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Can You Like Develop Romancing SaGa 2 Save Editor? https://store.steampowered.com/app/606370/
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Can You Like Develop Romancing SaGa 3 Save Editor? https://www.youtube.com/watch?v=EEuQstw1hGw
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setup_the_elder_scrolls_v_skyrim_anniversary_upgrade_1.6.659.0.8_(64bit)_(59094).exe Achievements Mods Enabler SE-AE-245-1-2-1663727254.zip Skyrim Special Edition GOG and Epic Games Support - Mod Organizer 2.4.x-6194-1-7-0-1665206954.zip All in one (Anniversary Edition)-32444-8-1664465359.zip SkyrimUncapperBetaForAE(Latest)-46536-0-1-7-1664661752.zip Mod Organizer 2-6194-2-4-4-1640622655.exe SrtCrashFix_AE v0.4.1-31146-0-4-1-1664055406.zip (Part 1) SSE Engine Fixes for 1.6.629 and newer-17230-6-1-1-1664974106.7z Unofficial Skyrim Creation Club Content Patch-18975-7-2-1666561973.zip Skyrim Priority SE AE-50129-3-3-0-1663510477.zip Unofficial Skyrim Special Edition Patch-266-4-2-8-1663527575.7z Skyrim Script Extender (SKSE64)-30379-2-2-3-1665515406.7z All but the engine bug fixes has been installed, most without using MO2. SSEEdit 4.0.4-164-4-0-4-1636548642.7z I tried in the data folder and the main skyrim folder. I get missing INI file. I'm learning as go. So, I need help here. Plus, I can't find the creator's kit on here. Steam requires signup, so not there. I need a safe download location.
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Help with editing game files/creating mod
AboutTreeFitty posted a topic in Dying Light's Dying Light
To summarize, I'm trying to edit the files so that any bite from a zombie is an instant kill. As far as I can tell I've followed the process correctly yet no changes are taking place in game. I have opened up the zombie_data_params.scr folder from Data3 in 7zip, extracted to desktop, opened in notepad++, increased the grab-bite-damage multiplier from 2.0 to 100.0, then 10.0, now 5.0, then placed the edited zombie_data_params.scr back into Data 3, overwriting the previous version, but whenever I enter game there is no damage multiplier being applied to the grab damage. I still take the same amount of time to be eaten. What am I missing? This should be a simple edit from my understanding, yet I'm not getting any results and getting frustrated. -
Help with editing game files/creating mod
AboutTreeFitty posted a topic in Dying Light's Dying Light
To summarize, I'm trying to edit the files so that any bite from a zombie is an instant kill. As far as I can tell I've followed the process correctly yet no changes are taking place in game. I have opened up the zombie_data_params.scr folder from Data3 in 7zip, extracted to desktop, opened in notepad++, increased the grab-bite-damage multiplier from 2.0 to 100.0, then 10.0, now 5.0, then placed the edited zombie_data_params.scr back into Data 3, overwriting the previous version, but whenever I enter game there is no damage multiplier being applied to the grab damage. I still take the same amount of time to be eaten. What am I missing? This should be a simple edit from my understanding, yet I'm not getting any results and getting frustrated. -
A couple weeks ago, my computer decided to go all death-screen on me and I had to reinstall the OS. All my files were recovered, no problem, but even since I reinstalled the Creation Kit, the font for the editor window, object window, etc. have all been bold. I don't mind the way it looks, but it makes the windows too large to see the whole thing and I can't actually read half the text in some windows (like actor editing, for instance). I'm doing my best to work around it, but it's making me crazy. I tried making the font smaller for my whole computer, but it didn't affect the Creation Kit font. I've searched and searched, but it seems I'm the only person with this problem. Does anyone know what I can do? (See attached pictures for what I'm dealing with here.) Thank you in advance!
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- creation kit
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Hi all, I'll get straight into it. I am currently creating a New Lands mod and have run into a bit of difficulty. I need some shop/inn signs made and, after trying by myself, realised I am utterly useless at artwork. So therefore I am asking if there is anyone who would be willing to help me out with this project and make the signs for me. I'll obviously include your name in the credits for making the signs. Now, I'll get into what I need doing. There are 7 signs that I need making, each with their own custom artwork. It is very important to me that they alongside the original vanilla "feel", of signs already present in the game; for Inn signs they are usually a picture logo with the name written either above or below the sign, whereas for generic merchant signs they are usually just a single picture related to the shop type. However, no pre-made ones exist for me to use. The ones I would like making are as follows: Spell Merchant Sign: I'm not too fussed about what you decide to include on this, just something related to Magic or something - be creative! It will be used as a generic spell merchant sign for use in all the towns in my modFood Vendor Sign: Again, just a generic food merchant sign that I will use in all the towns in my mod. Maybe just have a plate with cutlery around it or something - I'm not too sure, this ones also up to you.Swift Arrow Sign: A slightly more stylised one, I'd like it to be clear that its a fletching shop; maybe include a bow and arrow or something, but keep it in style with the other generic merchant signs - so just have the picture and no text.Lundene Fletcher Sign: This is another sign for a fletching shop, but this time in the town of Lundene. I would like it to be different to the Swift Arrow shop sign, but if you can't think of another picture to use then I won't be too bothered. Again don't include text or anything on the sign, just the picture.Dragon Mead Inn Sign: This is an Inn sign, so would consist of a picture along with the words "Dragon Mead Inn". I imagined the picture to be a beer tankard with flames around it/coming from behind the tankard. Something like that, if thats too difficult feel free to edit it slightly. Text can go wherever. EDIT: If that is all too difficult, maybe have a beer tankard with a red dragons tail coming out from behind/the sideCrossed Swords Inn Sign: Another Inn sign, so a picture with "Crossed Swords Inn". For this one I'd like the picture to be crossed swords with a beer in the middle. Fairly similar to the ragged flagon inn sign, but with swords instead of daggers and I'd quite like them to be the other way up, so the blades are pointing upwards. Text can go wherever, but preferably in a different place to the others.Drunken Archer Inn Sign: The final Inn sign, again a picture with "Drunken Archer Inn". This time I'd like a beer tankard with an arrow sticking out of the side, as if it has been shot into the tankard. As with the others, I dont mind where the text goes, as long as its not the same for all of them.Thats it! For the Inn signs it would be great if you could use the vanilla beer artwork. I would say the best ones to pull them from are the ragged flagon sign, the black-briar meadery or dead mans drink. But if you would rather do your own beers, as long as they fit into the same style its fine. For the actual signs I recommend using this modders resource. It contains the meshes of a blank sign. Only one side needs to be completed with the relevant artwork. I also recommend using this font. It's the font they use in vanilla signs, so would work well. EDIT: It would be great if as well as this someone could create some roadsigns for me - again I tried making these but sucked hard. There are only a few I need doing, but there needs to be a left-facing and a right-facing sign of each. They are as follows: Florin Sign: A city roadsign saying "Florin"Lundene Sign: A town roadsign saying "Lundene"Alverton Sign: A town roadsign saying "Alverton"Shrine Sign: A town roadsign saying "Shrine"As with the shop signs, use the vanilla font I provided above, but as for the blank roadsign meshes I'd recommend getting them from this modders resource. It contains blank left and right signs, and I would suggest using the "Medium" size. Thanks for reading, just so you know I'm also posting this on a few other forums, to hopefully get a reply. It would be great if you could make these for me, I'd really appreciate the help! Thanks, Will :smile:
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SSE Skyrim custom sign artwork editor wanted!
DdsLedg posted a topic in Skyrim's Creation Kit and Modders
Hi all, I'll get straight into it. I am currently creating a New Lands mod and have run into a bit of difficulty. I need some shop/inn signs made and, after trying by myself, realised I am utterly useless at artwork. So therefore I am asking if there is anyone who would be willing to help me out with this project and make the signs for me. I'll obviously include your name in the credits for making the signs. Now, I'll get into what I need doing. There are 7 signs that I need making, each with their own custom artwork. It is very important to me that they alongside the original vanilla "feel", of signs already present in the game; for Inn signs they are usually a picture logo with the name written either above or below the sign, whereas for generic merchant signs they are usually just a single picture related to the shop type. However, no pre-made ones exist for me to use. The ones I would like making are as follows: Spell Merchant Sign: I'm not too fussed about what you decide to include on this, just something related to Magic or something - be creative! It will be used as a generic spell merchant sign for use in all the towns in my modFood Vendor Sign: Again, just a generic food merchant sign that I will use in all the towns in my mod. Maybe just have a plate with cutlery around it or something - I'm not too sure, this ones also up to you.Swift Arrow Sign: A slightly more stylised one, I'd like it to be clear that its a fletching shop; maybe include a bow and arrow or something, but keep it in style with the other generic merchant signs - so just have the picture and no text.Lundene Fletcher Sign: This is another sign for a fletching shop, but this time in the town of Lundene. I would like it to be different to the Swift Arrow shop sign, but if you can't think of another picture to use then I won't be too bothered. Again don't include text or anything on the sign, just the picture.Dragon Mead Inn Sign: This is an Inn sign, so would consist of a picture along with the words "Dragon Mead Inn". I imagined the picture to be a beer tankard with flames around it/coming from behind the tankard. Something like that, if thats too difficult feel free to edit it slightly. Text can go wherever. EDIT: If that is all too difficult, maybe have a beer tankard with a red dragons tail coming out from behind/the sideCrossed Swords Inn Sign: Another Inn sign, so a picture with "Crossed Swords Inn". For this one I'd like the picture to be crossed swords with a beer in the middle. Fairly similar to the ragged flagon inn sign, but with swords instead of daggers and I'd quite like them to be the other way up, so the blades are pointing upwards. Text can go wherever, but preferably in a different place to the others.Drunken Archer Inn Sign: The final Inn sign, again a picture with "Drunken Archer Inn". This time I'd like a beer tankard with an arrow sticking out of the side, as if it has been shot into the tankard. As with the others, I dont mind where the text goes, as long as its not the same for all of them.Thats it! For the Inn signs it would be great if you could use the vanilla beer artwork. I would say the best ones to pull them from are the ragged flagon sign, the black-briar meadery or dead mans drink. But if you would rather do your own beers, as long as they fit into the same style its fine. For the actual signs I recommend using this modders resource. It contains the meshes of a blank sign. Only one side needs to be completed with the relevant artwork. I also recommend using this font. It's the font they use in vanilla signs, so would work well. EDIT: It would be great if as well as this someone could create some roadsigns for me - again I tried making these but sucked hard. There are only a few I need doing, but there needs to be a left-facing and a right-facing sign of each. They are as follows: Florin Sign: A city roadsign saying "Florin"Lundene Sign: A town roadsign saying "Lundene"Alverton Sign: A town roadsign saying "Alverton"Shrine Sign: A town roadsign saying "Shrine"As with the shop signs, use the vanilla font I provided above, but as for the blank roadsign meshes I'd recommend getting them from this modders resource. It contains blank left and right signs, and I would suggest using the "Medium" size. Thanks for reading, just so you know I'm also posting this on a few other forums, to hopefully get a reply. It would be great if you could make these for me, I'd really appreciate the help! Thanks, Will :smile: -
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- me3 save editor
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Hey, I was just wondering, where the f*#@ are these mods. Have the authors abandoned them, have they given up, are they busy what is going on. I cant even get an enb to work on fallout 4 like I want to. its so hard. these mods were able to help me get an enb to work, which was great. Does anyone have suggestions for mods that visually make it look good. if its an enb, I need steps on how to install it safely and what mod manager I should be using SPECIFICALLY for fallout 4.
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Construction Set Extender Showing the CS the love it deserves version 8.1 Requires Oblivion Script Extender Download : TESNexus Development Channel : Once-In-Awhile'lies GitHub : BGSEEBase | CSE Description A wise old person once started a thread in the BGS forums with these words: We've all done it at some point - Wished that Bethesda would fix the damned thing *show of rage* ... and add some of those godsend features that would make life so much easier. Unfortunately, nothing ever came of it. Beth moved on to creating more trouble with the GECK, leaving us in the dust with an aging, one-legged buzzard. But hope springs eternal. I've created this thread just in case a lone (and handsome) vagabond chances upon it and takes to themself the task of fattening the damned bird. *tumbleweeds fly* *the wind makes an obscene sign in the sand* *the snow…oh* *the smoke clears, albeit slowly* “Well, I’ve been told that I’m handsome…” Fine Print The Construction Set Extender is a lone and handsome vagabond OBSE plugin that enhances the TES4 CS by fixing various bugs and adding new tools. One may say it makes the CS what it was meant to be, but that would be a lie [snip]*. * - Modified for political correctness. Compatibility This mod is, and should be, compatible with every other OBSE plugin there is. This plugin is not fully compatible with ENB Series graphic mods. The CSE may fail to load or crash when the former is installed. Credits Special thanks to : Ian Patterson, Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with TES4 Oblivion's Elixir of ImmortalityLHammonds – For his Readme generatorScruggsywuggsy the ferret - For putting up with me over the course of CSE's development, providing advice, adding stuff to OBSE as I needed and letting me do all sorts of immoral stuff to the code. Kudos to you, mate!IanPat – Same as above.Cipscis - For inspiring the very first version of the plugin that came to become CSE.haama, Waruddar, Corepc, kyoma, DragoonWraith, PacificMorrowind, tejon, JRoush and Vacuity - For taking interest in and testing the plugin and working with me through the many arduous months of development. Hats off to you guys!JRoush & Kyoma – For their many contributions to the code base.Sen-Chan, CorePC, lilith, daemondarque and the rest of the Team Alpha group - For being such a friendly bunch and keeping me company.Lilith & Andalaybay – For proof-reading the manual.AndalayBay – For a whole lot of stuff.Arthmoor – For constantly breaking the development builds.Vorians – For forgiving the auxiliary viewport window in the end.TesaPlus – For a whole lot of Coda related testing.The “Dark Creations” Denizens – For eta testing the various development builds.All the modders who contributed to the 'CS Wishlist' and 'Script Editor Wishlist' thread - CSE's chock-full of your suggestions and requests.The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use. Bethesda – For providing a great game Construction Set with enough flaws to keep us me busy. Change Log
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Since Google could not help me I'm throwing it out here. I am looking to change the class (and maybe corresponding skills and specializations) of some potential party members. There are obvious difficulties changing the Inquisitor's class, since some dialogue and plot relies on it and could cause weirdness, but if I'm correct the party members are purely referenced in game code by character. Example 1: change Cole to a mage. His namesake was a mage and his very nature makes him flexible. Example 2: change Bull to rogue. YES he is awesome with a 2-hander, but I'd like to see him dual wield like the spy he also is. I could see a potential problem with example 2; maybe Iron Bull being a special model he has no animation for dual wielder or archery skills. Could this at all be possible?
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I recently downloaded a save editor for xcom: eu. When I open it, it asks for me to open my save file. I can't find my save anywhere and am looking for help on where to find it.
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I'm trying to make a custom standalone follower/marriage candidate using this tutorial Everything works, up until I try to use the npc editor. I removed the nasty red part from the character's face, but when I try to save, I get this error Does anybody know what I am doing wrong, or what I should do?
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I'm trying to make a custom standalone follower/marriage candidate using this tutorial Everything works, up until I try to use the npc editor. I removed the nasty red part from the character's face, but when I try to save, I get this error Does anybody know what I am doing wrong, or what I should do?
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I am using the "Skyrim Npc editor mod 0_75_1",posted by foretwenty. Skyrim latest patch is installed. I use the editor, and edit the npc Mena(found in Karthwasten), and while doing so I make sure 1. Her only faction is playerpotentialmarriage 2. Her only relationship is ally to player 3. All other factions and relationships are gone, i double checked 4. Make sure only save to bsa is checked. I kill my previous wife, use resetquest and set stage commands so I can buy another amulet, then i ask Mena to marry me, good so far so I then go to Malamar again to schedule the wedding, i attend the ceremony at Midnight, and when I go in, Malamar doesnt say anything, and Mena keeps on repeating the same line. Nothing happens. I wait for 24 hours in there, nothing. I wait outside for 24 hours, nothing. I wait at Riften Stables until the ceremony starts, nothing. I travel to whiterun and back, nothing. I make sure I am wearing the amulet of mara, nothing. Malamar just simply doesnt say anything, he keeps staring at me, and Mena keeps on repeating the same line, "I cant believe its our wedding day, its like all of skyrim is focused on just the two of us", while everybody else in the Temple repeats "Congrats on your wedding. Im so happy for both of you". Can someone please tell me what I am doing wrong? PS: Is it because I didnt set Mena as a potential follower? Is it something as simple as that? I HAVE attempted to create a new npc based on Mena's appearance using the editor, I named her to "Natalie", and the same thing happens. What must I do for the ceremony to start?
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I've looked for a mod that allows me to disable deletion of a savegame and I can't find one anywhere so I assume there isn't one. I share my game with friends and there's a lot of savegames to go through when we go to load or save a game. I've accidentally saved over a friend's savegame and I felt pretty bad. I think it'd be very useful to have some kind of savegame utility for Skyrim that allows me to "lock" a selected savegame or "disable" deletion on selected savegames. It could also be useful for people who have the same character saved at certain points of the game they might like to replay or whatever their reason is, who accidentally save over it because it's the same character name and it caused confusion. Maybe something as simple as Jaxonz Named Save, where you hit a hotkey and it pops up a window where you type your savegame name. This mod I request could be very similar in functionality where you just click a hotkey to lock the savegame you're using, it pops up a window and asks "Lock this save? Yes, No."
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In Game World Editor I'm sure every PC player of both Fallout 3 and Fallout: NV has at some point trialed or played with either wasteland defense or RTS and although both great modifications with a ton of features it can be a little 'overbearing'. I would like to see some of the features of these modifications brought into a small 'World Editor' modification allowing for the player to remove and build items in a creative manner that isn't reliant on the gathering of materials or building of a town. The modification would ideally have the following features: 'Remove Gun' - A gun that when aimed and fired at an object in the Fallout world would be disabled or deleted. 'Copy Gun' - A gun that when aimed and fired at an object it copies the object allowing for placement by the user. 'Placement Tool' - A tool that allows the player to place objects that have been stored by using the copy gun. My understanding of G.E.C.K and modding as a whole isn't great but seeing as both RTS and Wasteland Defence can include features like this as well as a bunch of other cool stuff that it should be fairly simple to use the mods to 'cut' these parts out and into a new modification. This mod would allow the player full building/destroying control over the wasteland and I know that I would love a modification like such, especially if the controls were either simple or preferably controller supported. The modification could also be expanded to include features like resource gathering as a hardcore mode which then allows players to build and destroy but in a realistic manner. In a sense the modification i'm proposing is a very dumbed down and simple version of WD/RTS. Let me know if its possible or if you have any thoughts or suggestions on the idea!
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I have suffered from something a few others have where they used a mod/debug and screwed themselves over from the Radovid storyline that triggers when stepping outside the Estate after dealing with Junior. Now this is entirely my fault and stupidity, however there has been no other side effects for me in the game apart from now where I am trying to complete Triss's Now or Never quest but I cannot get it to trigger because I have not completed Radovid's storyline. I am over 100 hours since doing Junior's Questline and pretty much completed everything else in the game bar these few sidequests, I know this quest is not essential and the main game can still be completed without it but I really do rather complete everything I can. My request is if possible, A Save Editor that allows me to tick what quests I have completed/not completed or a Way to trigger quests to happen. I know its a lot to ask for but that is why this is a request, if its possible great! I will be so happy, but if not then I will just swallow my pride wait a few months then start Witcher again from scratch and be very careful where I use mods so I dont make this silly mistake again.
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Hi All! Eladdv202 created this great tutorial on how to import, package, and code a custom image into your mod. The tutorial works for packaging in general, but goes step by step with a custom image (since there are already tutorials for importing 3D assets). Please let us know if you have any suggestions or changes, and we'll update the tutorial. As we continue to learn more as a team, we'll create more end-to-end tutorials. The community has posted a lot of great tutorials that have helped us immensely, and we're grateful to everyone who has contributed to the XCOM 2 knowledge base. Check out the tutorial on imgur here: http://imgur.com/a/z1pEZ Download a PDF version of the tutorial from our Dropbox here: https://www.dropbox.com/s/sd1r96n5m1wbph1/XCom2%20Editor%20Package%20Tutorial.pdf?dl=0
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Hello. As you know, the Fallout 4 is using the same scripting engine as Skyrim (Papyrus). Actually, there are some changes in the language (like you can now define structures - custom types), but the foundation is the same. I've updated the savegame script editor to match the Fallout 4 savegames and I need some extensive testing. This is still work in progress. I do not have to tell you that you SHOULD NOT continue your walkthrough from the edited savegame at this point, do I ? :/ Download version 1_7a (or check the attachment): https://www.dropbox.com/s/uyiogrhb4joiszc/PapyrusDataTransfer_1_7a.rar?dl=0 Viruttotal results for this file: https://www.virustotal.com/ru/file/72f9b5abf73a956e946fab05db55c183789e8825396b27abda0106aeef5cfa26/analysis/1448273074/ [How to use?] Copy the Fallout4 savegame (*.fos) to the program folder. Every editing operation WILL write changes to the savegame you provided. So, make a backup of this savegame. Open the Command Line (Program folder -> CTRL+ Right click -> Open command window here) 1) How to get the savegame content: PapyrusDataTransfer.exe -show Save.fos > ScriptRelatedContent.txt 2) How to change script variable, Example: PapyrusDataTransfer.exe -setvariable Save.fos 1 -filter "[and], ::MeleeEnabled_var ([variable_name]), ( FireFightStall_MasterScript ( [script_name] ), [and], 198a1a ( [ref_id] ) " After you load and save the game, this variable value should persist in all later saves (until changed by the script itself or any other script). You can check the variable value by getting the content using the show command. 3) How to remove a script from the savegame, Example: PapyrusDataTransfer.exe -remove Save.fos -filter "( FireFightStall_MasterScript ( [script_name] ), [and], 198a1a ( [ref_id] )" After your load the new save, if the related object (to which script was attached) still exist in the world, the game should recreate the script with default values (same engine behavior as with Skyrim). 3) How to remove so-called "orphaned" instances from the savegame (if they ever exist in the new Bethesda game). PapyrusDataTransfer.exe -remove Save.fos -filter "0 ( [int] [ref_id] )" 4) How to terminate threads (active running functions). PapyrusDataTransfer.exe -terminate Save.fos -filter "Default2StateActivator ( [script_name] )" If the function was running at the moment of making a savegame, it's bytecode is written into the savegame itself (as it was with Skyrim). The tool allows to replace this bytecode with Nop values (NoOperation), therefore it can unstuck neverending loops or calls. The Fallout4 savegame structure differs from Skyrim (few changes in the overall structure, new tables in the Papyrus section, new object attributes, etc), but the tool is backward compatible with the Skyrim savegames. What kind of feedback is required? - Do you able to load/view the content of the savegame? - Do you able to perform the editing operations without issues? - Make sure you can load the edited savegame in Fallout4 - Make sure you can make a new save and load it after restarting the game. If you have any issues, please, share your savegame. You can PM me with link or send it to [email protected]
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Would be nice to have 3D engine tools to edit settlements. Option to toggle snap to grid/object/angle Free moving camera to edit from any perpective Easy workbench inventory access while in edit mode salvage items in inventory while in edit mode... Feel free to add on this idea in the comments. Many thanks to the brave modder tackling on that task.
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- settlement
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So I saw this tool here: https://www.nexusmods.com/monsterhunterworld/mods/486 and realized there wasn't really anywhere to share character appearance .json files. Spent some time searching and couldn't find them anywhere, so I thought I'd make a thread here for sharing. Assuming I don't forget, I'll likely be uploading one of mine in the morning.
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Hi there, I downloaded the Xvision Children mod today, mainly because I wanted more hairstyles for the children. I opened the NPC Editor and made some changes to Runa, who I wish to adopt, and..well, look at the screenshot below. I've been trying to make different changes for a few hours now, and I can't figure out the problem. The only thing I wanted to change was her name, and possibly the hair and face. In the screenshot below I've successfully changed her hair, and not touched her face AT ALL. Yet her face snaps and changes color. Any suggestions on what I can do? http://i41.tinypic.com/mwa2om.jpg
