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26  TS3/TSM: The Pudding / The World Of Pudding / Re: Invisible sims and save option not working. on: 2009 October 18, 09:39:43
After renaming the file I didn't have this problem again, thank you! But what will happen if I'll decide to play Sunset Valley, or when this file will be small enough either, if it ever will. I mean, we still don't know what causes the problem Huh
27  TS3/TSM: The Pudding / The World Of Pudding / Re: Invisible sims and save option not working. on: 2009 October 15, 10:58:42
I'll try this, though this solution seems a little strange to me. I did try to delete all cache files including those two that belong to Riverview to no avail. During the next game session I observed their size closely and the glitches started when their sizes were about 50-80 Mb each. Their sizes previous to deletion were ~500 Mb each and it looks like this is the maximum size cause from there on they don't grow. I think that after this point they start to recycle old data with new, maintaining stable size. But since the deletion doesn't change a thing its unlikely that the problem is there.
Right now I save every 3-4 sim hours (takes about a minute or two) and reload at the sign of problem. I've managed to live through two sims days like this with three reloads.
When you say error 12 or error 13 where do you get the number? Do you see some kind of a pop up window that says that there has been an error? Because I've never got anything like this.

EDIT:
I tried these suggestions of yours first;
Quote
Use after starting a new loaded game.

Using Awesomemod:
1. Resetallwants
2. Cleanhouseholds all
3. Refreshtraits all
4. Purgegenetichair
5. Fixall
6. Fixagingstates
7. Purgereactions
8. Fixromances
9. Towderelicts on (sometimes this command does not work on some cars and you have to individually nuke stuck cars)
10. Resetworld
11. Destroyallnpcs (Some grim reaper hacks and outfits + 1.3 game update causes bugged reapers)
12. Destroyalltownies (optional) but sometimes the townies are bugged
13. ResetDnP all
14. Destroycorruptsims (so far this command always yield me 'zero' corrupt sims but better be safe)

Using NRaas Supercomputer
1. Recover Lost Sims
2. Recover Wandering Toddlers
3. Turn off stereos

Save

Quit and restart game.

At the end of the sim day my family became invisible and stuck again. After that I used resetworld and though they still remained invisible they got unstuck. Their next interaction got them stuck again, BUT I used resetworld again and saved the game immediately. It got saved and when I reloaded sims were visible again.  Just to be clear, before I couldn't save at all and I had to close the game through task manager, previous save didn't get overwritten, it remained untouched, as though I didn't try to save at all.
Current solution, as much as it is imperfect at least lets me to continue playing from the same moment, instead of replaying the same day all over again.

I will still try to rename Sunset Valley.objectCache file.
28  TS3/TSM: The Pudding / The World Of Pudding / Invisible sims and save option not working. on: 2009 October 15, 07:10:53
I have had this problem with the second neighborhood now. Dropped the first one since silly me thought that it won't happen again and started over.
The problem is as follows. I load game and everything goes fine until some sim, generally from within a household, but once happened with another sim visible on the screen, becomes invisible or only partially loaded, you know, like a wooden doll. After this moment this sim generally gets stuck, I tell him to do something and they just stand there not doing anything and the action becomes uncancelable. Resetsim isn't working and I can't use Force reset through debug menu, cause I can't see them. After some time more invisible sims appear. Also the save option is not working. I had invisible sims before, but generally saving and then reloading game helped, but now it just gets stuck in save mode. Once I waited for an hour, just to make sure that it's not simply a really, really long save. It doesn't corrupt the previous save.
When reloading the game from the start everything happens again after a random period of time, generally from a couple of minutes to several hours, but almost always on the same sim day. After I felt like I'm in the Groundhog Day, playing the same sim day for tenth time, I dropped the first family. Now the same thing is happening with the second neighborhood.
Both towns are Riverview. Played with two families in the first one and with one in the second one. Have awesomemod and twallans story mod as well as other miscellaneous xml mods (feel like abusing the switch between families option). Advanced in about 5-6 sim weeks in both games. Save files do not look bloated and of the avarage size of 28 Mb. Used s3rc.exe -s on them which redues the size to 18 Mb,but the problem still appeared.
The only theories I have is that the game 1)can't access cache files and/or 2)can't build into cache files. Tried to delete all cache files and it didn't help. Also tried reinstalling the game.
Looked here and on the net if other people have had the same problems, but the only ones I could find are the simple cases of invisible sims, without stuck or save problems.
Kinda lost here. Even if these games are unsavable now, I hope to find out the reason so I can avoid making the same mistakes in the future.
29  TS3/TSM: The Pudding / Facts & Strategery / Re: Comminity Lot's facts and tips on: 2009 October 15, 06:42:21
I think that each rabbithole has a certain radius which specifies the area around them that belongs to that building, like a lot within a lot. Within that area they attract the number of sims that they are supposed to attract based on their properties in the attached XML file. Thus by placing several rabbit holes on one lot you will see many sims there at once that are actually divided into groups, and each group belongs to a specific rabbithole. For example: RH A attracts 5 sims during afternoon hours, and RH B 7. By having these two building on the same lot you will have 12 sims on it in afternoon ( i think that this will be true even if the radius's will overlap). So it might not be such a good idea to cram a lot of buildings on the same lot as the traffic will be pretty severe. All this is with nostalkers off. I don't know how the game will behave with it on.
30  TS3/TSM: The Pudding / Pudding Factory / Re: Does anyone want to try some DIRT ROAD REPLACEMENTS? on: 2009 October 13, 10:42:20
Thank you, I found it. Just didn't realize before that there is also a standalone version with more options, always looked in the regular computers.
31  TS3/TSM: The Pudding / Pudding Factory / Re: Does anyone want to try some DIRT ROAD REPLACEMENTS? on: 2009 October 13, 10:01:17
Where exactly did you see the Maintenance option in Twallan's comp? I can't find it. You are talking about this mod, right?
32  TS3/TSM: The Pudding / Facts & Strategery / Re: Comminity Lot's facts and tips on: 2009 September 09, 06:51:48
Big park is the best. Without nostalkers you will get 15 sims there from 10 to 18 with active sim present. The next one is a pool with 12 people at 14:00, but I don't think they are accessible while swimming. Library will get you 10 from 12 to 14, and at the beach venue there will be 10 sims from 14 to 15. All these numbers are will the active sim present and with nostalkers off.

You can also adjust these numbers for your suiting if you know XML editing. All the necessary files are attached to the original post.
33  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 04, 07:38:50
Just a quick question:

Is it possible to age up a sim in a household a few days, independently of everyone else in the house and neighborhood? E.g., A husband and wife are the same age, and I want the wife to be halfway through adulthood while the husband is only in one or two days, even though to begin with they are the exact same age?


Thank you! Cheesy

I use Neighborhood Workshop. It's an editor for save games and there you have AgingYearsSinceLastAgeTransition variable which you can change. Here  is it's thread
34  TS3/TSM: The Pudding / The World Of Pudding / Re: Easy way to Magical gnomes and are they bugged? on: 2009 July 06, 16:54:47
Code:
<base>
  <Current_Tuning>
    <kTrickeryStartHour value="21">
      <!--Earliest hour of the day that gnomes may enact their nightly trickery (probably late at night - must be after noon).-->
    </kTrickeryStartHour>
    <kTrickeryEndHour value="4">
      <!--Latest hour of the day that gnomes may enact their nightly trickery (probably early in the morning - must be before noon).-->
    </kTrickeryEndHour>
    <kTrickeryRescheduleHours value="0.25">
      <!--(Positive float) - Hours later to reschedule trickery, if first alarm occurs during interaction.-->
    </kTrickeryRescheduleHours>
    <kChanceDoNothing value="0">
      <!--(ACTION weight - influences chances of all ACTIONs) Chance that a magic gnome will do nothing.-->
    </kChanceDoNothing>
    <kChanceChangePose value="0.1">
      <!--(ACTION weight - influences chances of all ACTIONs) Chance that a magic gnome will just change pose.-->
    </kChanceChangePose>
    <kChanceMoveRandomly value="0.3">
      <!--(ACTION weight - influences chances of all ACTIONs) Chance that a magic gnome will just move to a new location.-->
    </kChanceMoveRandomly>
    <kChanceVisitFavoriteObject value="0.2">
      <!--(ACTION weight - influences chances of all ACTIONs) Chance that a magic gnome will visit its favorite object.-->
    </kChanceVisitFavoriteObject>
    <kChanceVisitSlot value="0.2">
      <!--(ACTION weight - influences chances of all ACTIONs) Chance that a magic gnome will visit a slot.-->
    </kChanceVisitSlot>
    <kChanceCleanObject value="0.1">
      <!--(ACTION weight - influences chances of all ACTIONs) Chance that a magic gnome will just clean an object.-->
    </kChanceCleanObject>
    <kChanceUseObject value="0.1">
      <!--(ACTION weight - influences chances of all ACTIONs) Chance that a magic gnome will use an object.-->
    </kChanceUseObject>
    <kChanceChangePoseOnMove value="0.8">
      <!--(0-1) Chance that, if doing a move action, a magic gnome will also change pose.-->
    </kChanceChangePoseOnMove>
    <kChanceUseTV value="0.6">
      <!--(0-1) Chance that, if using an object, will choose to use TV rather than stereo.-->
    </kChanceUseTV>
    <kIdlePoses value="magicGnomeStanding,magicGnomeProud,magicGnomeHandstand,,magicGnomeDancing,magicGnomeDancing2">
      <!--Idle poses - list of model names-->
    </kIdlePoses>
    <kSleepPoses value="magicGnomeSleeping">
      <!--Sleep poses - list of model names-->
    </kSleepPoses>
    <kInterestedPoses value="magicGnomeScared,magicGnomePointing,magicGnomeExamining">
      <!--Interested poses - list of model names-->
    </kInterestedPoses>
    <kRelaxingPoses value="magicGnomeLyingDown, magicGnomeSitting">
      <!--Relaxing poses - list of model names-->
    </kRelaxingPoses>
    <kWeightOutside value="3">
      <!--(Positive float) Weight to add if an object is outside.-->
    </kWeightOutside>
    <kWeightSubtractOtherGnome value="1">
      <!--(Positive float) Weight to subtract for each other magic gnome this object is the favorite of.-->
    </kWeightSubtractOtherGnome>
    <kExhaustedPoses value="magicGnomeSleeping">
      <!--Exhausted poses - list of model names-->
    </kExhaustedPoses>
    <kWeightPlant value="3">
      <!--(Positive float) Weight to add if an object is a plant.-->
    </kWeightPlant>
    <kWeightExpensive value="2">
      <!--(Positive float) Weight to add if an object is expensive.-->
    </kWeightExpensive>
    <kExpensiveThreshold value="1500">
      <!--(Simoleons) Threshold above which a gnome thinks an object is expensive.-->
    </kExpensiveThreshold>
  </Current_Tuning>
</base>
35  TS3/TSM: The Pudding / The World Of Pudding / Re: Variations in House Cost for the same file on: 2009 July 03, 17:16:47
When I did the test I placed one plant and went into Edit Town screen. The price of the house raised by the plant's depreciated cost. Don’t know if same goes for furniture.
36  TS3/TSM: The Pudding / The World Of Pudding / Re: Variations in House Cost for the same file on: 2009 July 03, 13:06:19
I think that's because in build/buy mode it calculates all the gardening and outdoor stuff, and when your sim moves in he doesn't pay for this, so it shows lower price.

I am also a builder and specialize in starters (under 16k). The costs are therefore crucial for me. Right now I can’t get to my game until next weekend, but I would love to get this theory confirmed. Will the cost of the gardening (flowers, trees, bushes, stones etc) be deducted from the total cost of the house when moving in a Sim?

Also does anyone have any tips on how to decrease total cost (and make that decrease stick for sharing) so it’s possible to add more stuff? I got the tip of moving in and living for one week. Also heard of exiting and re-entering a couple of times, but looking for a faster way. (Would the magic wand work for this?) Not really sure that the price tag on my lots will be the same when other players download the lots.

Nope, double checked and I was wrong, sorry. I guess the reason is really what Kauss suggested.
37  TS3/TSM: The Pudding / Facts & Strategery / Re: Complete Painting Guide on: 2009 July 03, 12:35:22
Hm, I didn't use these hacks myself yet. Were on the queue list. I got the impression that there was a hidden photo skill based on this comment

Code:
<!--The level at which different photo styles become available.  Corresponds to the order of styles in kStyleAvailabilityStyles.-->

I guess you really can't trust anything with EA, as this wasn't marked obsolete. Thanks for pointing out  Embarrassed
CyberOps doesn't claim actually that his hack will enable size change, only color change. and he doesn't list all hidden skill available, I just assumed from that comment that such skill exists, my bad.
And I was looking forward to bigger photos, meh  Undecided
38  TS3/TSM: The Pudding / Facts & Strategery / Re: Complete Painting Guide on: 2009 July 02, 22:22:07

Photography - It seems that the code fully supports your painting sim taking pictures of 4 different sizes and applying effects to the photos at different skill levels.  However, there is no "camera object" to be found, nor is there an object for the resulting photos.


There is a hidden photography skill, other options become available at a certain skill levels.
Here are hacks of interest:
Show Hidden Skill + Instant Skill Gain Mod V2 ,


Makes different photo colors available:
Take Photo's All Functions with no skills required ,
by CyberOps
39  TS3/TSM: The Pudding / Facts & Strategery / Re: Creating Custom Neighborhoods: My Learnings on: 2009 July 02, 22:01:52
No, they are tied to the lot type. Here is how to get them : [Tutorial]-How to build a specific lot type, where to have a party and why it matters
40  TS3/TSM: The Pudding / The World Of Pudding / Re: Variations in House Cost for the same file on: 2009 July 02, 18:27:07
I think that's because in build/buy mode it calculates all the gardening and outdoor stuff, and when your sim moves in he doesn't pay for this, so it shows lower price.
41  TS3/TSM: The Pudding / Facts & Strategery / Re: Comminity Lot's facts and tips on: 2009 July 02, 08:15:44
You mean the swings and the slide and the platform playhouse?  Yup.  And I've got teddybears and dollhouses and toyboxes, etc., all of them.

I checked, and the playground is rentable for parties, $150.

Based on the price, what you got is a fishing venue. Do you have a pond there? Also try adding three more swing sets and delete them one by one until you'll still get 200$ for rent and not 150$. Then it will be a small park, it overwrites fishing spot.  As for visiting, you can modify venue XML file to get the amount of visitors you want in the small park and then the probability of kids being there will be greater. Right now there is a 100% chance that when a sim is visiting a community lot on purpose, he takes his whole family with him. So there is a greater chance for a sim with kids in the family to come, as you see in the central park. There is no way right now to make kids come alone (due to 100%), or for a lot to attract them specifically, the only way to see a lonely child is when he wonders off after school. In this case the playground lot needs to be close to school.
42  TS3/TSM: The Pudding / Facts & Strategery / Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) on: 2009 June 30, 17:54:01
I got it on monday will bills, it looked exactly like bills, was in the inventory with bills only it was SPAM  Grin
43  TS3/TSM: The Pudding / Facts & Strategery / Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) on: 2009 June 30, 14:31:25
I can't find it in my game, only this from S3_0333406C_00000000_0BC598D3D67B7E74_RockGemMetal%%+_XML.xml:
Code:
<Spawners>
  <SpawnerClassName>Sims3.Gameplay.Objects.Spawners.RockGemMetalSpawner10</SpawnerClassName>
  <Spawns>SpaceRockSmall, SpaceRockMedium, SpaceRockLarge</Spawns>
  <Probability>10,90,1</Probability>
  <MaxSpawnCapacity>1</MaxSpawnCapacity>
  <SpawnMinTime>14</SpawnMinTime>
  <SpawnMaxTime>50</SpawnMaxTime>
  <SpawnChance>0.5</SpawnChance>
  <DeleteUntaken>50</DeleteUntaken>
 </Spawners>


EDIT: Oopsie, didn't see, that it was a quote, thought it was a found code.
44  TS3/TSM: The Pudding / The World Of Pudding / Re: OK, so why would I want this mess? on: 2009 June 30, 12:52:04
You can try this method: Tutorial - How to create a basic roof with different slope angles.
45  TS3/TSM: The Pudding / Facts & Strategery / Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) on: 2009 June 30, 08:23:57
Code:
<kChanceOfGettignJunkMail value="0">
      <!--Chance of getting junk mail. Positive float. Range [0, 1]. Initial GPE default 0.1f-->
    </kChanceOfGettignJunkMail>

And this is strange. Maybe it got obselete?

As far as I can tell, it's obsolete or completely boring.  In one week of game time, nothing happened when I changed the value.

I tested this by changing the chance to 1(100%), I got junk mail with bills. It looked the same and the only option, surprisingly Tongue, was to throw it away. Boring.
46  TS3/TSM: The Pudding / Facts & Strategery / Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) on: 2009 June 29, 09:51:03
From :S3_0333406C_00000000_77DD4301B72C350A_Metal_0x77dd4301b72c350a%%+_XML.xml

Code:
<kSmeltMultiplier value="1.75" />

From: S3_0333406C_00000000_0BC598D3D67B7E74_RockGemMetal%%+_XML.xml

Code:
<GemCuts>
  <Name>Emerald</Name>
  <cutString>Emerald</cutString>
  <Multiplier>1.25</Multiplier>
  <Cuts>0</Cuts>
  <Cost>10</Cost>
 </GemCuts>
<GemCuts>
  <Name>Oval</Name>
  <cutString>Oval</cutString>
  <Multiplier>1.5</Multiplier>
  <Cuts>4</Cuts>
  <Cost>20</Cost>
 </GemCuts>
<GemCuts>
  <Name>Pear</Name>
  <cutString>Pear</cutString>
  <Multiplier>1.75</Multiplier>
  <Cuts>8</Cuts>
  <Cost>35</Cost>
 </GemCuts>
<GemCuts>
  <Name>Plumbbob</Name>
  <cutString>Plumbbob</cutString>
  <Multiplier>2</Multiplier>
  <Cuts>16</Cuts>
  <Cost>50</Cost>
 </GemCuts>
<GemCuts>
  <Name>Marquis</Name>
  <cutString>Marquis</cutString>
  <Multiplier>2.3</Multiplier>
  <Cuts>30</Cuts>
  <Cost>75</Cost>
 </GemCuts>
<GemCuts>
  <Name>Crystalball</Name>
  <cutString>Crystalball</cutString>
  <Multiplier>2.6</Multiplier>
  <Cuts>45</Cuts>
  <Cost>100</Cost>
 </GemCuts>
<GemCuts>
  <Name>Brilliant</Name>
  <cutString>Brilliant</cutString>
  <Multiplier>3.5</Multiplier>
  <Cuts>60</Cuts>
  <Cost>250</Cost>
 </GemCuts>
<GemCuts>
  <Name>Heart</Name>
  <cutString>Heart</cutString>
  <Multiplier>5</Multiplier>
  <Cuts>1000</Cuts>
  <Cost>1000</Cost>
 </GemCuts>

It means that if I have silver that costs 40$, then after smelting I'll get 40*1.75 = 70$. Not worth it. Basicly Iron and Silver are never worth it.

With this information one can decide if it is worth to cut or smelt something or not.

47  TS3/TSM: The Pudding / Facts & Strategery / Re: Comminity Lot's facts and tips on: 2009 June 29, 08:08:23
Is there any way to attract specific age groups to a community lot?  I wanted to make a park that would attract children so the fambly kid could pick and choose some friends.  I put every toy in the game (and trees) on a blank commercial lot.  The game recognized it as a park just fine, but I didn't get any kid visitors, or hardly any visitors at all.

I'd also like to make one that would attract lots of teenagers.  Same reason.

Maybe we need a visitor controller (!?)

I didn't find any age variables in properties, just traits and career preferences. As for crowd size, are you sure you got a park, did you check by trying to throw a party there? Otherwise it's impossible to tell. In any case as you see in my post above small parks attract max 6 people at rush hours and only if active sim is on the lot, there is hardly anyone at other hours.
48  TS3/TSM: The Pudding / The World Of Pudding / Re: I've got....cows on my lot. on: 2009 June 26, 22:13:48
Nope, just stupid EAxis forgot to place it under function category, FAIL. There are some other objects like this too, I think all of them came with Riverview.
49  TS3/TSM: The Pudding / Facts & Strategery / Re: Comminity Lot's facts and tips on: 2009 June 26, 22:04:03
Do the sims behave much differently at a dedicated beach lot than they do at a park? Which sims are attracted by the beach lots?


                   Small Park                                                                     BigPark                                                                      Beach
Traits:          Love the Outdoors, Angler, GreenThumb                          Love the Outdoors, Angler, Green Thumb                       Loves the Outdoors, Athletic
Excl.Trait      Hate the Outdoors                                                          Same                                                                         Same
Career          Proff. Sports                                                                 Same                                                                          Same            
Skill              Athletic                                                                         Same                                                                         Same                      
Rush Hours:    15-18                                                                         15-18                                                                          14-15        
Max Sims*:     0-6                                                                            12-15                                                                          2-10          

*number of sims at rush hours, first number - without active sim, second number - with active sim on lot.

As you can see max number of sims is pretty different.


I found that picnic baskets can't be placed on community lots--they are residential objects only. Unless they're in a different place in the lot catalog, how did you manage to test them? I don't have access to the game right now, unfortunately.

I just switched families, used one of the sims to serve picnic with two baskets in Maywood Glenn (should've been enough), then switched back and tried to through a party, same with fire pit. I just wondered if lot changed status because other sims had picnic there, as they can do this autonomously.
50  TS3/TSM: The Pudding / Facts & Strategery / Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) on: 2009 June 26, 09:09:02
Tombstones

I found this in S3_0333406C_00000000_8332D3EDECE83E1E_Urnstone_0x8332d3edece83e1e%%+_XML.xml:

Code:
    <kLifetimeHappinessWealthyTombstone value="150000">
      <!--If the Sim's lifetime happiness at death is >= this they will have a 'wealthy' tombstone.-->
    </kLifetimeHappinessWealthyTombstone>
    <kLifetimeHappinessPoorTombstone value="75000">
      <!--If the Sim's lifetime happiness at death is >= this they will have a 'poor' tombstone.-->
    </kLifetimeHappinessPoorTombstone>

Though I don't know if it counts all lifetime happiness points, or just those you have at the moment. Personally I think it counts all points you earned through your life, cause I remember using all sim’s points before her death and she got medium 'poor' tombstone, and not the simplest one.

And this:

Code:
    <kGhostBurialGroundDurationHours value="24">
      <!--The number of hours ghosts created for the burial ground scenario will hang around.-->
    </kGhostBurialGroundDurationHours>
    <kGhostMaxGhostsInWorld value="15">
      <!--The max number of ghosts allowed in the world at once.-->
    </kGhostMaxGhostsInWorld>
    <kPickUpMinLTR value="50">
      <!--The minimum LTR 'Liking' value to be allowed to pick up an urnstone if it isn't already player moveable.-->
    </kPickUpMinLTR>

I find the last one interesting for moding. Setting this to zero might allow moving those tombstone at graveyard by any sim.

Mail and Bills

This is from S3_0333406C_00000000_894944A6DAD4A2CF_Mailbox_0x894944a6dad4a2cf%%+_XML.xml:

Code:
<kPercentageOfWealthBilled value=".013">
      <!--Percentage of the total assets - used for billing the Sim's household. To be used when mailman would bring the regular weekly bills.-->
    </kPercentageOfWealthBilled>

This one I think allows modding of bills. I wonder how assets are calculated.

Code:
<kBillingDaysOfWeek value="Monday, Thursday">
      <!--Days of week to bill the active household.-->
    </kBillingDaysOfWeek>
    <kBookClubDay value="Wednesday">
      <!--Day of week that the book club book arrives.-->

This can also be modded, to get bills every day maybe.

Code:
<kChanceOfGettignJunkMail value="0">
      <!--Chance of getting junk mail. Positive float. Range [0, 1]. Initial GPE default 0.1f-->
    </kChanceOfGettignJunkMail>

And this is strange. Maybe it got obselete?
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