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missjennabee

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About missjennabee

  • Birthday 07/27/1985

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  1. I'm pretty sure I'll still be working on ETaC by the time TES 10 is out. Anywho, I'm a little late to this party (I've just recently returned from an extended hiatus), but saw this thread and figured I'd pop in to say hello to all my fellow expats so hello!
  2. @ Luska99: Well that depends, if you're using an installer (Wrye, NMM, MO, Vortex and the like) just download the file and load it in to the installer of your choice. It will do the rest for you If you'd like to manually install, you can find manual install instructions... HERE
  3. SIGUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUURD!! <3

  4. JENNAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!! <3

  5. I would in fact NOT be surprised. I too have encountered The Public lol.
  6. Version 0.4.4

    453 downloads

    Expands upon existing towns. So far includes: Darkwater Crossing, Dawnstar, Riverwood and Rorikstead. Available in "Complete" - All the towns packed together; and, "Modular" - Individual towns à la carte versions. Please note this version is currently a WIP and is about to undergo some pretty substantial changes. I'm uploading it now really just so that I can start the process of moving the beast off the Nexus, but my advice to you would actually be to wait to download until the next update. More towns! More better things and stuff! Less other crappy stuff! It will probably be out by the end of the month? Which for me is like LIGHTNING FAST! PRACTICALLY IMMEDIATE, by Jenna standards, really. Thanks so much for your patience while I'm sorting my life and my mod out. Many thanks to the respective creators for making these translations possible. (Click the images to be taken to their pages.) Alright, so - What exactly are you getting? While the new version is certainly in the spirit of its predecessor, it is NOT the same mod. So if you came here expecting identical towns, with identical people and identical layouts – Prepare yourself, because you’re about to be sorely disappointed lol. This was built from the ground up, taking into account everything I have learned in MY CONSIDERABLE EXPERIENCE AND/OR WISDOM (jokes, I clearly have neither of those things) to try and give you and me and everybody a much better mod overall. I made a lot of mistakes with the old ETaC. Things that, given the opportunity (and a time machine), I would never had done in the first place, things of which we shall never speak again. Mostly for my own sanity. As it turned out, I now HAVE that opportunity to build the mod I’d always wanted to build, so buckle up mod-friendos, we’re going to go on a little adventure together. Which brings me to… List of changes! As for specifics, I’ll be omitting the small "aesthetic" changes from these list (i.e. clutter, trees, wildlife, lanterns, blah blah) as identifying every single barrel I’ve moved and tree I’ve added would be a huge enormous pain in my arse. (Read: am lazy! HI!) Anyway. (Those things excluded) here's what you get... - Added 6 new houses. - Added 9 new NPCs. - Added new custom dialogue for said NPCs - Added new quest (misc): Riften Delivery. - Added new quest (misc): Isobel's Family Ring. - Added various notes and journals and such and things. - Added a general store. - Added an inn/tavern for the sleeping and the consuming of the wines. - Added a shrine and alchemy bench for the healing of your poor diseased self. - Added a well for drinking water. - Added exterior chimneys for houses because fireplaces. - Added additional farms, farmers, fishermen, and hunters. - Added additional woodcutters; And, NPCs will collect firewood for their houses daily. - Added ownership data to all the random exterior items/barrels/etc. - Added occlusion planes to houses / walls / etc. for better performance. - Added smoke / light to forges and smelters. - Added armor bench and sharpening wheel to blacksmith area. - Added horse marker for player horse. - Added some vanilla options that were available in other towns, but not here for whatever reason... - Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming and woodcutting. - Gave vanilla homeless NPCs homes (Derkeethus, Sondas, Tormir and Hrefna.) - Derkeethus Quest - People in Darkwater will now react to Derkeethus' absence/return. - Derkeethus Quest - Added the ability for talking to the aforementioned people to start his quest. - Derkeethus Quest - Derkeethus' house will reflect whether or not he's living in it. - Changed Verner's house exterior mesh to match interior layout. - Changes to guards' patrol routes so they make more sense with the new town layouts. - Made extensive changes to town layouts, landscape, navmesh and NPC AI * - Added 6 Houses - Added 18 new NPCs. - Added Temple of Dibella (with a shrine for the healing of your poor diseased self). - Added East Empire Warehouse at the docks. - Added general store. - Added fishery. - Added stables (stores horses only; no purchasing). - Added horse marker for player horse. - Added seagulls and rats to dock area. - Added various notes and journals and such and things. - Added new quest (side): The Burning Queen. - Added new quest (side): Blessing the Temple. - Added -OPTIONAL- wall around the city. (Can be toggled on / off via MCM or the ETaC Config prompts.) - Added a well for drinking water. - Added exterior chimneys for houses because fireplaces. - Added additional farms, farmers, fishermen, and hunters. - Added additional woodcutters; And, NPCs will collect firewood for their houses daily. - Added ownership data to all the random exterior items/barrels/etc. - Added occlusion planes to houses / walls / etc. for better performance. - Added smoke / light to forges and smelters. - Fixed covered walkways not using the snow versions. - Gave vanilla homeless NPCs homes (Abelone.) - Made extensive changes to town layouts, landscape, navmesh and NPC AI * - Added 6 new houses. - Added 9 new NPCs. - Added new custom dialogue for said NPCs - Added new quest (side): A Potion in Time. - Added new quest (side): The Collector Pt. 1. - Added new quest (side): The Collector Pt. 2. - Added new quest (side): The Collector Pt. 3. - Added new quest (side): The Collector Pt. 4. - Added various notes and journals and such and things. - Added an alchemist store. - Added a well for drinking water. - Added exterior chimneys for houses because fireplaces. - Added additional farms, farmers, fishermen, and hunters. - Added additional woodcutters; And, NPCs will collect firewood for their houses daily. - Added ownership data to all the random exterior items/barrels/etc. - Added occlusion planes to houses / walls / etc. for better performance. - Added smoke / light to forges and smelters. - Gave vanilla homeless NPCs homes (Embry.) - Made extensive changes to town layouts, landscape, navmesh and NPC AI * - Added 7 new houses. - Added 12 new NPCs. - Added new custom dialogue for said NPCs - Added new quest (side): Unnatural Bounty. - Added new quest (misc): Alms for the Poor. - Added various notes and journals and such and things. - Added a general store (with a shrine for the healing of your poor diseased self). - Added a blacksmith. - Added an alchemist store. - Added stables (stores horses only; no purchasing). - Added horse marker for player horse. - Added a well for drinking water. - Added exterior chimneys for houses because fireplaces. - Added additional farms, farmers, fishermen, and hunters. - Added additional woodcutters; And, NPCs will collect firewood for their houses daily. - Added ownership data to all the random exterior items/barrels/etc. - Added occlusion planes to houses / walls / etc. for better performance. - Added smoke / light to forges and smelters. - Added some vanilla options that were available in other towns, but not here for whatever reason... - Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming and woodcutting. - Changes to guards' patrol routes so they make more sense with the new town layouts. - Changes to Rorik's patrol route so it makes more sense with the new town layouts. - Made extensive changes to town layouts, landscape, navmesh and NPC AI * * People now do a bunch of things beyond standing around and eating bread, om nom nom.) New ETaC will do what it should always have done, and that is towns and nothing else. There will be no changes to vanilla interiors (to maintain compatibility with any mods that make them, ELFX, and etc.) There will be no changes to vanilla NPCs’ actor records (to maintain compatibility with any character mods that make them), there will be no player houses, or new textures, no unnecessary item additions (no more having to patch leveled lists or for survival, food, weapon, or shop mods.) I won’t be “removing” any vanilla markers or intractable objects (to maintain compatibility with other NPC behavior and/or AI mods, 3DNPCs, Immersive Citizens, etc.). I will be *moving* vanilla objects, but NPCs will still be able to find them, and so I won’t have to patch for them. Woot. One major change, however, is that New ETaC now requires you to have all the DLC installed. They've been out long enough that most people should have them by now and Hearthfires and Dragonborn in particular are packed with all kinds of useful assets for this kind of mod. New ETaC NPCs are going to have a little more depth to them. I’ve added more … “involved,” we’ll call it, AI packages, to make the towns and their inhabitants feel a little livelier. They’ll each have varying daily routines, new dialogue, some of them will have new side quests (which will conform with Skyrim’s side quests - no major quests.) They’ll have some more back story, and will react to your action in the rest of the world, to the weather, they’ll be a least a little bit more human, and slightly less like cardboard cutouts. Or at least that’s the goal lol. I will still be offering Complete and Modular versions of the ETaC files. I will also include version with and without a MCM menu, and versions with and without the added quests in case you hate new things. Which is fine. No judgment. And lastly, and maybe most importantly… I’m still who I’ve always been and my particular aesthetic remains largely unchanged. So it’s likely the new ETaC towns will still have the same sort of visual as the old ETaC towns. But I am trying to build things in a slightly more streamlined way. Stuff that would make sense, is practical, and is slightly less of a resource hog than it was in previous versions. So think original ETaC just reigned in a little bit. Some towns will still have unique buildings (I do still plan on adding a bakery to Dragon Bridge – And hey! With Hearthfires, I don’t even need to add new bakery items. I have them already. Hooray! - but I wouldn’t expect to see Dragon Bridge South making a comeback.) although the goal overall is to give them more of a vanilla-feel than might have been in the case in the old mod. Yep. Ok. I’ve rambled on enough to that end, you get the general idea I think. SO. Moving on. Everything you'll ever to need to know about compatibility can be found... right here. Everything you'll ever to need to know about bugs / troubleshooting can be found... right here. There are (mercifully) a whole bunch of people now working on this giant unending monstrosity with me... Whether with writing (I do like zero of the writing for this thing now, thank God), voice acting, or testing (in addition to helping out on the comment thread and discord (speaking of which, many thanks also to Thallassa, the reigning Queen of the Internet, for doing nearly all of my discord crap for me, including, but not limited to, teaching me how to use the damn thing), providing patches, supplying me with wine, moral and psychological support, random information on bees and mead, and also on Skyrim (did you know there's like a whole game in there? I did not.) or donations of their awesome meshes (please see credits at the bottom for more info on mesh donations) - You guys are amazing, and wonderful, and also good looking, and I literally wouldn't be able to do this without you. And while I'm off on a thanking-people tangent... To Nazenn - I cannot possibly thank you enough for all the wonderful work you've done for me with ETaC (and other mods) (and everywhere else – you've got a lot on your plate, you're literally a machine) in my absence. You're the best ever,. A million trillion thanks to you for... everything. All of it lol. ♥ 01. Sclero's Farmhouse Kit by By Sclerocephalus 02. Building Kits and Other Items by jet4571and Elianora 03. Mr. Siika Seagulls by Mr. Siika and Tamira 04. Mr. Siika Ravens by Mr. Siika and Tamira 05. Squirrels by Mihail Romanov 06. Seadog Pirate Armor by hothtrooper44 * * Actor use only. Not included as wearable armor. AND! Things I don't have links to but remain awesome nonetheless... 06. "Brandy the Bard" Books by Brandy_123 07. "Hwaet Wegardena" Books by jknjb 08. Custom No Snow Under the Roof meshes by winterlove. 09. Corrected ETaC-added farmhouse style meshes by Ambershore. Thus concludes my mod description page. Should you have any other questions/concerns, please feel free to come find me --- Either here or on our Discord. Thanks muchly <3
  7. @ linusaur: Compatibility for Immersive Citizens is actually built-in to this version of ETaC, no additional files needed (I planned around it.) So, yes, make sure that ETaC is loaded AFTER Immersive Citizens and all will be right with the world.
  8. Version 0.4.5

    276 downloads

    Expands upon existing towns. So far includes: Darkwater Crossing, Dawnstar, Riverwood and Rorikstead. Available in "Complete" - All the towns packed together; and, "Modular" - Individual towns à la carte versions. Please note this version is currently a WIP and is about to undergo some pretty substantial changes. I'm uploading it now really just so that I can start the process of moving the beast off the Nexus, but my advice to you would actually be to wait to download until the next update. More towns! More better things and stuff! Less other crappy stuff! It will probably be out by the end of the month? Which for me is like LIGHTNING FAST! PRACTICALLY IMMEDIATE, by Jenna standards, really. Thanks so much for your patience while I'm sorting my life and my mod out. Many thanks to the respective creators for making these translations possible. (Click the images to be taken to their pages.) Alright, so - What exactly are you getting? While the new version is certainly in the spirit of its predecessor, it is NOT the same mod. So if you came here expecting identical towns, with identical people and identical layouts – Prepare yourself, because you’re about to be sorely disappointed lol. This was built from the ground up, taking into account everything I have learned in MY CONSIDERABLE EXPERIENCE AND/OR WISDOM (jokes, I clearly have neither of those things) to try and give you and me and everybody a much better mod overall. I made a lot of mistakes with the old ETaC. Things that, given the opportunity (and a time machine), I would never had done in the first place, things of which we shall never speak again. Mostly for my own sanity. As it turned out, I now HAVE that opportunity to build the mod I’d always wanted to build, so buckle up mod-friendos, we’re going to go on a little adventure together. Which brings me to… List of changes! As for specifics, I’ll be omitting the small "aesthetic" changes from these list (i.e. clutter, trees, wildlife, lanterns, blah blah) as identifying every single barrel I’ve moved and tree I’ve added would be a huge enormous pain in my arse. (Read: am lazy! HI!) Anyway. (Those things excluded) here's what you get... - Added 6 new houses. - Added 9 new NPCs. - Added new custom dialogue for said NPCs - Added new quest (misc): Riften Delivery. - Added new quest (misc): Isobel's Family Ring. - Added various notes and journals and such and things. - Added a general store. - Added an inn/tavern for the sleeping and the consuming of the wines. - Added a shrine and alchemy bench for the healing of your poor diseased self. - Added a well for drinking water. - Added exterior chimneys for houses because fireplaces. - Added additional farms, farmers, fishermen, and hunters. - Added additional woodcutters; And, NPCs will collect firewood for their houses daily. - Added ownership data to all the random exterior items/barrels/etc. - Added occlusion planes to houses / walls / etc. for better performance. - Added smoke / light to forges and smelters. - Added armor bench and sharpening wheel to blacksmith area. - Added horse marker for player horse. - Added some vanilla options that were available in other towns, but not here for whatever reason... - Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming and woodcutting. - Gave vanilla homeless NPCs homes (Derkeethus, Sondas, Tormir and Hrefna.) - Derkeethus Quest - People in Darkwater will now react to Derkeethus' absence/return. - Derkeethus Quest - Added the ability for talking to the aforementioned people to start his quest. - Derkeethus Quest - Derkeethus' house will reflect whether or not he's living in it. - Changed Verner's house exterior mesh to match interior layout. - Changes to guards' patrol routes so they make more sense with the new town layouts. - Made extensive changes to town layouts, landscape, navmesh and NPC AI * - Added 6 Houses - Added 18 new NPCs. - Added Temple of Dibella (with a shrine for the healing of your poor diseased self). - Added East Empire Warehouse at the docks. - Added general store. - Added fishery. - Added stables (stores horses only; no purchasing). - Added horse marker for player horse. - Added seagulls and rats to dock area. - Added various notes and journals and such and things. - Added new quest (side): The Burning Queen. - Added new quest (side): Blessing the Temple. - Added -OPTIONAL- wall around the city. (Can be toggled on / off via MCM or the ETaC Config prompts.) - Added a well for drinking water. - Added exterior chimneys for houses because fireplaces. - Added additional farms, farmers, fishermen, and hunters. - Added additional woodcutters; And, NPCs will collect firewood for their houses daily. - Added ownership data to all the random exterior items/barrels/etc. - Added occlusion planes to houses / walls / etc. for better performance. - Added smoke / light to forges and smelters. - Fixed covered walkways not using the snow versions. - Gave vanilla homeless NPCs homes (Abelone.) - Made extensive changes to town layouts, landscape, navmesh and NPC AI * - Added 6 new houses. - Added 9 new NPCs. - Added new custom dialogue for said NPCs - Added new quest (side): A Potion in Time. - Added new quest (side): The Collector Pt. 1. - Added new quest (side): The Collector Pt. 2. - Added new quest (side): The Collector Pt. 3. - Added new quest (side): The Collector Pt. 4. - Added various notes and journals and such and things. - Added an alchemist store. - Added a well for drinking water. - Added exterior chimneys for houses because fireplaces. - Added additional farms, farmers, fishermen, and hunters. - Added additional woodcutters; And, NPCs will collect firewood for their houses daily. - Added ownership data to all the random exterior items/barrels/etc. - Added occlusion planes to houses / walls / etc. for better performance. - Added smoke / light to forges and smelters. - Gave vanilla homeless NPCs homes (Embry.) - Made extensive changes to town layouts, landscape, navmesh and NPC AI * - Added 7 new houses. - Added 12 new NPCs. - Added new custom dialogue for said NPCs - Added new quest (side): Unnatural Bounty. - Added new quest (misc): Alms for the Poor. - Added various notes and journals and such and things. - Added a general store (with a shrine for the healing of your poor diseased self). - Added a blacksmith. - Added an alchemist store. - Added stables (stores horses only; no purchasing). - Added horse marker for player horse. - Added a well for drinking water. - Added exterior chimneys for houses because fireplaces. - Added additional farms, farmers, fishermen, and hunters. - Added additional woodcutters; And, NPCs will collect firewood for their houses daily. - Added ownership data to all the random exterior items/barrels/etc. - Added occlusion planes to houses / walls / etc. for better performance. - Added smoke / light to forges and smelters. - Added some vanilla options that were available in other towns, but not here for whatever reason... - Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming and woodcutting. - Changes to guards' patrol routes so they make more sense with the new town layouts. - Changes to Rorik's patrol route so it makes more sense with the new town layouts. - Made extensive changes to town layouts, landscape, navmesh and NPC AI * * People now do a bunch of things beyond standing around and eating bread, om nom nom.) New ETaC will do what it should always have done, and that is towns and nothing else. There will be no changes to vanilla interiors (to maintain compatibility with any mods that make them, ELFX, and etc.) There will be no changes to vanilla NPCs’ actor records (to maintain compatibility with any character mods that make them), there will be no player houses, or new textures, no unnecessary item additions (no more having to patch leveled lists or for survival, food, weapon, or shop mods.) I won’t be “removing” any vanilla markers or intractable objects (to maintain compatibility with other NPC behavior and/or AI mods, 3DNPCs, Immersive Citizens, etc.). I will be *moving* vanilla objects, but NPCs will still be able to find them, and so I won’t have to patch for them. Woot. One major change, however, is that New ETaC now requires you to have all the DLC installed. They've been out long enough that most people should have them by now and Hearthfires and Dragonborn in particular are packed with all kinds of useful assets for this kind of mod. New ETaC NPCs are going to have a little more depth to them. I’ve added more … “involved,” we’ll call it, AI packages, to make the towns and their inhabitants feel a little livelier. They’ll each have varying daily routines, new dialogue, some of them will have new side quests (which will conform with Skyrim’s side quests - no major quests.) They’ll have some more back story, and will react to your action in the rest of the world, to the weather, they’ll be a least a little bit more human, and slightly less like cardboard cutouts. Or at least that’s the goal lol. I will still be offering Complete and Modular versions of the ETaC files. I will also include version with and without a MCM menu, and versions with and without the added quests in case you hate new things. Which is fine. No judgment. And lastly, and maybe most importantly… I’m still who I’ve always been and my particular aesthetic remains largely unchanged. So it’s likely the new ETaC towns will still have the same sort of visual as the old ETaC towns. But I am trying to build things in a slightly more streamlined way. Stuff that would make sense, is practical, and is slightly less of a resource hog than it was in previous versions. So think original ETaC just reigned in a little bit. Some towns will still have unique buildings (I do still plan on adding a bakery to Dragon Bridge – And hey! With Hearthfires, I don’t even need to add new bakery items. I have them already. Hooray! - but I wouldn’t expect to see Dragon Bridge South making a comeback.) although the goal overall is to give them more of a vanilla-feel than might have been in the case in the old mod. Yep. Ok. I’ve rambled on enough to that end, you get the general idea I think. SO. Moving on. Everything you'll ever to need to know about compatibility can be found... right here. Everything you'll ever to need to know about bugs / troubleshooting can be found... right here. There are (mercifully) a whole bunch of people now working on this giant unending monstrosity with me... Whether with writing (I do like zero of the writing for this thing now, thank God), voice acting, or testing (in addition to helping out on the comment thread and discord (speaking of which, many thanks also to Thallassa, the reigning Queen of the Internet, for doing nearly all of my discord crap for me, including, but not limited to, teaching me how to use the damn thing), providing patches, supplying me with wine, moral and psychological support, random information on bees and mead, and also on Skyrim (did you know there's like a whole game in there? I did not.) or donations of their awesome meshes (please see credits at the bottom for more info on mesh donations) - You guys are amazing, and wonderful, and also good looking, and I literally wouldn't be able to do this without you. And while I'm off on a thanking-people tangent... To Nazenn - I cannot possibly thank you enough for all the wonderful work you've done for me with ETaC (and other mods) (and everywhere else – you've got a lot on your plate, you're literally a machine) in my absence. You're the best ever,. A million trillion thanks to you for... everything. All of it lol. ♥ 01. Sclero's Farmhouse Kit by By Sclerocephalus 02. Building Kits and Other Items by jet4571and Elianora 03. Mr. Siika Seagulls by Mr. Siika and Tamira 04. Mr. Siika Ravens by Mr. Siika and Tamira 05. Squirrels by Mihail Romanov 06. Seadog Pirate Armor by hothtrooper44 * * Actor use only. Not included as wearable armor. AND! Things I don't have links to but remain awesome nonetheless... 06. "Brandy the Bard" Books by Brandy_123 07. "Hwaet Wegardena" Books by jknjb 08. Custom No Snow Under the Roof meshes by winterlove. 09. Corrected ETaC-added farmhouse style meshes by Ambershore. Thus concludes my mod description page. Should you have any other questions/concerns, please feel free to come find me --- Either here or on our Discord. Thanks muchly <3
  9. WINTEEEEEEEEEEEEEEEEEEEEEER :bunny: I found you! Which is quite an accomplishment considering the night I am having. The laptop is totally torched, my lamp is still haunted, I can't figure out how to upload anything here, but I managed to track you down via Consistent Older People so I'm still considering tonight a victory for both myself and all of mankind. Woo!

    1. Winterlove

      Winterlove

      HELLOOOOOOOOOOOOOO! I am ... awake! And I have coffee! Which is probably the reason I am awake! Or at least it is helping! Anyway, I'll call that a victory for the day!

  10. I was able to get this to work by using a couple of xmarkers and a modified patrol package. Started by placing the fill and pour markers, then set xmarkers down behind each. Like so... example. Then add an idle timer to the bucket fill (5) and to the pour (8); Then-then linked all those together... xmarker 1 (behind bucket fill) to bucket fill marker; bucket fill marker to xmarker 2 (behind pour marker); xmarker 2 to pour marker; pour marker back to xmarker 1 (--Optional, only need the last link if you want the patrol to repeat). Set up the package using patrol as a template... example. Added "Carry End" to tell the NPC when to stop with the bucket (directed that to the pour marker) and moved that up to the top of the Packade Data; Set the Patrol Start to xmarker 1 (the one behind the fill marker) *not* to the fill marker itself - Not really sure why this matters, but it does seem to; then set Start at Nearest to false, since you obviously want it starting at that xmarker vs. anywhere else. Lastly, I added the CarryActorScript to the NPC setting the misc object as bucket01, count to 1, and OffsetStop. Doing it this way I didn't run into any issues with the NPC carrying the bucket, pouring the water etc. Only odd thing was the animation itself, since the bucket sort of sags a bit causing it to appear as though the NPC is only holding the one handle. Not sure if this helps, but I figured I'd throw it out there
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