equipped. Mandatory restraints 1: Armbinder Mandatory restraints 2: Yoke Mandatory restraints 3: Yoke + Boots + Gag Mandatory restraints 4: Yoke + Boots + Gag + Ankle chains (Needs DCL) Madatory restraints decay one stage at a time. So for example if you're caught for the third time then you're equipped with a Yoke + Boots + Gag. After one week of paying the toll you drop down one stage to just a Yoke. Then one week later back to just an armbinder and finally one week later you're not restrained any more. Mandatory restraints are automatically equipped by the toll guards when entering a city via the toll doors.  On 6/15/2019 at 10:50 AM, Zaflis said: The toll collectors don't seem to be doing their job right in all cities. In short time playing i've only been to Whiterun and Riften. Entered Whiterun twice, both times the cursed collar to prevent magics was equipped and toll collector only approached that 1 time. But in Riften he approaches me every time i walk by the gate and equips a new different collar each time. Delay between walk-by's could be as short as few seconds, so i could "farm" collars... Those collars don't drain mana, they're just regular ones. Ok I understand why they keep giving you collars -> Because the force greet is triggered when you don't have the magic draining effect. But I don't understand why you're not getting the draining effect in the first place. Can you try this: Get yourself uncollared if you're already wearing one. Type 'sqv _SLS_TollDodgeQuest' in console. Edit: Sorry wrong quest name. Type 'sqv _SLS_LicenceQuest' in console.  The first alias listed is the magic draining collar. Now. Go 3rd person and make your character jump. At the crest of the jump, open the console. Type 'prid xxxxxxxx' where xxxxxxxxx is the id given from sqv. type 'moveto player' then pickup the collar. Take it to an empty barrel or something and dump it inside. Open the console again, target the barrel by clicking on it and type 'RemoveAllItems' into the console. Then try the gate guards again. On 6/15/2019 at 10:50 AM, Zaflis said: Also a suggestion for having an option for chainless collars only. I know that once you leave the city you can just use 1 restraint key to take it off (maybe that's too easy too?), but while in the city you may have to go through many doors and loading screens and that's where HDT chains make the game the most vulnerable to crashing. I had a couple. You can change this yourself if you like. Check out the "steelcollars" section in the json file: \SKSE\Plugins\StorageUtilData\SL Survival\DeviceList.json It's down near the bottom. That section contains all the collars used for the cursed collar. So if you delete the lines that are chained collars you won't get them anymore. The problem is that the ids in the json file are in decimal and the ids in TesEdit are in hex so you'll have to convert them to figure out which collar you're removing. On 6/15/2019 at 2:59 PM, Bushi Neko said: I love this mod more all the time. Now seeing the talk of follower support, is it not possible to do it like Slaverun? Like ' Mimic Player ' ? So if we get the collar, they get the collar, our license is their license...    Yes I will probably try to make it so that the licences applies to you and your followers. On 6/15/2019 at 6:16 PM, Lupine00 said: However, if a melee can somehow kill an enemy (which a follower will probably do easily), they can get a weapon, and probably armor, but a caster cannot get rid of the collar unless they are in a key-rich environment... That part is not so fair. Get MWA and make both aspects unfair! On 6/15/2019 at 6:16 PM, Lupine00 said: One up-side for mages is that mage "gear" isn't confiscated, but of course it's useless to you while collared. I think if you have magic robes, boots or hat, they should take them as well as armor, but jewellery should be allowed. Because sexist! Good idea. Might be difficult to detect within the narrow 'contraband detection window' though. Also might cause some issues with the likes of say the HDT high heel effect. On 6/15/2019 at 6:16 PM, Lupine00 said: The situation in the open towns is a little slack. Agreed. 23 hours ago, CynicalCore said: Canu tell me waht i need? if i go into conditionals i get under each mod active and inactive. i bet i need active but i wanna go sure Yea, what DTMT said is true. I also added some detail on manual install to the installation section on the main page. 23 hours ago, Tiress said: Changing the toll cost even by a single septim or setting it to scale with level efectively removes the cost in 0.42. Interacting with tollbox then unlocks the gate, but it doesn't remove the gold. Unfortunately, changing settings back to default values doesn't seem to fix it. I'll check it out. Amazing that something so small has given me so much trouble. 16 hours ago, Lupine00 said: Some kind of mechanic where the guards confiscate your money and block you from buying licenses would be interesting. Perhaps this could be a punishment for something? Or simply what happens if you turn up in town without an escort (if escorts are required). To turn up in town, have your gear taken, be locked in a collar, and have your money taken is a beautiful combo - in such a case the toll to leave might be increased too. Currently you can't buy a licence if you have a bounty in that hold but I guess you mean more than that. Thanks for the ideas + the high praise btw 4 hours ago, Black Justicar said: In version 0.42 Im constantly getting "RND and DDi interfaces are inactive. Reinstall mod" messages. But i did everything right. DDi and RND were installed and activated, on SLSurvival update. Help plz?.. Install manually. Check the installation section on the main page.  Edit: I'm a bit under the weather at the moment so if I missed someone let me know. All the ideas are going to take time to absorb. 2
lanastara Posted June 16, 2019 Posted June 16, 2019 Sorry if I'm annoying but did you have time to check if it's possible to disable the magic license or replace the collar with the curse via an mcm opion? Â Thanks in advance
Black Justicar Posted June 16, 2019 Posted June 16, 2019 32 minutes ago, Tenri said: Is this happening on first load after installing, or every game load? Does it happen when you open the MCM? Â If it is just the first and not in the MCM might be safe to ignore, if it is every and in the MCM try reinstalling Survival now that RND and DDI are installed, especially if you installed Survival before them initially. I have fixed that with manual script override. Works well. Think that it is related to recent "Vortex" update. Like some condition identifying mechanism is working in a different way now, or is not working at all. Thanx for your attention.
Monoman1 Posted June 16, 2019 Author Posted June 16, 2019 14 minutes ago, lanastara said: Sorry if I'm annoying but did you have time to check if it's possible to disable the magic license or replace the collar with the curse via an mcm opion?  Thanks in advance Sorry, not yet. Might I suggest for the moment to set the cost of a perpetual magic licence to 1 and buy one.Â
Black Justicar Posted June 16, 2019 Posted June 16, 2019 44 minutes ago, Monoman1 said: Good idea. Monoman1 ,can you please add a "Hardcore option" to your mod? Like in DCL, DFW, Devious Keysmiths etc. To block MCM settings, in some conditions: maybe on low gold, or in towns, or when restrained, or on a setted amount of ingame days ... better if it will be all of it and selectable)). Or maybe you can propose more suitable conditions yourself. Cause it's not challenging, when player can easelly cheat in mcm and take no consequences of their playthrough. Thanx for attention ^^
Reesewow Posted June 16, 2019 Posted June 16, 2019 7 minutes ago, Black Justicar said:  Cause it's not challenging, when player can easelly cheat in mcm and take no consequences of their playthrough. While I totally get why some people like MCM menu locking for the feeling they are stuck with their choices - I don't know if it would really *do* anything for Sexlab Survival. Nearly everything in the mod is based on having gold - you pay the toll, you pay for licences, you pay for food/inn rooms/drinks/bounties.  Unless the mod blocked use of the console (please no), anyone who wants to cheat this mod just needs to open console and type player.additem f 1000000.
Monoman1 Posted June 16, 2019 Author Posted June 16, 2019 24 minutes ago, Black Justicar said: Monoman1 ,can you please add a "Hardcore option" to your mod? Like in DCL, DFW, Devious Keysmiths etc. To block MCM settings, in some conditions: maybe on low gold, or in towns, or when restrained, or on a setted amount of ingame days ... better if it will be all of it and selectable)). Or maybe you can propose more suitable conditions yourself. Cause it's not challenging, when player can easelly cheat in mcm and take no consequences of their playthrough. Thanx for attention ^^  20 minutes ago, Reesewow said: While I totally get why some people like MCM menu locking for the feeling they are stuck with their choices - I don't know if it would really *do* anything for Sexlab Survival. Nearly everything in the mod is based on having gold - you pay the toll, you pay for licences, you pay for food/inn rooms/drinks/bounties.  Unless the mod blocked use of the console (please no), anyone who wants to cheat this mod just needs to open console and type player.additem f 1000000. Technically I could detect when the console is open and remove any gold added to the player while it's open.Â
Reesewow Posted June 16, 2019 Posted June 16, 2019 9 minutes ago, Monoman1 said:  Technically I could detect when the console is open and remove any gold added to the player while it's open. Heh, for sure, but then you'd have an arms race. "Did Monoman1 think of detecting this daedric armor I'm going to sell? What about spawning coin sacks on the floor in front of me?".   Not to say you shouldn't do an MCM menu lock option if you want to - have at as long as it is optional IMO, more options more better. I just think that it would have much less of an impact on a mod like SL Survival that depends on having or not having vanilla items/gold, and makes more sense for mods that rely on the MCM for global/quest variables that change difficulty.
Hex Bolt Posted June 16, 2019 Posted June 16, 2019 A suggestion for the stashes: an optional exemption from stealing for containers that are actually owned by the player (not merely unowned). There are times when I have placed a container which for various reasons I deem to be very safe, but it's in a location that's inappropriate to have the LocTypePlayerHouse keyword. Checking player ownership would be a simple, flexible workaround.Â
Monoman1 Posted June 16, 2019 Author Posted June 16, 2019 1 hour ago, Reesewow said: Heh, for sure, but then you'd have an arms race. "Did Monoman1 think of detecting this daedric armor I'm going to sell? What about spawning coin sacks on the floor in front of me?".   Not to say you shouldn't do an MCM menu lock option if you want to - have at as long as it is optional IMO, more options more better. I just think that it would have much less of an impact on a mod like SL Survival that depends on having or not having vanilla items/gold, and makes more sense for mods that rely on the MCM for global/quest variables that change difficulty. Oh yea, I said technically but I actually agree with you. It would be very difficult to enforce so I think really that self-control is the only way to go really. 1 hour ago, HexBolt8 said: A suggestion for the stashes: an optional exemption from stealing for containers that are actually owned by the player (not merely unowned). There are times when I have placed a container which for various reasons I deem to be very safe, but it's in a location that's inappropriate to have the LocTypePlayerHouse keyword. Checking player ownership would be a simple, flexible workaround. Are these containers actually properly 'owned' though? In my experience ownership in skyrim aint exactly... accurate. I've been wanting to add an exceptions list anyway. + an on/off toggle. When I can get around to it.Â
Hex Bolt Posted June 16, 2019 Posted June 16, 2019 17 minutes ago, Monoman1 said: Are these containers actually properly 'owned' though? In my experience ownership in skyrim aint exactly... accurate. I've been wanting to add an exceptions list anyway. + an on/off toggle. When I can get around to it. I'd assumed that the GetActorOwner() call is reliable, but I haven't tested it. I just suggested ownership because it's easy for the player to set, and easy to check, a simple way to indicate that this container instance is safe. But you might have a better idea for implementing this -- when you have the time and inclination of course.
Black Justicar Posted June 16, 2019 Posted June 16, 2019 5 hours ago, Monoman1 said:  5 hours ago, Reesewow said: While I totally get why some people like MCM menu locking for the feeling they are stuck with their choices - I don't know if it would really *do* anything for Sexlab Survival. Nearly everything in the mod is based on having gold - you pay the toll, you pay for licences, you pay for food/inn rooms/drinks/bounties.  Unless the mod blocked use of the console (please no), anyone who wants to cheat this mod just needs to open console and type player.additem f 1000000. Technically I could detect when the console is open and remove any gold added to the player while it's open. These "some people" like it, cause all gaming is about challenges. And when we are talking about Skyrim's player bdsm, slavery, abuse, harassment, poverty, etc, its all about the challenges square. It's very obvious that when you are installing mods with functions sort of "Anti-quality of life" you want a real shit to happen with your char. You want to face difficulties. And "SL_Survival" has so much potential in it) But sometimes our lazyness and fear of unknown, are stronger then our inner sadist/masochist. It's normal. It's some kind of primal psy-optimization and protection that separates us from the aprior purpose of installing this mods. And, for true emotions, helplessness, arousal, etc, this mechanism must be controlled too. That's why we want "Hardcore button". To make things as true as they suppose to be in a concept. Amen. P.s.: It would be nice not only to remove gold, but (again) to lock settings. Cause anyone can set tolls and licences to minimal prices, barter some underfoot junk and be free. It's not challenging.
Black Justicar Posted June 16, 2019 Posted June 16, 2019 5 hours ago, Reesewow said: Unless the mod blocked use of the console (please no) I'm already playing with console blocked. And with mod called "Only save when resting". And I've manually deleted all portable bedrolls from all my mods. And, yes, i have "sleep rape"mods too) And RND with food spoilage On)
Zaflis Posted June 16, 2019 Posted June 16, 2019 On 6/15/2019 at 12:50 PM, Zaflis said: Spoiler  The toll collectors don't seem to be doing their job right in all cities. In short time playing i've only been to Whiterun and Riften. Entered Whiterun twice, both times the cursed collar to prevent magics was equipped and toll collector only approached that 1 time. But in Riften he approaches me every time i walk by the gate and equips a new different collar each time. Delay between walk-by's could be as short as few seconds, so i could "farm" collars... Those collars don't drain mana, they're just regular ones.  Also a suggestion for having an option for chainless collars only. I know that once you leave the city you can just use 1 restraint key to take it off (maybe that's too easy too?), but while in the city you may have to go through many doors and loading screens and that's where HDT chains make the game the most vulnerable to crashing. I had a couple.   Continuation to post... So my earlier test was so Whiterun worked (was always chain collar), then Riften didn't work, then Whiterun worked again. In that order, which made me think there's something specific to how different holds guards handle it.  Today i first made the changes to hide chain collars and then while in Whiterun with the chain collar i used restraint key to remove it. Then approached a guard and he gave me a posture collar without mana draining debuff just like earlier in Riften. Papyrus tells this: Spoiler [06/17/2019 - 02:22:18AM] [DCUR] Periodical update starts [06/17/2019 - 02:22:20AM] [DCUR] Sex attacks are out of cooldown. Checking conditions! [06/17/2019 - 02:22:38AM] SLS_: Devious.EquipDevice: [Armor < (0A040005)>] - Golden Collar (Padded) (Posture) [06/17/2019 - 02:22:38AM] [Zad]: EquipDevice called for Golden Collar (Padded) (Posture) [06/17/2019 - 02:22:38AM] [Zad]: Acquired mutex, equipping Golden Collar (Padded) (Posture) [06/17/2019 - 02:22:38AM] [Zad]: OnContainerChanged() [06/17/2019 - 02:22:38AM] [Zad]: OnEquipped(Jinna: Golden Collar (Padded) (Posture)) [06/17/2019 - 02:22:38AM] [Zad]: No menus are open. Equipping silently. [06/17/2019 - 02:22:38AM] [Zad]: Sending device event DeviceEquippedCollar(Jinna:1) [06/17/2019 - 02:22:39AM] [Zad]: ReEquipExistingDevices() is working:1 [06/17/2019 - 02:22:39AM] [Zad]: SyncInventory(): Equipping Collar. [06/17/2019 - 02:22:39AM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [Item 3 in container (00000014)].zadHiderScript.Delete() - "<native>" Line ? [Item 3 in container (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line ? [06/17/2019 - 02:22:39AM] [Zad]: RestraintScript OnEquippedPost Collar [06/17/2019 - 02:22:50AM] [DCUR] Periodical update starts [06/17/2019 - 02:22:52AM] [DCUR] Sex attacks are out of cooldown. Checking conditions!  So what i can gather, should SLS_ be logging a little more?  And the changes i made to DeviceList was removing all collars with ID range 189660 - 189667. I checked in TES5Edit there are 8 collars from DDX with chains. The edited list (added as a new mod that overrides old): DeviceList.json  Edit: It's like a different event when player just enters the city and when nearing a gate from within. Now i again entered the city and was equipped an iron collar, now with "Cursed" prefix that does include my mana being drained. Then i again removed the collar (still while inside city) and went near toll collector who gave me a regular collar without debuff. This is repeatable and "consistent".
Bushi Neko Posted June 16, 2019 Posted June 16, 2019 12 minutes ago, Black Justicar said: I'm already playing with console blocked. And with mod called "Only save when resting". And I've manually deleted all portable bedrolls from all my mods. And, yes, i have "sleep rape"mods too) And RND with food spoilage On) But not all of us are. I love my hardcore, sexist, rapist filled slave taking, mod filled Skyrim, but blocking console is not something I think any mod should ever touch. There are to many fubars that can happen that you need to see / fix via that. 6 hours ago, Monoman1 said: Edit: I'm a bit under the weather at the moment so if I missed someone let me know. All the ideas are going to take time to absorb. Feel Better Soon. Happy Father's day in whatever way it may apply! 1
Black Justicar Posted June 16, 2019 Posted June 16, 2019 1 minute ago, Bushi Neko said: But not all of us are. I love my hardcore, sexist, rapist filled slave taking, mod filled Skyrim, but blocking console is not something I think any mod should ever touch. There are to many fubars that can happen that you need to see / fix via that. I'm not asking for this to be done, no) It's misunderstanding. Actually, you can block console without any mods at all, with just a single txt file in Data/interface/controls/PC. You may try it by yourself. controlmap.txt
Reesewow Posted June 16, 2019 Posted June 16, 2019 27 minutes ago, Black Justicar said: I'm already playing with console blocked. And with mod called "Only save when resting". And I've manually deleted all portable bedrolls from all my mods. And, yes, i have "sleep rape"mods too) And RND with food spoilage On) Heh, you know how you like to play, I can respect that! In that type of load order an MCM menu lock would actually accomplish something.
Bushi Neko Posted June 17, 2019 Posted June 17, 2019 3 hours ago, Black Justicar said: You may try it by yourself. controlmap.txt 8.19 kB · 1 download Nope. Not this cookie.  3 hours ago, Reesewow said: Heh, you know how you like to play, I can respect that! In that type of load order an MCM menu lock would actually accomplish something. ^^^^ This, yep. Hey it's your game. Mod it play it how you like. I would never use a mod that shutdown my tools without an option, I wont turn off my console, but your game is yours.
Monoman1 Posted June 17, 2019 Author Posted June 17, 2019 6 hours ago, Zaflis said: Edit: It's like a different event when player just enters the city and when nearing a gate from within. Now i again entered the city and was equipped an iron collar, now with "Cursed" prefix that does include my mana being drained. Then i again removed the collar (still while inside city) and went near toll collector who gave me a regular collar without debuff. This is repeatable and "consistent". Nah, as far as I remember it's the same method for every city and whether or not your coming from inside or outside. Did you try what I suggested in my post on the previous page? I think you might have missed a bit.Â
Yuuen Posted June 17, 2019 Posted June 17, 2019 Not sure if this has been mentioned, but the toll evasion goes a bit wonky with certain interiors and modded locations. Interiors/Dungeons for the potema quest, pelagius ward/sheogorath quest and modded locations like the Dragonborn gallery all end up triggering toll evasion. Is it just a disable until you're done with those or is there some kind of fix planned?
Yuuen Posted June 17, 2019 Posted June 17, 2019 15 hours ago, Monoman1 said: Yes I will probably try to make it so that the licences applies to you and your followers. Would just like to 2nd this, if it's not already in the works.
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