Prenihility Posted April 1, 2016 Share Posted April 1, 2016 And yes, it is checked off in my organizer. I'm very disappointed this isn't working. Was a problem on the console version. So disappointing to see it this way even after using the lovely UOP. Link to comment Share on other sites More sharing options...
Surilindur Posted April 1, 2016 Share Posted April 1, 2016 (edited) Maybe you have another mod that overwrites the changes? Via scripts, maybe, if that is possible (never done it myself)? The fix from UOP should work as far as I know. It is also available as a simple tick option when building your Bashed Patch. More info might be handy, like your load order - not that I would read it, of course, because I won't, but in case someone could point out any issues. People have some insane load orders no one has the time to go through on their behalf. Bashed Patch is usually always mandatory. The fix should work if you make it work. If you install mods that overwrite and/or reverse the fix, that is you making the patch not work. Edit: ...or did that sound too harsh? Sorry. I'm a bit tired, and your post could be described as "lacking relevant information" at the very least. It sounded a bit like a complaint without any actual will to fix it, and expecting someone to know what the issue is based on "I have something ticked somewhere yet it fails to work". :blush: Edited April 1, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
Prenihility Posted April 1, 2016 Author Share Posted April 1, 2016 Maybe you have another mod that overwrites the changes? Via scripts, maybe, if that is possible (never done it myself)? The fix from UOP should work as far as I know. It is also available as a simple tick option when building your Bashed Patch. More info might be handy, like your load order - not that I would read it, of course, because I won't, but in case someone could point out any issues. People have some insane load orders no one has the time to go through on their behalf. Bashed Patch is usually always mandatory. The fix should work if you make it work. If you install mods that overwrite and/or reverse the fix, that is you making the patch not work. Edit: ...or did that sound too harsh? Sorry. I'm a bit tired, and your post could be described as "lacking relevant information" at the very least. It sounded a bit like a complaint without any actual will to fix it, and expecting someone to know what the issue is based on "I have something ticked somewhere yet it fails to work". :blush: Well i'm not sure what you'd consider 'relevant information' other than something i have observed that isn't working. If it's ticked off, i'm assuming it's working. I wouldn't think anything else of it. And it also isn't commonplace for me considering i've been so used to modding Skyrim, and going back to Oblivion after years is painful. As for Overwriting. I'm still unsure of what those warnings are. They pop up in MO, but i have no idea what they're saying, or how to even fix them. All i've heard is people just nonchalantly recommending for the entries to be deleted. There are Overwrite warnings in Oblivion's MO, but i have no clue what they mean, or how to get rid of them. The LO from OBMM Oblivion.esmDLCShiveringIsles.espDLCBattlehornCastle.espDLCThievesDen.espDLCMehrunesRazor.espDLCVileLair.espDLCHorseArmor.espDLCOrrery.espDLCSpellTomes.espDLCFrostcrag.espKnights.esp And it's totally incomplete. MO shows all of my mods. And they are in fact working. OCO2, OBGE V4, etc, etc. Textures, Meshes, INI, ini, Docs in the Overwrite list. What do they mean? I haven't got the faintest idea. I though mod organizers, well, organized things. I can't find anything about viewing load order from Mod Organizer. OBMM is only showing those ESPs. Link to comment Share on other sites More sharing options...
Surilindur Posted April 2, 2016 Share Posted April 2, 2016 (edited) Ah, okay. Well there are actually sort of two "overwrite" thingies mentioned here now, and to clarify a bit:In Mod Organizer, the Overwrite mod/folder is the one in which all utility/game output from the actual data folder is directed, so if you use for example TES4Edit to edit a mod and opt for a backup, that one will end up here instead of the actual data folder. This is really just a bin for all the data folder output, so that the actual folder would not get cluttered. MO handles the Overwrite folder just like an ordinary mod, except that it is always loaded (installed) last when a program is launched and the virtual file system is put to use. You can usually delete everything in it, but I really think you should check what it contains before doing so, in case there is something necessary in it. And at least for me, there is always something generated in it, so emptying it really is not relevant or useful. The actual Overwrite folder is in your Mod Organizer folder (where your MO exe is also located) with the same name (overwrite). MO will inform you when there is stuff in the overwrite folder, but if there is only harmless stuff there, you can ignore the warnings.Normal mod conflict, in which one mod can overwrite changes from another one, is something that usually always happens. For example is mod A changes the weight of Iron Sword to 1000, and mod B changes the weight to 5, and mod A is loaded before mod B (in your load order), the actual in-game weight of the Iron Sword would be the one defined in the last loaded plugin to contain the Iron Sword weight value - in this case, mod B. The basic idea in every game - at least Oblivion and Skyrim - is that only one mod can modify one record at a time, as in, the last loaded one is the one that governs everything about that record. This is why the Bashed Patch exists. As the rule of "last plugin wins" also applies to, for example, leveled lists, Wrye Bash can (among other things) merge changes from all loaded plugins, so that the changes from all loaded plugins to the same leveled list will appear in-game. For Skyrim, there are tons of esp patches for simple stuff like stats+visuals for weapons (Unique Uniques with something like Requiem comes to mind), when both cannot automatically be in-game at the same time, but with Oblivion, the Bashed Patch (together with Bash Tags, of which you may find more info via Google) can be used to make one automated patch (Bashed Patch.esp) for your whole load order - at least for the simple things - to avoid having to use a ton of esp patches like with Skyrim.Hopefully that makes some sense. In this case, I was talking about mod conflict: if you have a mod that is loaded after the face fix, and that other mod changes something the face fix needs to do the fix (like if the face fix modifies a value, and another mod resets that value), the face fix will not work. To check if you have a conflict, you can load all your plugins in TES4Edit and then inspect all the records in the face fix plugin - by selecting them, you will have all plugins that modify the values listed on the right hand side panel. Another option would be to remove the face fix plugin from your load order (double-click the UOP in MO, then select plugins, select face fix, then click the button that moves it to the optional/hidden ones - this will move it to the "Optional" folder in the actual mod folder wherever you have your mods stored). You can then use the tick option when rebuilding your Bashed Patch to apply the face fix. I cannot remember where it was in the lists, but when you choose to rebuild your Bashed Patch in Wrye Bash, you can see if you can find an option called "UOP Vampire Aging & Player Face Bug Fix" or something like that in one of the right hand side lists. Tick the box next to it (and also make sure you have the category in which it is located selected in the left hand side list), then rebuild your Bashed Patch. If a mod uses scripts to overwrite the values relevant to the face fix, you need to look for a mod that mght do that. Any vampirism mod might be a good start. This is the last resort, if using the Bashed Patch built-in fix fails to work (because the Bashed Patch should generally be loaded last, with only Oblivion Reloaded and Maskar's Oblivion Overhaul placed after it), because there might be something modifying the values but not directly - and that is usually possible via scripts. You can find your stuff in your MO folder (where your MO exe is located) in a path something like this:...\<your_mo_folder>\profiles\<your_profile_name>\There should be all the relevant lists in text files, very neat ones, actually, and easily available. And just a side note: if you use any mod with OBSE plugins (dll files), you need to put them in the actual game folder (in ...Data\OBSE\Plugins\), the virtual file system does not work with them. Everything else should work. Hopefully that helps a little. I am pretty bad at explaining things. :blush: Edit: Also, using multiple mod managers for installing mods is usually not recommended. Wrye Bash with OBMM is acceptable, but using other managers with Mod Organizer sort of defeats the whole idea behind the program (virtual installation with no files actually moved anywhere). Launching Wrye Bash through MO to manage load order and Bashed Patch does not count, because you need to do it anyway. People generally recommend Wrye Bash and OBMM for installing Oblivion mods, but if you have managed to get MO working, that is great! :D Edited April 2, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
Prenihility Posted April 2, 2016 Author Share Posted April 2, 2016 Ah, okay. Well there are actually sort of two "overwrite" thingies mentioned here now, and to clarify a bit:In Mod Organizer, the Overwrite mod/folder is the one in which all utility/game output from the actual data folder is directed, so if you use for example TES4Edit to edit a mod and opt for a backup, that one will end up here instead of the actual data folder. This is really just a bin for all the data folder output, so that the actual folder would not get cluttered. MO handles the Overwrite folder just like an ordinary mod, except that it is always loaded (installed) last when a program is launched and the virtual file system is put to use. You can usually delete everything in it, but I really think you should check what it contains before doing so, in case there is something necessary in it. And at least for me, there is always something generated in it, so emptying it really is not relevant or useful. The actual Overwrite folder is in your Mod Organizer folder (where your MO exe is also located) with the same name (overwrite). MO will inform you when there is stuff in the overwrite folder, but if there is only harmless stuff there, you can ignore the warnings.Normal mod conflict, in which one mod can overwrite changes from another one, is something that usually always happens. For example is mod A changes the weight of Iron Sword to 1000, and mod B changes the weight to 5, and mod A is loaded before mod B (in your load order), the actual in-game weight of the Iron Sword would be the one defined in the last loaded plugin to contain the Iron Sword weight value - in this case, mod B. The basic idea in every game - at least Oblivion and Skyrim - is that only one mod can modify one record at a time, as in, the last loaded one is the one that governs everything about that record. This is why the Bashed Patch exists. As the rule of "last plugin wins" also applies to, for example, leveled lists, Wrye Bash can (among other things) merge changes from all loaded plugins, so that the changes from all loaded plugins to the same leveled list will appear in-game. For Skyrim, there are tons of esp patches for simple stuff like stats+visuals for weapons (Unique Uniques with something like Requiem comes to mind), when both cannot automatically be in-game at the same time, but with Oblivion, the Bashed Patch (together with Bash Tags, of which you may find more info via Google) can be used to make one automated patch (Bashed Patch.esp) for your whole load order - at least for the simple things - to avoid having to use a ton of esp patches like with Skyrim.Hopefully that makes some sense. In this case, I was talking about mod conflict: if you have a mod that is loaded after the face fix, and that other mod changes something the face fix needs to do the fix (like if the face fix modifies a value, and another mod resets that value), the face fix will not work. To check if you have a conflict, you can load all your plugins in TES4Edit and then inspect all the records in the face fix plugin - by selecting them, you will have all plugins that modify the values listed on the right hand side panel. Another option would be to remove the face fix plugin from your load order (double-click the UOP in MO, then select plugins, select face fix, then click the button that moves it to the optional/hidden ones - this will move it to the "Optional" folder in the actual mod folder wherever you have your mods stored). You can then use the tick option when rebuilding your Bashed Patch to apply the face fix. I cannot remember where it was in the lists, but when you choose to rebuild your Bashed Patch in Wrye Bash, you can see if you can find an option called "UOP Vampire Aging & Player Face Bug Fix" or something like that in one of the right hand side lists. Tick the box next to it (and also make sure you have the category in which it is located selected in the left hand side list), then rebuild your Bashed Patch. If a mod uses scripts to overwrite the values relevant to the face fix, you need to look for a mod that mght do that. Any vampirism mod might be a good start. This is the last resort, if using the Bashed Patch built-in fix fails to work (because the Bashed Patch should generally be loaded last, with only Oblivion Reloaded and Maskar's Oblivion Overhaul placed after it), because there might be something modifying the values but not directly - and that is usually possible via scripts. You can find your stuff in your MO folder (where your MO exe is located) in a path something like this:...\<your_mo_folder>\profiles\<your_profile_name>\There should be all the relevant lists in text files, very neat ones, actually, and easily available. And just a side note: if you use any mod with OBSE plugins (dll files), you need to put them in the actual game folder (in ...Data\OBSE\Plugins\), the virtual file system does not work with them. Everything else should work. Hopefully that helps a little. I am pretty bad at explaining things. :blush: Edit: Also, using multiple mod managers for installing mods is usually not recommended. Wrye Bash with OBMM is acceptable, but using other managers with Mod Organizer sort of defeats the whole idea behind the program (virtual installation with no files actually moved anywhere). Launching Wrye Bash through MO to manage load order and Bashed Patch does not count, because you need to do it anyway. People generally recommend Wrye Bash and OBMM for installing Oblivion mods, but if you have managed to get MO working, that is great! :D Oh, shite... well, i figured there'd be a problem at some point. I'm using Wrye Bash, OBMM and MO all at once. It simply makes so much sense, where OBMM makes NO sense. The nomenclature of things is just ridiculous, and there are 50 different file types associated with WB and OBMM. OMODS, BAIN installers...? I never, ever got RAEVWD to work. I suppose this is probably why. It's because i'm using MO. But i just love MO for being so much more organized. Download locations, everything. It just works. It's very contained. OBMM is so primitive and bare-bones, i can't stand to even look at it after being used to modding Skyrim. I'm just not sure what to do in this situation. Textures, MESHES, INI, ini Tweaks, Docs are in my Overwite folder. And to make matters that much more confusing... i have no way of telling which mod those folders belong to. And i can tell you that the Vampire Face Bug .esp is loaded after all face-related mods. And i believe by "all" i of course mean just the Oblivion Character Overhaul 2. But going back to MO. The only reason i ever went and installed OBMM is because of QTPIII. I have the OMOD version, and figured out OBMM was necessary for that. It's incompatible with MO. I was scratching my head trying to figure out why it wouldn't install, then realized OBMM was needed. The same goes for RAEVWD. The base mod and Shivering Isles version was only able to be installed through a BAIN installer. Then i did some more searching, and found that it's a Wrye Bash thing. It's not giving me much choice. I managed to launch Oblivion through MO with OBSE running AND the Steam Overlay working without a hitch, by adding the Steam app launch # for Oblivion. It all works beautifully. I think the ultimatum here is: "Which mods are you planning on using?". Because in my scenario, if i hadn't been wanting RAEVWD and/or QTPIII, i wouldn't need the two other programs. And now i'm in a very, very shitty situation. I'm clueless as to how i should approach this. I've never created a Bashed Patch, or used Wrye Bash for any other purpose other than BAIN installer-based mods. And even then, use was very limited. I just remember people throwing around terminology such as 'bashed patch' around like i know what it means. Or better yet, know its function (which of course i don't). If only i could post my actual load order... omfg. MO is great, but i shoot right, something always dodges left. OBMM is very easy at giving you its load order for export. And MO remains a mystery in that regard. Link to comment Share on other sites More sharing options...
Surilindur Posted April 2, 2016 Share Posted April 2, 2016 (edited) The load order, install order, everything can be found in the MO profile directory, in a simple-as-it-gets text file you can use copypasta with to get it out of the file. The path to the folder with the text files (with self-explanatory names) is something like "...\<your_mo_folder>\profiles\<your_profile_name>\" where the MO folder and profile folder names depend on your MO installation and profile name. As for things working: I use MO myself also because I can keep everything organised and structured. Already for using mods it is great, but for making mods it is even greater. However you made your mod setup working, it should not matter if it works and you know how it does that. Keeping track of what comes from which manager is probably the trickies part. As for MO and the different formats (omod, BAIN), there are these solutions, but in the end, unless you know how stuff works and are willing to potentially invest several days to get everything working (when you know how everything works), it might be better to stick with Wrye Bash and OBMM for their own formats. For omod-packed mods, you can pick one option:use OBMM for installing themfind a non-omod version (there is one for QTP3 Redimized which you should be using anyway instead of the regular QTP3 as far as I know, and then there is also one simple version for Bomret's SI texture pack at least unless the original one is also a simple one)use OBMM to unpack the omod archive so that you can install it without OBMMAnd for BAIN-wizard files, you could have the following:manually install/restructure the mod into one folder, then add that folder to MO's mods folder and tick it off to installuse the potentially working BAIN support plugin built into MO itself. You can see it in Preferences->Plugins tab in MO. Never used it myself, but perhaps it might just work somehow. I have no idea how to use it, but judging by how fomod format worked with Skyrim, you could, for example, try adding the RAEVWD archive to MO downloads folder, then double-clicking it there. But like I said, I have never used the BAIN feature of MO.I have manually installed/restructured each mod into one folder, then added that mod to my MO mods folder and ticked it off in MO. That works, bit takes time, patience and know-how. For a start, it might be handy to know what the files are. Meshes are the 3D models for objects, ini files are just ini files (sort of) for configuring mods, and textures are textures, docs are usually documents. ...which makes me think: if you launched OBMM or Wrye Bash from within MO, then used them to install mods, you might actually have the output inside your Overwrite folder instead of your data folder. That might be worth checking. If it is so, you can try installing each mod individually by launching OBMM or WB via MO, then making the output Overwrite folder into an MO mod. Maybe? There should be plenty of into about Bashed Patch hovering about. It is essentially a patch that covers your whole load order, patching up the minor things that can be safely automated. Bash Tags are tags in esp/esm files to direct the Bashed Patch building process when it comes to records in a mod and what can be done about them. And explaining everything here is totally impossible, I have no idea how to instruct you. You can try to Google stuff if you want. But if the game works, that is great. Oblivion is indeed different to Skyrim when it comes to installing mods, getting used to the fomod wizards really is dangerous, because Wrye Bash (BAIN), OBMM (omod) and manual installation are the most common things around here still. Hopefully you can get your mod setup working the way you want. As for the face fix, I would still try the one from Bashed Patch. Just checked it by TES4Edit and all it does it change one game setting to 0 in value. That is all. So if it still refuses to work eve after placing it at the very bottom, there might eb a script changing the value. Did you try to install the fix, then start a whole new game, then acquire vampirism, then getting rid of it, then check the face to see if it has returned to normal? Using an existing game might not do, maybe, so just for testing, you could quickly check with a new game? That is probably all I can think of. Edited April 2, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
Prenihility Posted April 3, 2016 Author Share Posted April 3, 2016 (edited) The load order, install order, everything can be found in the MO profile directory, in a simple-as-it-gets text file you can use copypasta with to get it out of the file. The path to the folder with the text files (with self-explanatory names) is something like "...\<your_mo_folder>\profiles\<your_profile_name>\" where the MO folder and profile folder names depend on your MO installation and profile name. As for things working: I use MO myself also because I can keep everything organised and structured. Already for using mods it is great, but for making mods it is even greater. However you made your mod setup working, it should not matter if it works and you know how it does that. Keeping track of what comes from which manager is probably the trickies part. As for MO and the different formats (omod, BAIN), there are these solutions, but in the end, unless you know how stuff works and are willing to potentially invest several days to get everything working (when you know how everything works), it might be better to stick with Wrye Bash and OBMM for their own formats. For omod-packed mods, you can pick one option: use OBMM for installing them find a non-omod version (there is one for QTP3 Redimized which you should be using anyway instead of the regular QTP3 as far as I know, and then there is also one simple version for Bomret's SI texture pack at least unless the original one is also a simple one) use OBMM to unpack the omod archive so that you can install it without OBMM And for BAIN-wizard files, you could have the following: manually install/restructure the mod into one folder, then add that folder to MO's mods folder and tick it off to install use the potentially working BAIN support plugin built into MO itself. You can see it in Preferences->Plugins tab in MO. Never used it myself, but perhaps it might just work somehow. I have no idea how to use it, but judging by how fomod format worked with Skyrim, you could, for example, try adding the RAEVWD archive to MO downloads folder, then double-clicking it there. But like I said, I have never used the BAIN feature of MO. I have manually installed/restructured each mod into one folder, then added that mod to my MO mods folder and ticked it off in MO. That works, bit takes time, patience and know-how. For a start, it might be handy to know what the files are. Meshes are the 3D models for objects, ini files are just ini files (sort of) for configuring mods, and textures are textures, docs are usually documents. ...which makes me think: if you launched OBMM or Wrye Bash from within MO, then used them to install mods, you might actually have the output inside your Overwrite folder instead of your data folder. That might be worth checking. If it is so, you can try installing each mod individually by launching OBMM or WB via MO, then making the output Overwrite folder into an MO mod. Maybe? There should be plenty of into about Bashed Patch hovering about. It is essentially a patch that covers your whole load order, patching up the minor things that can be safely automated. Bash Tags are tags in esp/esm files to direct the Bashed Patch building process when it comes to records in a mod and what can be done about them. And explaining everything here is totally impossible, I have no idea how to instruct you. You can try to Google stuff if you want. But if the game works, that is great. Oblivion is indeed different to Skyrim when it comes to installing mods, getting used to the fomod wizards really is dangerous, because Wrye Bash (BAIN), OBMM (omod) and manual installation are the most common things around here still. Hopefully you can get your mod setup working the way you want. As for the face fix, I would still try the one from Bashed Patch. Just checked it by TES4Edit and all it does it change one game setting to 0 in value. That is all. So if it still refuses to work eve after placing it at the very bottom, there might eb a script changing the value. Did you try to install the fix, then start a whole new game, then acquire vampirism, then getting rid of it, then check the face to see if it has returned to normal? Using an existing game might not do, maybe, so just for testing, you could quickly check with a new game? That is probably all I can think of. Ooooh, crap. I didn't realize until now that there was some confusion. Or at least i think so. This whole time, we were thinking of two different bugs. The one you are referring to is the vampire face bug that occurs after curing vampirism. The one i am talking about is the one in which you load up a save file, and your vampire character's face has reverted to that of a male face. The default one, i believe. I am playing a female character. I can easily load up a save from before i got the vampirism, then load my vampire character save, and it's back to normal. But it's extremely annoying doing that every time. EDIT: It never occurred to me, to even check to see if the remainder of the UOP is working. And the Double-Face Follower Bug Fix is present, along with everything else. No idea why this isn't working. And i can't find any clear instructions on how to tweak the Vampire Face Fix.esp in Wrye Bash. EDIT2: Tried using WB to import face from earlier save. Did not work. WOW... FML. EDIT3: Finally found the Tweak setting in the Bashed Patch feature of WB. Built the patch, loaded the save.. Nothing. EDIT4: Alright. For the time being, i have fixed the vampire face bug. I installed the Vampire Face Bug remover mod which alters vampirism levels when in a menu or saving, and reverts them when you're back in the game. I actually got tired of seeing the text pop up saying that it's working every time you open and close a menu. So i uninstalled it. Then i installed the Vampire Race Disabler mod. And my face is still back to normal. Hopefully it stays that way. So i'm fine for the time being. I really did test out the UOPs. And they are working. But it seems like some of them choose not to work for whatever reason. I haven't changed ANYTHING, other than install/uninstall this vampire face bug remover mod. And interestingly enough, the Unofficial DLCs Patch is apparently not working. All components of the DLC have worked fine. Now, i have the Deepscorn Hollow bug. The dude who sells the Deepscorn upgrades doesn't have them in his inventory. And it looks like the quest stage has been reverted back to the lowest. Odd, right? Really, really odd. Wish there was a way of knowing which plugins are actually working. But the keys for the UOP and SI UOP are in my inventory. I would have been none the wiser. But that actually wasn't my main new problem. I now want to remove Natural Environments' weather components, but keep the environmental stuff and install Weather - All Natural. The changes in weather are simply too damn fast. It's like Ocarina of Time day cycles fast. I opened up the console and did 'set timescale to 30'. Nothing was altered. The weather changes far too rapid still. This sucks. Edited April 3, 2016 by Prenihility Link to comment Share on other sites More sharing options...
Surilindur Posted April 4, 2016 Share Posted April 4, 2016 (edited) I think it might be the same issue we are talking about: the character face not returning to the normal one properly. If the fix from UOP does not work, I have no idea what does. It should work if installed correctly. Which brings to mind... if you type the following in the console in-game, then press enter, what does it report? GetGameSetting iVampirismAgeOffsetIf it reports something other than 0, the UOP fix is not applied, and you need to find a way to make sure it gets applied properly. There are also two or so tricks listed on the UESP page in the bugs section (one of them is the load non-vampire save thing you recommended): http://en.uesp.net/wiki/Oblivion:Vampirism That is all I can say at the moment. Do the in-game check with the console at least. And when you get the fix applied (the aforementioned game setting really is 0), test it with a new game: new game, get vampirism, get rid of it, save, then load. The fix should work as far as I know, that is why it is packed with UOP and called a "fix". Edit: Ooooooooops. Sorry. Missed your last edit (number 4). I cannot comment on plugins working or not working, it should not be too complicated to get them to work. If you have something installed via MO, either use the script extender woraround to load it or launch the game through MO interface, otherwse the mods installed via MO do not work. This is for the current Skyrim Nexus version (1.3.something), the 2.0.4 Alpha from Github seems to have some issues still, as it is only available for testing and bug reporting. Remember to install the unofficial patches, then start a new game with them, and not tamper with them anymore (like remove+reinstall is bad). No idea, really. Good to hear you got the vampire face thing working. I do not use Natural Environments myself, only All Natural, so I cannot comment on that. I think the default timescale might be something like 20 or so... maybe 30, I cannot remember. And it is fast, I have it set to 10 myself. Setting it much below 10 might cause issues, I have heard, but 10 should be just fine. Edited April 4, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
Recommended Posts