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  2. What both my SSEEDIT and DynDOLOD have in common is that they've gotten the error loading plugin list. Everything else is working fine, it's just this error alone despite putting in the correct command line arguments for SSEEDIT, DynDOLOD, Registry Editor; all starting with -sse followed with the commands; -o, -m, -p and -d, which I've properly put in the full commands of each thanks to Command Line Argument | DynDOLOD And I'm just doing some reading here, but if what your fellow admin is saying to be true, can I attempt this to conclude a solution?
  3. Today
  4. This is not a generic computer support channel. As already explained, xEdit, xLODGen, TexGen, DynDOLOD support the GOG version via command line arguments. It is unclear what GOG forum guide you are referring to. There is no reason or requirement to get rid of any files to set the command line arguments for the GOG version. Source code it used to compile a program with a compiler. There is no reason or requirement to get the source code to set the command line arguments for the GOG version. Using the launcher to set the Bethesda registry key only works with the Steam version of the game. Making up random key names will obviously not work. Use the command line arguments instead. I suggest to ask a life person to teach rudimentary computer knowledge or maybe to watch videos that explain how computers/windows etc. work. Click the external links from the documentation, for example: https://www.bleepingcomputer.com/tutorials/understanding-command-line-arguments-and-how-to-use-them/ Do not post screenshots of text. Copy and paste the text/logs instead as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum It is unclear with which command line arguments the tool was started with. Copy/paste the actual command line arguments you entered into Vortex if you require help with them.
  5. Hi, I followed the guide step by step and I'm pretty sure I did everything as told (tried starting over twice, but same results), but my game has NO GRASS. I've noticed that on "19- Utilities" on "DynDOLOD 3 Alpha" it says: "Modify INIs The guide disables grass LOD by default. Instructions for enabling grass LODGen are also provided and may be enabled at a later time as instructed by the guide if adequate performance headroom is available." I was wondering if it was that step that made my grass go invisible, so after I finished the guide, I went back to DynDOLOD_SSE.ini and TexGen_SSE.ini and rolled back to what it was before the change, but unfortunately my grass is still invisible / nonexistent. I've been trying to get this modlist working for the last 3 days and this grass thing always end up making me break everything else while trying to fix it. Can somebody please help? https://imgur.com/a/tYfp7hL <- This is driving me insane. :/
  6. Hi Sheson, I believe my brain wants to absorb the information you've given me!! I've made little progress by tweaking the respective command lines, so SSEEDIT would have no choice but to rely on my path to my GOG Skyrim SE!! Unfortunately, as you can see here, I've received an error that it couldn't detect my ini file despite I most certainly have both skyrim.ini and skyrimprefs.ini... That or it could do with the fact that SSEEDIT doesn't even support GOG yet, I could try make another attempt in making it work by following through that GOG forum guide to get it working but I'm still a bit spooked about previously getting rid of some files to try get SSEEDIT working which didn't soooo Or I could also try get the source code from Github, although there's no file that's specifically called source code but I can always have another look. I've tried getting Registry Editor to recognise Skyrim SE by launching both Skyrim.exe and Skyrim launcher without the use of my mod manager Vortex, but with no success. I also simply created a new REG, called it GogSkyrim.reg with path G:\Skyrim Anniversary Edition but to no avail oof. I'm going to continue browsing the guides you've provided me and hopefully I'll come up with a more better understanding from what I read, I can probably tell you'll just recommend me to stick with those guides but perhaps a little bit of your wisdom/knowledge would do about the issues I brought up? If not, I'll just stick with the guides no prob. UPDATE: If you check one of my images, I believe I properly put everything in place for SSEEDIT despite not being able to use it as Registry Editor still refuses to acknowledge my GOG Skyrim SE as a pathway. But damn, this feels good accomplishing SOMETHING and putting together these command lines are so COOL and EASY!!!! XD
  7. Version 1.2.2-alpha deployed properly in Vortex, for anyone wondering. I didn't have to find a folder with output. Installed, added the exe to my Dashboard/Tools, checked the couple of patches that applied to me when I launched it, and the output went into the proper folders. Works well, it seems, though I don't run many animation mods. I look forward to its development.
  8. Do not post logs as text. Instead, upload the logs as instructed in the OP.
  9. You are posting for DynDOLOD support in the Step MODS topic. Please read the posting guidelines of a given forum before posting. Post moved.
  10. Yesterday
  11. Getting this error when trying to run TextGen to create LOD. Have no clue how to resolve
  12. I came to Pandora because I was trying to combine Sexlab and Ostim Standalone in one build, And I did it and everything works fine, When I launched Pandora for the first time, she saw both Sexlab and Ostim and Devious Device 5.2, Pandora showed 40 thousand animations and the game started perfectly. However, then something happened (I have no idea what exactly), but for some reason now, if Pandora shows more than 30 thousand animations (without any errors) then the game doesn't start, and Pandora stopped seeing Devious Device animations, I don't see Devious Device animations in Pandora's box and they don't work in the game. I have reinstalled both Pandora and Devious Devices several times, I use MO2. I tried to process everything using FNIS on the same assembly and he saw the DD animations, And the game started and the DD animations work fine, Although the Ostim Standalone animations do not work, which FNIS cannot process. What can I do to make Ostin see DD animations again?.... However, I do not know if the DD animations worked the time Pandora saw them, because then I did not check it.
  13. I found some other LOD issues from the same generation. For some reason, I am getting a total mismatch for the LOD model for sbluepalacegate.nif during winter (but during the other seasons it looks fine). I am using a custom form swap for this object during winter, but the replacement is using the same mesh. I tried using mesh mask rules to get LOD for this building, perhaps I screwed something up? The generated object LOD mesh can be found here, please tell me if you need anything else: https://www.dropbox.com/scl/fi/yui7f3dhiqo5y62eylu30/Tamriel.4.-16.24.WIN.bto?rlkey=fohj4dpjul471rmn3e4i13afh&dl=0 Moreover, Mistveil Keep is not showing up on the map, and I have no idea what is causing it. It is getting level 4 and level 8 LOD, but not level 16 LOD. I am using Open Cities, but I don't know why that would matter. As far as I can tell, the generated DynDOLOD files are not touching the object, nor its worldspace references.
  14. I concur with all your observations, however I can't confirm about bound weapons as I never use them. I'm pretty sure magic skills only increase while in combat - that's vanilla behavior not changed by Odin or Vokrii as far as I know. When I use summoning spells with Odin, I can summon a creature by casting the spell before combat but I only gain Conjuration experience while the summoned creature is in combat. About speech and trading, speech skill increase depends on the base value of the traded items, not on the actual price at which they're sold or bought (which are themselves a function of speech skill). There is already an economy mod in STEP, Trade & Barter, that allows you to configure the bartering parameters, but they make you richer or poorer from trading and don't affect the speech skill gain. In vanilla, if you trade a stack of identical items, you only get the speech skill XP corresponding to one item. With Bug Fixes SSE (included in STEP), you get the skill XP of one item multiplied by the number of items in the stack (see 'Speech Experience: Item Stacks' configuration setting). That may be a factor. Vokrii grants speech skill points for shouting, so if you shout a lot that may be another factor. -- There are several problems with character leveling in Skyrim: Player level is a direct function of skill levels. All skills contribute equally to player level. Skill levels are gained organically by playing the game. Some skills can't really be avoided (e.g. Speech or Lockpicking). The skill XP -> player XP function is very sharp: it makes the player level up very quickly at low levels and progressively slows down at higher levels, reaching a point where the player needs to grind unused skills to gain enough skill XP to reach the next character level. Mods I use for balancing leveling: Main mod is Experience which tries to solve the above problems by completely decoupling player XP from skill XP (and also reversing the dependency by capping skill levels based on player level). Skill XP is gained as usual, same as vanilla. Player XP is disconnected from skill XP and it is gained by completing objectives and quests, discovering locations, clearing dungeons and killing enemies (all configurable) - similar to traditional RPGs. It can also be optionally gained by increasing skill XP but it's off by default and is pretty much pointless as it would re-create the same problems as in vanilla. The player leveling curve as a function of player XP is unchanged compared to vanilla, i.e. very fast at low levels then progressively slower to become a slog at high levels. Experience Multipliers (MCM sliders for each skill) is an MCM UI for configuring skill XP gain multipliers. It provides a simplified and user-friendly configuration, but not as extensive, compared to Skyrim Skill Uncapper. Nerfing or bumping skill leveling is still useful even with the above Experience mod. Skyrim Skill Uncapper can still be used if needed to uncap skills beyond 100 or use some of its other features. Leveling Freedom - Configure your XP Curve - Gentler Smoother Steeper or Flat mentioned previously to both lift and flatten the player leveling curve (i.e. more XP needed to level up player at low levels and less drastic speed difference between low and high levels). Reading Is Good (SKSE) changes skill books to increase skill XP gain multipliers rather than skill levels. Makes skill books very valuable to counter-balance nerfed skill XP gain multipliers. Notes: I've used the above mods with the Skyrim SE 1.5.97 runtime. They should all be compatible with the latest Skyrim SE/AE version but I'm not too sure about Reading Is Good. Although all the above mods can be installed/uninstalled mid-game, to make the most of them it's best to use them from the start of a new game and adjust parameters along the way as wished or necessary. The Experience mod is a significant departure from vanilla character leveling mechanic so I'd be hesitant to recommend it unless you are highly bothered by the vanilla problems I listed above and are willing to experience something different. Personally I think it's great and I love it, as do most of its users. I've never had any issue with it, and it works with any content (vanilla, Bethesda Creations or mods). Though it does require some fine-tuning to accommodate each playstyle and the amount of content to be played, because its "out-of-the-box" configuration is balanced for plain SE vanilla content (before AE and without any mod-added content).
  15. Hello, I have not been able to find any guidees or posts that might be able to help me out with the issue I'm experiencing so I thought I'd post here. When I load up an old save that doesn't crash my game, I get a notification at the top left of my screen saying that "DynDOLOD successfully initialized". For the very same game session (without exiting to menu or restarting SSE), I am able to play the game no issues, with all my mods installed, the ACMOS map looks great, the grass caches have installed properly and everything. I make a new save (not overwriting the save I loaded from) so that I can load into the game with DynDOLOD initialized. This is where the issue comes up. The second I load the new save after restarting SSE, it immediately crashes my game upon loading. I used Crash Log Analyzer to determine the source of the issue and it seems like it is DynDOLOD. I followed the instructions and disabled Autosave in game (removed save on rest, save on travel, save on menu, etc.) but the issue still seems to persist. I also tried the player.kill console command as instructed by the crash logger to address BGSSaveLoadManager issue, but this just leads to a load screen that crashes my game. Been trying for days to fix this issue, but nothing seems to be working. Would greatly appreciate any and all help in this matter!!! My MO2 Mod List: https://imgur.com/a/Da7mgpR I make sure to sort the plugins using LOOT. Here is what CLA_SSE produced for the crash report: CLA SSE - Sephs Skyrim Experimental Crash Log Analyzer (1.2.0) / 2023.09.10 --------------------------------------------------------------------------- If you are asking others for assistance / help, ALWAYS provide the crashlog as well! ##################################################################################### Crashlog Tool: CrashLoggerSSE v1-12-1-0 Dec 22 2023 02:20:56 Game Version: 1.6.1170 Script Extender: 1.6.1170 ################################################################################ RAM ################################################################################ RAM Total: 63.77 GB RAM Used: 17.25 GB RAM Free: 46.52 GB Analysis RAM (all good): It is absolute unlikely that the crash was due to RAM. ################################################################################ Mod Count: ################################################################################ Light: 67 Regular: 46 Total: 113 ################################################################################ Header indicators: ################################################################################ Memory: 0x7FFFA50612FB count: (2) File: VCRUNTIME140.dll count: (3) Address: 00012FB count: (2) Assembler: rep movsb count: (1) [ 0] 0x7FFFA50612FB VCRUNTIME140.dll+00012FB -//- count: (1) VCRUNTIME140.dll 0x7FFFA5060000 -//- count: (1) ################################################################################ Solutions ################################################################################ SkyrimSE.exe: count: (57) This file on its own is not the cause, however, we'll do further parsing... Could not find any known issues related to SkyrimSE.exe. SkyrimSE.exe _might_ be listed for the sole reason of... you're playing this game!! -------------------------------------------------------------------------------- tbbmalloc.dll: count: (3) Threading Building Blocks Memory Allocator This is either part of: - the CreationKit Fixes: https://www.nexusmods.com/skyrimspecialedition/mods/20061 - the Engine Fixes (part 2): https://www.nexusmods.com/skyrimspecialedition/mods/17230 I do recommend to use Engine Fixes (pick 'part 1' according to your SKSE) This message is shown without a check: Make sure to disable: SrtCrashFix64.dll (Animation Limit Crash fix SSE) as this is handled by the Engines Fixes, which is recommended to use! Either way, make sure to have the 'latest' version variant for your Skyrim edition. However, this probably is not the cause, but the causing mod relies on excessive memory handling. First and foremost, try to close any other application and background processes that might be running that you do not need. Like, but not limited to, game launchers, web browsers with 20 open tabs, Spotify, even Discord. Also, you might want to consider using lower texture mods, aka, use a 2k instead of a 4k texture mod, or just a 1k texture. If the above did not help, you could try apply these config tweaks to: __Skyrim.ini___ Make sure to comment out (#) any existing variants of these, so you can go back if they dont help or make things worse. This is most applicable if you're using 4-8 GB ram or less, you game addicted freak! (said the guy who was playing WoW raids at 3 fps). ================================== [Display] iTintTextureResolution=2048 [General] ClearInvalidRegistrations=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 ================================== Last but not least, increasing your pagefile is a good and simple way to avoid this. Best practice: pagefile-size > RAM Example: 24 GB > 16 GB RAM Please read / follow: 1. In the Taskbar Search, type “Advanced System“. ... 2. In System Properties, click Advanced tab. 3. In Performance section click Settings button. 4. Performance Options will open. ... 5. Here, under Virtual memory, select Change. 6. Uncheck Automatically manage paging file size for all drives. 7. Select a Drive that hardly use (as in not often) 8. Set manual size 9. Set value to ~ 150% of your RAM (as shown in example) 10. Confirm with "OK". If you want to read more about (allthough, not related to sharepoint server): https://learn.microsoft.com/en-us/sharepoint/technical-reference/the-paging-file-size-should-exceed-the-amount-of-physical-ram-in-the-system -------------------------------------------------------------------------------- Modified by: count: (4) These are only listed as additional hints for probably debugging. If you have no other indicators, this might be worth investigating. If you do have other indicators, try to solve those first! That said, it is common to have 2-4 mods listed in a row, however, lists of 5 or more _might_ cause issues by the sheer amount of what possibly could be overwritten several times. Chance: LOW (1) Modified by: Skyrim.esm -> Unofficial Skyrim Special Edition Patch.esp -//- count: (4) -------------------------------------------------------------------------------- BGSSaveLoadManager: count: (3) Once you've managed to load the last working save, try this: player.kill This has to be confirmed to be working (guess, I'll be told when its not). -------------------------------------------------------------------------------- DynDOLOD.esm: count: (1) There is a chance that this might cause a CTD when changing locations. Specificly when passing a door of some sorts, can cause the game its AUTO-SAVE to be triggered, because the scripts were not done when its called and thus make the game stall. To avoid that, it is recomended to DISABLE Autosave in game settings. If that does not help, please report to either: https://www.nexusmods.com/skyrimspecialedition/mods/32382 <OR> https://stepmodifications.org/forum/forum/223-dyndolod-xlodgen/ for a more detailed investigation. ################################################################################ Success Statistic: (this has been detected/handled, does not mean it's the cause) ################################################################################ Issues Found: 5 Issues Solved: 5 ################################################################################ DEBUG State: ################################################################################ Culprit list content: (just a list) SkyrimSE.exe, tbbmalloc.dll, Modified by, BGSSaveLoadManager, DynDOLOD.esm, ################################################################################ Random 'Fallback' Checks ################################################################################ How to read these results? - They are simple keywords that may appear when you have a lot of issues. - They do NOT have to mean anything. - Only if the "regular" results / solutions do not help, they might provide an indication to the reason for this crash. File: "Unofficial Skyrim Special Edition Patch.esp" -//- count: (4) File: "Skyrim.esm" -//- count: (14) Name: "Nightingale Armor Full Set" -//- count: (8) GetFullName: "Nightingale Armor Full Set" -//- count: (4) Name: "Prisoner" -//- count: (36) Name: "Well Fitted" -//- count: (2) GetFullName: "Well Fitted" -//- count: (1) FormID: 0x0001711F -//- count: (4) FormID: 0x00000014 -//- count: (36) FormID: 0x00000007 -//- count: (12) EditorID: "ArmorDarkBrotherhood" -//- count: (1) FormID: 0x0010FD62 -//- count: (1) FormID: 0x0001711E -//- count: (1) RBP 0xA75EFE768 (BGSLoadGameBuffer*) -//- count: (1) [RSP+528 ] 0x11A09FB8F00 (BGSSaveLoadManager*) -//- count: (1) [RSP+A10 ] 0x11A09E20220 (BGSKeyword*) -//- count: (1) [RSP+B60 ] 0x11A09FB8F00 (BGSSaveLoadManager*) -//- count: (1) [RSP+D98 ] 0x11A16BC3C00 (BGSPerk*) -//- count: (1) [RSP+FD0 ] 0x11A09FB8F00 (BGSSaveLoadManager*) -//- count: (1) [ 5] ccBGSSSE001-Fish.esm -//- count: (1) [ 6] ccBGSSSE025-AdvDSGS.esm -//- count: (1) [FE: 1] ccBGSSSE037-Curios.esl -//- count: (1)
  16. Thank you for your pointers. Of course, I understand that everyone playstyle is different and that everyone has their own subjective opinions about "the best way" to play the game. I would like to hear what other people think, so I can better find what could possibly work with what I have noticed. Btw, what other mods do you use for balancing leveling? Without any changes to the INI, in my playthrough I saw some problems (in my opinion): - lockpicking is leveling way to fast. almost every lock is giving me a skill increase. And you can't really avoid lockpicking in the game. This should be much lower, I think. - I was gaining light armor levels pretty fast. Vokrii makes it that you gain light armor experience by being in combat while wearing at least 2 Light Armor pieces whether or not you get hit. So maybe I should slow this down a bit. Heavy armor probably has the same problem. - I was using conjuration only for bound weapons, and I only get experience for it if I summon the weapon in combat. And that makes it pretty slow. Not sure how it works with summoning creatures, since I didn't use those spells. - I leveled up speech tree very fast by selling loot. I am not sure if installing an economy mod that reduces the price at which you can sell items, would decrease the rate of leveling, or is it based of something else. Otherwise, I would probably slow it down a bit too.
  17. I don't use Skyrim Skill Uncapper to configure leveling (I use a combination of other mods instead), and I play with a lot of mod-added content or modded gameplay mechanics on top of the STEP base, so I can only provide general pointers and some subjective thoughts. I don't think some one-size-fits-all advice can be given. It depends on your playstyle and preferences. You'll probably need to experiment and adjust as needed. You can simply reduce skill XP gain multipliers to slow down skill leveling which in turn proportionally slows down player leveling since the latter is derived from the former. Or you can reduce skill level to player level multipliers to keep leveling skills at the same pace as vanilla but slow down player leveling. This can result in a relatively highly skilled but lower level player. Consequently there are fewer perk points available compared to vanilla to leverage the relatively high skills. Or you can combine the two approaches for a slower overall, but potentially too grindy and restrictive as time goes on, progression. For example, this configuration: Slower Leveling for Skyrim Skill Uncapper which reduces both by 25% (this is not an endorsement or recommendation, but you could take a look at it for inspiration). Reducing skill level to player level multipliers slows down player leveling more and more as the player level increases, even more so than in vanilla, due to the sharp leveling curve. Some data points not to be construed as recommendations, based on my personal experience deviating greatly from a standard STEP setup: I find the player becomes very powerful at around level 40 and the game starts to progressively become less enjoyable past that level. I try to balance my leveling configuration to reach endgame at about level 60, tweaking along the way if necessary. I set all skill XP gain multipliers to 0.5 except Pickpocket and Enchanting, which I don't use much and are already grindy enough in vanilla for my taste, remaining at 1.0. That's very slow and makes the game more challenging for longer. I use Leveling Freedom - Configure your XP Curve - Gentler Smoother Steeper or Flat to make the player leveling curve flatter. So while the skill & player level progression is slower, it's smoother and not so grindy at higher levels. Beware some mods have their own configurable skill XP settings. You'll want to change either their multipliers or Skyrim Skill Uncapper's but not both together to avoid cumulative effects and potential confusion. Change the multiplier of one mod and leave the other at 1.0. From the top of my head: CACO provides its own Alchemy skill XP gain multiplier configurable in its MCM. CCOR provides its own Smithing skill XP gain settings configurable in its MCM. It also optionally allows gaining skill by using Tanning Rack / Smelter / Mining Deposit which is not normally possible in vanilla. Lastly it allows for using an alternate skill XP formula to prevent XP farming. Vokrii grants Smithing skill XP from Mining Deposits. The conflict with CCOR is apparently not addressed by the STEP CCOR Patch in the current guide, so the actual behavior with both installed depends on which version of the mineorescript.pex file wins in the mod manager. Edit: Vokrii / CCOR conflict is addressed by patch from Kryptopyrs Patch Hub as instructed in the current guide. I missed it while looking in the wrong places.
  18. You either didn't download the release, or your AV quarantined the exe.
  19. This is the DynDOLOD 3 Alpha thread. I do not provide support for third party tools or mod managers. The first screenshots show you are instructing SSEEdit.exe (which already contains the SSE game mode in its filename) to start in the Fallout game mode. It seems you do not have Fallout. The page https://wiki.nexusmods.com/index.php/Tool_Setup:_xEdit#Set_up_with_Vortex lists the different game modes that xEdit supports above the example image for command line field. DynDOLOD Alpha will prompt for its supported game modes if it is started without a game mode. See https://dyndolod.info/Help/Game-Mode xEdit and thus xLODGen, TexGen and DynDOLOD support the non Steam versions of the games via the -m, -d and -p command line switches for different paths of the INI and data folders and plugins.txt as explained at https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG, https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG, https://dyndolod.info/Help/Command-Line-Argument and https://tes5edit.github.io/docs/2-overview.html#CommandLineSwitches it is rudimentary computer and modding knowledge to just copy, paste and edit the 3 command line arguments required for GOG games into the command line field. I suggests learn the basics first by following a modding guide.
  20. Can someone please help a Noob in modding out here? So I've downloaded pandora; installed it via MO2; created an Output folder and was about to put the executable into MO2.... but there is no exe. So how in the hell am i supposed to start this thing?
  21. I've followed the steps to setting up SSEDIT but it's unable to find ini cuz SSEDIT doesn't support GOG. -,- I'm slowly getting an idea about a command line argument but otherwise I'm simply struggling ehe. I can be a bit of a slow learner, like you say this is easy basic stuff but I feel I'm hearing another language with what I'm digesting lmao. I'd would much rather be given a straight answer so I can play my game in peace but I guess that's not possible.
  22. Moved from the 'Mods' forum where our posting guidelines are stated. I really don't comprehend the problem or the question. You should ask on the Skyrim Together Reborn Nexus mod page.
  23. I updated from 1.6.640 to 1.6.1170. I have a mod list with 130ish mods and it works just fine then I updated and it stopped working. When I went to boot I got an error saying some mods were out of date so I fixed that and all the mods are up to date but now I'm getting an error saying "Using game plugin 'Skyrim Special Edition' ('SkyrimSE', variant Steam, steam id '489830') at D:/SteamLibrary/steamapps/common/Skyrim Special Edition" Me and my friend are trying to play Skyrim Together Reborn and he's getting the same error so I know its not just a me thing. My only guess is it has something to do with SKSE64 because when I load it normally with the SkyrimSE Launcher option instead of STR or SKSE it works just fine
  24. Discussion topic: Rebuild AIO - DLC Edition by Aurelianis Wiki Link
  25. Discussion topic: Rebuild AIO - Second Edition by Aurelianis Wiki Link
  26. Discussion topic: Rebuild AIO - First Edition by Aurelianis Wiki Link
  27. Discussion topic: Rebuild - Workshop Standalone by Aurelianis Wiki Link
  28. Discussion topic: Rebuild - Shared Resources by Aurelianis Wiki Link
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