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Excellence in Community Development Extension Award Now Open for Nominations
named in honor of Raymond A. Schindler. Ray was one of the first Extension regional CD specialists who ...
Civittolo named Interim Assistant Director for OSU Extension Community Development
development projects. David has been with OSU Extension since 2000, and he served as a county educator and ... county director prior to the field specialist position. Before his work with Extension, Civittolo was ... employed as a village manager for numerous communities in Ohio. In December 2013, David was named the ...
CD Wire- September 16, 2019
implement in courses, and showcase examples of effective Carmen use. The fall showcase is an annual event ... incorporating technology in their classrooms. At the end of the event, you will have an opportunity to network ... via BuckeyeLearn. Zoom link for counties. Appointing People on Sponsored Projects (Getting Ready for ...
CD Wire- September 4, 2019
FAIR CONFERENCE PROPOSAL: Presenter Name(s): Presenter(s) Email Address(es): County: Representing ... of events for World Food Day. These organizations are currently looking for faculty, staff, and ... students doing research or programming on the food systems to present at the event. Submit a proposal here. ...
CD Wire- August 19, 2019
at the Sea Grant/Stone Lab facilities on Gibraltar Island (Ottawa County). In addition to touring ... department chair and associate director, and the plans to name an interim assistant director for Extension CD ... creating a festival banner! The event concluded on Saturday night with a farm-to-table dinner served ...
Assistant Director of Ohio 4-H Youth Development
Ohio's 88 counties and are administered through the local county Extension office. Guidance and support ...
CD Wire- August 5, 2019
State Faculty & Staff 10:45-11:45 a.m. County Personnel 1 12-1 p.m. County Personnel 2 1-2 p.m. ... address the many sides of air quality (our air quality, health and lungs, trees, transportation and ... topics. The films curated for this event highlight the resiliency of rural communities and the individuals ...
Jacqueline Wilkins, Ph.D.
comprised of 88 counties, including all matters affecting personnel, finance, and business operations. As ... where she provided leadership to 21 counties regarding personnel, finances, public relations, and ... included city and county governments, non-profits, court systems, United Way agencies, philanthropic ...
Germinate International Film Fest- Tickets on sale now!
highlighting agriculture and rural communities! The Highland County Office of Ohio State University Extension ...
Elder Care Certificate Course
a team. Complete four one-hour modules, then 16 hours total in-class sessions on September 5, 12, 19, and ...


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Our Residents
Anditi - Founder: Peter Jamieson
Anditi is a technology company born out of the determination to use data in a smarter way, to create a sustainable future. Their ground breaking technology helps people work smarter by more accurately understanding physical places in 3D from their desktops. From single properties, to whole cities, to huge stretches of road.
For example, Anditi provides councils and government agencies with vegetation and building inventories. They provide infrastructure companies with in-depth understanding of the state of their road and rail networks. They also provide operators within the property and solar industries with site specific information about places of interest, such as landform, vegetation shading and solar potential.
As a proud member of Eighteen04, the Anditi team works closely with their peers, Newcastle City Council and Lake Macquarie City Council to help roll out their Smart Cities / Internet of Things (IoT) initiatives.
SwitchDin - Founder: Dr Andrew Mears
Rooftop solar electricity and battery storage is complex and new technologies are re-shaping the market. SwitchDin simplifies the solar ecology by being the only multi-vendor data integration system for the monitoring and control of major solar and battery systems.
The SwitchDin subscription software service helps solar installers, electricity retailers and facility managers deliver improved energy services to their users, and makes solar and batteries visible to utilities. SwitchDin is early stage with beta customers and a growing partner network.
Newie Ventures - Founders: Heath Raftery & Anne-Laure Peaucelle
Did you know an average of 30% of congested downtown traffic is just people looking for a car park? Does this make you feel uncomfortable, frustrated, even angry? Our vehicles of autonomy are quickly becoming vehicles of burden. There's a better way, and NewieVentures is working on making it a reality. We create Smart Solutions for Smart Cities, that take the pain out of parking.
Solpod - Alex Hagan
Solpod was founded in 2017 by a team of experienced solar executives, members of whom previously founded one of Australia's largest rooftop solar businesses and have developed over $200 million of utility solar projects. The team recognised a gap in the market where standard solar was not meeting the needs of the commercial and industrial property sector. While the economics of solar can be strong, this may involve taking a 15+year view on the asset, which is appropriate for solar technology but not necessarily the site or owner, who may want to redevelop the site or change the roof sheet in that time. Standard solar cannot be economically removed during the asset life, as the cost of labor to remove it is higher than the value of the used kit.
Orata - Founder: Luke Mahony
Orata° has utilised ancient thermal mass principles, bolstered by modern science and technology, to develop a product that out performs any existing heating and cooling system. Until now, heating and cooling your home was constrained to the time of day when electricity is at its most expensive, renewable energy was not available and when heat pumps were inefficient. Orata° technology allows you to time shift heating and cooling to take advantage of cheap or free energy. Orata° turns a heat pump into an energy multiplier and utilises weather forecasts to put you in control of your energy consumption.
Orata is the harmonious at home feeling that welcomes you as you enter. Orata is a continual, even and easy year round temperature. Being Orata means an increase in productivity and better respiratory health. Experiencing Orata means a decrease in bacterial growth, air borne allergens and humidity. Living Orata means zero running costs and zero emissions. Sounds perfect right? It is.
Past Residents
Our past residents are an important part of the CleanTech + SmartCity community fabric in our region.
Fernlawn Environmental - David Puxty
Fernlawn Environmental is dedicated to improving the waste industry. We are achieving that by launching two companies, BinShare and BinCompare as well as stocking SmartBin sensors.
BinShare is an online marketplace for the spare bin space that is wasted each week in our towns and cities. BinShare provides a cash payment to the owner of the bin and a cost and time saving for residents and businesses using the bins.
BinCompare is a waste brokering business that provides great value waste services with a focus on decreasing waste to landfill.
OmniCarbon - Mark Macfarlane
OmniCarbon provides the tools to decarbonise global business by providing business profitable pathways to a low carbon future.
Granite Power Limited - Sean McCracken
Granite Power produces electricity from waste heat sources such as refineries, large diesel generators and ship propulsion systems. We also have an active interest in heat sources from solar thermal and geothermal, and have built the world's first solar thermal supercritical (Organic) Rankine cycle (6 months before CSIRO).
Batrium - Jaron Ware
Batrium supplies a range of low-cost, next generation, proven Battery Management Systems that will work for all high-power lithium iron phosphate (LiFePO4) batteries (also called LFP batteries) commonly used in a range of Electric Vehicle (and other) applications. They are highly configurable in both hardware and software, allowing battery systems ranging from a few cells up to hundreds of cells. The modular nature allows systems to easily expand with your needs, reconfiguring as required.
Rapid Phenotyping - Founders: Dr Antony Martin & Dr Jamie Flynn & Dr William Palmer
Instance Chemical Characterisation of your crop. Interested? Look no further. Rapid Phenotyping have developed an onsite/instantaneous compositional monitoring of agricultural products that will aid early prediction of optimal harvest times, or determine irrigation, fertiliser and herbicide regimes and much more. We build mobile devices that put the power of a laboratory into the palm of your hand.
One of many examples are to allow vineyard owners to determine a perfect irrigation strategy for an optimal crop yield (even in drought). Wouldn't it be great if your vineyard could tell you exactly how much water it needs? Then you could easily personalise your irrigation system to suit your vines in any environmental condition. Rain, hail or drought. That's why you need one of Rapid Phenotyping products. With their compositional monitoring technology, you can instantly gain access to the variables you need to optimally schedule your irrigation system to the conditions at hand.
Interested in becoming a resident?
We're currently recruiting new residents for our co-working space, on either a full or part-time basis. Check out our CoWorking facility rates and if you're interested, contact us. Resident applications are screened by the board of Eighteen04 to make sure we get a compelling, optimised mix of residents + ventures.

subset: commoncrawl


text:
There is a specific clamor that accompanies a real fight, the kind where two people hit and claw out of sheer passion and pain. It's the cheer from a football stadium meshed with a tornado siren, a shrill energy of anticipation and fear. I heard it a few months ago as I stood in my public high school classroom and tried to wrap up the day. I wanted to go home and get to my own work of writing my novel. But novel or no, there was no decision when I heard the fight. My size and strength didn't matter; I called for help and ran. Even as I sprinted toward the sound, my head told me, "Go faster," and at the same time, "Be careful."
I rounded the corner of the stairwell and barely skidded to a stop in front of two girls. I was the first teacher to arrive; students were still running up. The throng of kids quickly trapped me in the middle of the circle while bodies much larger than mine bumped and pushed toward the flying nails and blood to get a better look at the action. One of my own students pushed me out of his way, and I had to restrain myself from jabbing his gut with my elbow in self-defense. A mass of yelling and screaming students, anxious to witness the action, jostled me to the very center, where just a few feet remained open for the sparring teenagers.
They were evenly matched and about my size. The fine gold and copper braids of the black girl just in front of me, flying metallic waves of gorgeous hair, swung as she moved from side to side. Her hands were on her opponent, an olive-skinned girl with a broad face, eyes wide and black. Those eyes looked too open, too round. Bloody red fingerprints, some pressed hard and dark, others barely grazing the surface, stained like paint on vellum so that I could see her lovely skin shine through the scarlet swirls.
I pushed onlookers back, holding my arms outstretched and pressing back towards the doors – partly to defray the mob, but mainly to protect my body from those fingerprints. Like waves push in the ocean, children too caught up in the moment rubbed against me, and I had to put one leg behind me and lock it to keep out of the fray. Thankfully, I was quickly joined by three teacher aids, who successfully pulled the two apart. The young women both cried as they were escorted to the office. No longer two rabid creatures but two lost daughters walking side-by-side in a hallway while students and teachers alike stared and shook their heads. The fight was over. Now, once my heart quit racing, I could go home.
It's true what they say about girls and fighting, I thought. While I'd broken up several fights between boys, even between rival gang members, I couldn't break up the girls. Girls fight because a wrong has been done to them. They fight in public to set a precedent – to openly determine the truth about who is right and who's been wronged. They fight out of pain, desire, and a true sense of loss. And they don't stop. As I stood in the middle of the circle, pushed into the two young women by the crowd, I knew that I could not restrain them alone. The fingerprints — each personally unique print on the olive face – haunted me. I saw the whorls and designs of each as an individual — prints that no one else in the history of the world would have. They marked her, like Annie Dillard's cat, and I was afraid.
The next day my students cheered me in class for having broken up the fight. They too had run to witness the fight, but not to stop it. Even my honors students savored the sight of two people tearing one another apart. They championed me as their victor, and I was embarrassed by their acclaim, and ashamed of my own fear. Their delight angered me; these, my college-bound favorites, delighted in the thrill of open pain.
"Why did you watch it?" I asked them. "Why didn't you just go home?"
"We have nothing else," a boy answered. A good boy. A smart boy. I thought about the radio stations that shuffle through the same club and hook-up songs. I considered how much television relies on reality setups and crime shows based on sexual assault. And then I looked at my classroom's white walls and gray tile, specially chosen for thrift rather than inspiration. I saw thirty-four faces nodding in agreement. And I felt like I had nothing else. I wanted to go home and take a bath. Though my novel waited for me at the house, I told myself that I was too tired and too sad to create a world of beauty.
But at home again, I walked my dog, and I looked at live oak trees that stay green throughout the winter. I made noisy progress along a sidewalk covered with acorns and crunched each foot down to satisfyingly destroy the kernels below me. I was still tired, but I was also reminded that my students yearn, as all people yearn, for truth and beauty. Because they lack it. "For the creation waits with eager longing for the revealing of the sons of God (Romans 8:19)." Out of their poverty, they substitute the truth for a lie, because the lie is all they know, yet they search for truth where they can. They glory at the honesty of bloody fingerprints on otherwise radiant skin; they revel at locks of hair torn and then thrown to the grimy ground. They rejoice in meaning, even when it's ugly. They acknowledge desire, fear, passion, angst, and ache to see it with their own eyes.
In teaching this mob I sometimes wonder if it's worth sacrificing my own writing time to tutor, to hold detentions, to grade papers, to explain again and again a concept to the throng. It exhausts me to write appealing lesson plans, to work alongside and often in spite of parents and faculty. If I think too deeply about the public school system, it's easy to get depressed, to throw up my hands. To quit and use my skills elsewhere.
But the morning has come, and I'm back. I teach my students about Hispanic and Latino painters. I show them Velazquez, Botero, Dalí, and Goya. These same riotous children discuss the uses of color, light and dark, on the canvas and are entranced. Through the paintings we consider various ways of looking at the world, through cubes, history, abstract form, and the color blue. I work too late in the evenings, and I know my alarm clock will ring too early in the morning. I will struggle to get out of bed an hour early to create my own work of art through words. I too, will be affected by the lie. It tells me to roll over and go back to sleep – that nothing I can create will be worth that extra hour of rest. But my students remind me, even as they tire me out: it's my job as the artist to be present. I cannot fear the depths of the wretched because I must search out the lovely and show it to the world. Even when I fail out of fear I must try to say, "Here is something beautiful. Exchange it for your bloody fingerprints."
Jessica Eddings-Roeser is a writer and teacher of public school. She enjoys snuggling with her family members and pretending like she lives in Spain. She loves her dog, the environment, well-written songs, and her husband. She received a BA from the University of Texas with a degree in Spanish and English and has an MFA in fiction from Seattle Pacific University.


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When you work with purpose to create something meaningful, you stand out from the crowd.
We can help.
Select from our packages below or let's customize one together.
Click the button to learn how our unique Brand Building by the Beach process can help you...
Click the button to schedule a time to discuss your visual story idea.
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— one within other." - Monica Lynne Herrera
Complete the form below to set up a time to discuss your Brand, Visual Story, or Project idea.
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Early-bird registration opens July 1, 2015!
Master classes will be held Saturday, October 17 and Sunday, October 18 at the Southern Theater and the adjacent Marriott Courtyard Hotel. Classes are $30 each. Read more about class levels. and REGISTER TODAY!
Register by August 1 and the $25 registration fee will be waived. After August 1, there is a $25 per person, non-refundable registration fee.


text:
Last night I was wondering what to have for dinner. After coding all day, I usually get home pretty tired, so the last thing I want to do is cook - It's way easier to open my browser and order some hot steamy junk from one of the major fast-food aggregators like just-eat or hungry house.
Lately, I've been ordering online food way too often, to the point that I'm starting to feel it on my waistline (and my wallet). This had to stop. I decided to redirect all these sites to a page that would insult me, in hopes that I would not get chinese/pizza/curry/fried chicken. I told my friend Ash about it, and, judging by his reaction, it seemed like a very good idea:
Before I decided to build a browser extension, My Idea involved editing my hosts file to point all these sites away into somewhere stupid, but since my friend wanted to be able to have the same functionality, a chrome extension sounded like the right thing to build.
My flatmate has an awesome collection of cookery books, so I picked up Laxmi Khurana's "An Indian Housewife's Recipe Book" and started looking for something nice to make. Rice and dhal is very easy to make, and very good for you. No wonder it is a staple of Indian diet.
While the dhal was cooking, I started looking at chrome extension's developer site. As is the case with most of google's products, the documentation is extensive but a bit hard to get into - it induced a bit of blank-page syndrome on me. I began to expect that this project would take me way longer than an evening to complete. How wrong I was!
Yeoman to the rescue
It dawned upon me that I had once glanced over a npm package named `generator-chrome-extension` while browsing through yeoman generators. I never gave it too much thought that time, but I wondered if this could be of any use. I did a `git init nofattie` on my workspace and then ran this:
$ npm install -g generator-chrome-extension
It installed successfully! My previous experience with yeoman generators meant that I was a bit skeptical about what the generator would create. However, I saw who was behind it:
sindresorhus, ragingwind, addyosmani, paulirish, passy, kevva
These guys mean business, so I knew this would probably work pretty well. So I invoked the generator:
$ yo chrome-extension
I was prompted by quite an elegant series of questions about the extension's name, requirements and permissions. I left them all as default. Once I was done with the questions, I let npm and bower run their install tasks while I checked up on the dhal, which was simmering nicely. I got the rice going and went back to the computer.
I had a look at the directory and saw it had created a tree of files, including all the required stuff to have a chrome extension: a manifest file, a background.js file, some icons and all of the other ancillary stuff, Gruntfile with nice tasks, a gitignore... I had all I needed.
This is the main bit of the application. On the boilerplate built by yeoman, It sits under app/scripts/background.js, and it looks like this:
'use strict';
chrome.runtime.onInstalled.addListener(function (details) {
console.log('previousVersion', details.previousVersion);
okay, it looks like all it is doing is printing the details of the previous version to the console. I needed it to catch all web requests, and if the url matched a pattern, I would redirect the user to a local page that insulted them. So I googled a bit and found that chrome.webRequest API has an event called `onBeforeRequest`, which fires every time a web request is about to occur.
This event has a method `addListener` that will take three arguments:
- A callback function to execute when the event fires (mandatory)
- A RequestFilter object to control the conditions under which the callback will be fired.
- An array that may contain the string 'blocking' if you want your callback to be handled synchronously.
It looked like I had all I needed to build my extension. I wrote a callback that returns a BlockingResponse with the `redirectUrl` property pointing to a html insult page. Then, I created a filter with a list of url match patterns to catch all takeaway website urls that I use and/or know of. My `background.js` file now looked like this:
'use strict';
function(details) {
return {redirectUrl: chrome.extension.getURL('html/index.html')};
urls: [
types: ["main_frame", "sub_frame", "stylesheet", "script", "image", "object", "xmlhttprequest", "other"]
Notice i'm using chrome.extension.getURL() to create the url I'm redirecting to. This is because the chrome-extension urls follow the following form:
The extension id is an ugly string that chrome generates for you, and it changes once you publish it to the chrome web store, so hard coding won't work here. This took me a while to figure out, but once i had it down, my rice and dhal was ready to eat. I served myself a nice portion and went on to the more creative side of things.
Building the redirect page - manifest destiny.
This bit was going to be a piece of cake: One heading to bully you, an image to reinforce the message and a subheading to better help get the point across. I think I'd be a great UX designer If I knew where I put my post-it notes and my sharpies... A couple of spoonfuls of rice later I had a nice page setup:

<title>You're Fat</title>
<link rel="stylesheet" href="/styles/main.css">

NO, FATTIE

DON'T GET THAT TAKEAWAY

I created a main.css some basic styles (centre all elements on the page, make the font pretty big, etc) and then put it under app/styles/main.css. I googled for an image of a forbidden pizza and found this:
Perfect, I thought, as I savoured my vegan indian low-carb, low-GI meal. It looked like everything was ready, so I decided to take my extension for a spin.
You can add unpacked extensions to chrome if you activate the developer checkbox on the extensions page. Then you can tell chrome to load your extension's working directory:
I pointed chrome's load dialog to my `app` folder and presto, my extension was loaded. I tried a couple of test runs. I typed 'p' and right away chrome suggested i go to Pizza Hut's website. I pressed enter and instead of being greeted with the picture of a hot, steamy, halloween family box deal with chicken wings, I ended on a page that called me a fattie. Success! However, the styling was all wrong, and the forbidden pizza graphic wasn't showing.
I wasn't going to give up after I had gotten this far, especially now that I had all the functionality down. I did some googling and I found out that in order to load resources from a local file, these have to be listed in the manifest.json file under a property named `web_accessible_resources`. I modified my manifest to point to the image and style files:
"web_accessible_resources": [
I reloaded the extension, tried to order a curry and hey presto! I got nicely insulted:
Sweet! I was full, happy and excited.
I proceeded to run `grunt build` on my project folder and grunt took care of the rest. It created a `dist` folder with all the files, and then packaged them up into a zip file. I went on to create all the files that google requires you to provide in order to publish the app to the chrome app store.
No more takeaways for me, at least for a while.
You can install the nofattie chrome extension here. (it would mean a lot to me if you took it for a spin and gave it a nice review)
You can check out the github repo here.


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Deadly Combat mod for The Elder Scrolls V: Skyrim
Download link: http://skyrimnexus.com/downloads/file.php?id=5485
Forum thread: http://forums.bethsoft.com/topic/1355683-relz-deadly-combat-2/
Video: http://www.youtube.com/watch?v=PcZQrqMK44g&feature=player_embedded
Media Appearances: http://www.youtube.com/watch?v=3Yi7tBIAWBM&feature=player_embedded
Version 3.82
12 July 2012
- A working version of The Elder Scrolls V: Skyrim
Dual Wield Parrying, to make dual wielders and spellswords more viable
in this mod. Download: http://skyrim.nexusmods.com/downloads/file.php?id=9247
Mod Description
The mod makes the combat in Skyrim faster-paced, more responsive and
realistic and more rewarding to skilled players. A list of features
First is a list of ''game setting features'', which are changes
to numerical game settings. As described in the next section, you can pick
which of these you would like to use by picking individual .esp files.
(a) WEAKER ARMOR
Reducing the effectiveness of all armor, for both player and NPCs.
In unmodded Skyrim, it is possible to reach the maximum damage reduction
(which is 80%) with mere Orcish Armor if you have 100 Heavy Armor skill
and 100 Smithing skill, pretty much making upgrades useless.
This mod changes settings so you need at least Daedric armor to reach
the cap (which is lowered to 75%), still requiring 100 Heavy Armor and
Smithing skill and all perks.
Clarification: This does not mean that armor which is not improved by
Smithing is useless. All armor (improved and unimproved) is reduced
in effectiveness by the same amount.
All the mentioned values are WITHOUT shields! Shield users will be able
to reach the armor cap slightly (but not much) faster.
( b ) STRONGER BLOCKING
Blocking is more effective. This makes it more important to block
attacks if you want to survive, and attacking targets who are blocking
will be less effective.
( c ) HIGHER DAMAGE
Increasing damage for both player and NPCs.
(d) SHORTER ATTACK RANGE
To make combat more risky, the range of all melee attacks and bashes
has been reduced to a more realistic level.
To win combat, you'll have to get up close and time your attacks and blocks well.
(e) HIGHER STAMINA COSTS
Blocking attacks now costs stamina, and power attacking costs more
stamina. To compensate for this, stamina regeneration during combat
has been increased. Stamina regeneration is further increased when standing still
and not blocking or attacking.
Now follows a list of ''gameplay'' features. These are all included in
the main ''DeadlyCombat.esp'' and they have a more noticeable impact on gameplay.
(f) PLAYER NORMAL ATTACKS STAGGERING
The player's normal attacks make enemies stagger, showing a realistic
reaction to getting hit. There are a few conditions for this to happen though:
The enemy may not be blocking, may not have a Ward spell active and may not be
a ghost.
NOTE: Whether this feature can be ''spammed'' or not can be changed through an
in-game menu.
(g) NPC NORMAL ATTACKS STAGGERING
The enemy's normal attacks also make their targets stagger or recoil, if they
did not succesfully block the attack. Hits by arrows and magic have a reduced chance
for a ''full stagger'' (where wearing heavy armor further reduces this chance
further). Instead they often make the player stagger ''lightly'', which means
he still visibly reacts and the camera shakes, but the player will remain capable
of performing actions.
NOTE: when the mod loads, the player will automatically gain a new Alteration spell
named ''Ignore Pain''. This is a short-duration spell which prevents the player
from getting staggered by normal attacks during this short duration. This is intended
for mages to be able to fully channel their Master-level spells without getting interrupted
by normal attacks. This spell will NOT prevent staggers from any other sources.
NOTE 2: It is now also possible to buy potions with a similar effect to the ''Ignore Pain''
spell from any alchemist in skyrim. These potions are bought through a new dialogue option
and do not appear in any levelled lists. This was done to make sure this mod will remain
compatible with all mods touching levelled lists.
(h) TIMED BLOCKING
Timed blocking: if the player has only been blocking for a short time
(approximately half a second) at the time when he blocks an opponent's
attack, the block will cost no stamina and he'll take the attacker off guard,
staggering or recoiling him. Timed blocks against human-sized NPCs wielding one-handed
weapons will also result in 100% of the damage blocked. This rewards skillful play. This
timed blocking cannot be executed when blocking with your hands (which is possible if you
use my Dual Wield Parrying mod).
On the other hand, if the player is ''turtling'' (=blocking for a long time)
and in the end he does block an attack (or if he blocks multiple attacks in a
row) each block will cost extra stamina based on the amount of time the player
has been blocking (up to a certain maximum stamina cost).
If the player blocks an attack whilst at a very low Stamina level, the block
takes too much energy and the attack will stagger the player, even though it was
NPCs can also execute similar timed blocks.
(i) NORMAL ATTACK STAMINA COSTS
The player's and NPC's normal attacks now cost a small amount of stamina. Receiving
hits also takes a small amount of stamina.
(j) REACTIVE NPC AI
After an NPC has been staggered by a normal attack, arrow or spell, he has various
options to react in an attempt to prevent getting hit over and over again by his opponent.
These options are: sprinting for a short amount of time, dodge moves in 3 directions
(left, right and back), a forwards roll and blocking. If he blocks in such a way, directly
after getting staggered, he can take the opponent who expected to have a clear shot by
surprise, staggering the opponent for a short amount of time (very much like the player's
timed blocking described in feature (h).
NPCs will not always perform one of these moves after getting staggered. Whether or not they
will is a chance which increases if they're higher level than their attack, and decreases if
they're lower level than their attacker.
Which move is executed if any depends on what kind of attack they were staggered by (melee,
arrow or magic), the armor they're wearing (only light armor wearers can perform dodges and
rolls), the distance between them and their target (they won't roll forwards if already standing
next to their target), the weapon type they're using (an archer or mage won't move forwards
because he wants to stay away) and whether they have a shield or not (in melee they will block
even without a shield, but against arrows they won't bother trying to block if they don't have
a shield).
(k) PROACTIVE NPC AI
New AI tricks. NPCs will bash more often (this is based on the situation, NOT on some arbitrary
chance) and are better able to follow such bashes up with attacks. When they feel safe they will also
sometimes lower their shield or weapon if they notice you are holding your attack back, only to trick
you into attacking and attempt to perform a timed block against your attack. Additionally, they will
also some times attempt to dodge your power attacks.
NPCs with shields equipped will now also sometimes attempt to perform a timed block when they see you
attacking. This will not always be succesful because they really react to seeing you attack, and their
reaction speeds will in some cases be too slow.
NPCs will now attack the player's mount instead of trying and finding themselves unable to reach the
player when the player is performing mounted combat. They will now realise the only way to stop you
is to kill your horse, and they will very much try to do so.
(l) TIMED WARDING
Timed warding: This works very similar to timed blocking, as in that it only works for a short
amount of timed after casting a Ward spell. A well-timed Ward will reflect the spell cast at you back.
It will be fired back to the location of your crosshair, so you can aim where you wish to reflect it.
NPCs will also be able to reflect spells with well-timed Wards.
This option can be disabled in the in-game menu.
(m) DIFFERENCE BETWEEN HEAVY AND LIGHT ARMOR
The weight of each armor piece you are wearing will now have a slightly more noticeable effect on
your movement speed. Because of this, the difference between wearing light or heavy armor will become
more noticeable in combat.
(n) SLOWER MOVEMENT WHEN ATTACKING
Moving sideways and backwards whilst attacking at the same time will now be slower than in vanilla skyrim,
especially for one-handed weapons (the movement speed when swinging two-handed weapons already felt about
right). Combined with the previous feature, this means that especially heavily armored warriors will no
longer be able to ''skate'' sideways or backwards, avoiding all attacks, whilst happily slaughtering their
opponents themselves. If you wish to properly fight your enemies, you'd better make sure your positioning
is good first.
In the same spirit, this ''Ranger'' perk in the Archery tree has been made less powerful. In vanilla Skyrim,
this perk would allow you to run at 100% movement speed with your bow drawn, allowing you to easily kite
almost all opponents whilst shooting them down. Now it will still allow you to move faster with your bow
drawn, but no longer at 100% speed. (NOTE: this change ONLY touches this one specific perk, and it will
cause no incompatibility issues with any other mods at all unless they specifically touch this single perk
as well, and even in that case it will not cause any serious issues.)
(o) LOCATIONAL DAMAGE
This mod has a locational damage system which will add small additional effects to combat depending on which
location of a body the player or any NPC hit with melee and/or bow attacks.
The system for determining locations hit is similar to the one written by Kahmul78 for his Locational Damage
mod, but the effects generally have a smaller impact on combat and there are fewer distinguished locations.
Melee and Ranged locational damage can each be toggled on or off (default ON) in the in-game menu from the
customization power, for people who wish to continue using Kahmul78's Locational Damage mod or for those who
don't want any locational damage.
Not every time a specific location is hit will special effects follow. There is a chance on each hit that
something will happen depending on the hit location, and this chance depends on the attacker's level, crit
chance and stamina percentage and the target's stamina percentage. When above 75% of his maximum stamina
level, the player will not receive any special locational damage at all (NPCs still can).
The specific effects for each body part are as follows:
- Head = stronger stagger than normally applied from normal attacks, and a short visual effect blurring
sight when the player is hit on his head.
- Right Arm = 25% chance (if based on the chance described above something should happen) to be disarmed.
- Left Arm = injured blocking arm for a short duration, which means that any time the NPC or player block
an attack their block will block the attack but also break, allowing for quick follow-up attacks.
- Chest = extra stamina damage, and NPCs also show a different pain reaction from the normal stagger.
- Back = 50% chance (if based on the chance described above something should happen) to be knocked down.
- Groin = extra stamina damage, and NPCs also show a different pain reaction from the normal stagger.
- Legs = if the victim was sprinting or recoiling, he'll be knocked down. Power attacks will also knock
In a standard installation you would use 1 .esp file:
- DeadlyCombat.esp includes ALL features described above.
If you wish to use exclude one or more of the GAME SETTING FEATURES
described above, you can use one or more of the following .esp files
IN ADDITION to the main .esp (enable the extra file(s) and make sure
they are later in your load order than DeadlyCombat.esp is. You can
use tools like the Nexus Mod Manage, BOSS or Wrye Bash for this)
- DeadlyCombat_NoArmorChanges.esp: Restores the value changes related
to armor (feature (a)) back to vanilla skyrim values.
- DeadlyCombat_NoAttackDistance.esp: Restores the value changes related
to attack distance (feature (d)) back to vanilla skyrim values.
- DeadlyCombat_NoBlockChanges.esp: Restores the value changes related
to blocking (feature ( b )) back to vanilla skyrim values.
- DeadlyCombat_NoDamageChanges.esp: Restores the value changes related
to weapon damage (feature ( c )) back to vanilla skyrim values.
- DeadlyCombat_NoStaminaChanges.esp: Restores the value changes related
to stamina (feature (e)) back to vanilla skyrim values.
If you wish to tweak the GAMEPLAY FEATURES, you can do this using a lesser power
called ''Deadly Combat Customization'' which is automatically
added to your list of spells upon loading the mod. This will open a menu. Using this
menu you can:
- Toggle whether actors can be ''stagger spammed'' or not. (Default NOT possible)
- Toggle Timed Blocking on or off. (Default ON)
- Toggle Timed Warding on or off. (Default ON)
- Toggle Melee Locational Damage on or off. (Default ON)
- Toggle Ranged Locational Damage on or off. (Default ON)
- Disable the mod's scripts and re-enable them (Disabling the scripts before making
a clean save to upgrade to a new version of the mod will ensure that the mod leaves
as little trash in your saved game as possible)
Optional plug-ins
- DeadlyCombat_HardcoreDamage.esp increases damage even more than the
main plugin does. Load this after DeadlyCombat.esp if you wish to have
the extra damage.
- DeadlyCombat_GiantsAIFix.esp fixes an issue some people encounter with Giants,
where they show strange AI behaviour (running away instead of attacking). Can be
loaded before the other parts of the mod as well, and the fix will still work.
The bug only shows up when attack distances are modified, so users of the
''NoAttackDistance'' plugin described above will not need this AI fix.
- DeadlyCombat_PISE_Patch.esp improves the interaction between the PISE AI component
and Deadly Combat AI. Should be loaded AFTER PISE or PISE AI Tweaks Only.
- DeadlyCombat_UnarmedFix.esp fixes a bug related to attack distance changes where
some enemies may sometimes use their fists instead of weapons. This patch might
conflict with mods which overhaul unarmed combat though. It is not necessary to use
this patch if you are already using the NoAttackDistance.esp.
NOTE: as of patch 3.7, this patch should no longer be necessary, however it remains
available in case someone still happens to run into this issue.
Upgrading from previous versions
If you have previously used an older version of Deadly Combat, it is always
advised to make a clean save before upgrading. This means following these steps:
1) Load your saved game.
2) Use the customization lesser power to deactivate the mod's scripts.
3) Save the game. (it's best to make sure you are not in combat before saving)
4) Deactivate the .esp file in the game's launcher and uninstall the mod.
5) Load the saved game made in step 3).
6) Wait for a few seconds, then save the game again. This will be your clean save.
7) Install the new version of the mod and activate it.
8) Load your clean save made in step 6) and play!
This mod now supports full installation through NMM. Manual installation
is also still possible though.
Extract the downloaded archive in a temporary location. Then move the
.esp file(s) you wish to use to your Skyrim installation location Data
folder. Also move the scripts folder to this folder. This location is:
After installing, make sure that the chosen .esp file(s) is/are
enabled by clicking the checkbox you see when you click ''Data Files''
after launching the game.
Find Skyrim's data folder. This will be:
In that folder, delete all files starting with ''DeadlyCombat'' and
ending on ''.esp''.
Then open the Scripts folder (so in Skyrim\Data\Scripts) and remove the following files:
No known incompatibilities except for mods which aim to change exactly the same data,
like other combat mods.
Known issues/bugs
- There is a small delay between hits and reactions to hits. This is probably caused
by the fact that Skyrim's scripting language, Papyrus, is quite slow and not very
reliable for scripts which require very precise timing.
As of version 3.01, this delay should be greatly reduced, but whether you notice any
delay or not will likely still depend on your framerate, CPU power, amount of active
mods, etc.
If you are interested in a more in-depth explanation of this, that can be found here: http://dl.dropbox.com/u/49019227/Skyrim_Papyrus_Scripts_Runtime.pdf
- Some people run into issues with Giant's AI. There is an optional extra plugin named
DeadlyCombat_GiantsAIFix.esp which fixes this issue.
- Reflecting spells through timed Warding will increase your skill in the spell type which
you reflected.
- The damage numbers shown on weapons in your inventory might sometimes change. This is caused
by a hidden perk which increases your damage when you hit someone in his back. Your damage
is only reevaluated every time the game needs to know your damage, so if the last time the
game ''checked'' your damage it decided that your hit would get bonus damage from attacking
from behind, it will show the increased damage in your inventory. In combat in game the damage
will always be correct though.
Version History
3.82 (12 July 2012)
- Deadly Combat should now complain a bit less in the Papyrus error logs. This might also slightly
increase performance.
3.81 (10 July 2012)
- Fixed a bug where locational damage would also work (usually very inaccurately) against all kinds of
3.80 (8 July 2012)
- Made further optimizations in most of the mod's scripts.
- Normal attack stagger durations on NPCs are now dependent on their current health percentage. During the
largest part of a fight, stagger durations on NPCs should be slightly shorter than in previous versions,
and only when they are nearly dead might they be slightly longer than in previous versions.
- Slightly reduced the window of opportunity in which a block counts as a timed block.
- Timed blocking an attack with any 2-handed weapon will now result in the blocker recoiling as well.
- Staggers which are the result of blocking at very low stamina levels now have a slightly shorter duration
than in previous versions.
- Added a locational damage system to the mod, using a very similar location-detection system as used in
Kahmul78's Locational Damage mod. This feature can be disabled (ranged and melee locational damage can be
disabled individually) in the mod's in-game menu, for users who either don't want any locational damage
or those who prefer to continue using Kahmul78's version.
3.70 (25 June 2012)
- NPCs will now attack the player's horse if the player is mounted. Before this change, mounted combat would
often have NPCs trying to attack the player but being unable to do so because the player was sitting too high,
and they would just stand around looking at the player.
- Slightly increased all attack distances. They are still much lower than in vanilla (and only a little bit
higher than in previous versions), but because of this the following bug should be fixed once and for all:
- Fixed a bug where, even when using the appropriate extra patches for this, some NPCs would still sometimes
use unarmed combat instead of their normal weapons.
- Reverted back to the system used in 3.51 and before for spreading scripts. This will fix the following
- Fixed a bug where the player would be accused of using magic in a fistfight.
- Fixed a bug where some NPCs would suddenly start attacking the player.
3.60 (23 June 2012)
- Weight of worn armor will have a more noticeable effect on movement speed. See feature (m).
- Movement speed whilst attacking has been reduced. See feature (n).
- Archery perk ''Ranger'' nerfed. See feature (n).
- The known issue where damage numbers shown on weapons in your inventory sometimes change should
show up less often, but is probably not entirely removed.
- Reduced stamina costs for attacking/being attacked for NPCs (player still has same costs).
- Reduced all damage taken by bows by the player.
- Doubled the duration of the ''Ignore Pain'' spell.
- Added Adrenaline Rush potions. See note 2 in feature (g).
- Fixed a bug where unused properties in scripts would show up in Papyrus error logs.
- NPCs with shields will now sometimes attempt to execute timed blocks when they see their opponent
- Rewrote the system which spreads all the required scripts over all Actors. Now using a system using
hidden cloak spells also commonly used already by many other mods.
3.51 (12 April 2012)
- Some changes which should improve the mod's performance in areas with large amounts of NPCs.
- Slightly lowered the stamina cost for power attacks. It is still higher than in vanilla skyrim.
3.50 (7 April 2012)
- Timed blocks against human-sized NPCs wielding one-handed weapons will block 100% of the damage taken.
3.40 (5 April 2012)
- Replaced the customization scroll with a customization Lesser Power. This is more user friendly
for people who wish to enter the menu multiple times in a row, removing the need to constantly
re-open the inventory.
- Added an option to terminate scripts in the customization lesser power. This will allow for better
clean saves when upgrading to later versions in the future.
- Added an ''Ignore Pain'' spell which is added to the player when the mod first loads. This is a short
duration Alteration spell which prevents the player from getting staggered by normal attacks for that
short duration (everything which caused staggers in vanilla Skyrim, like power attacks, will still stagger).
This spell is intended for mages to be used right before they cast one of their longer channeling Master spells,
to allow them to actually finish their spell without getting staggered by normal attacks.
3.32 (30 March 2012)
- Fixed a CTD issue especially occuring in the intro, but also possibly occuring anywhere else in
the game.
- Improved performance.
3.31 (26 March 2012)
- Added a version number to the main menu of the customization scroll.
- Made several performance improvements.
3.30 (25 March 2012)
- Added a patch .esp for the bug where some enemies will sometimes use their fists in combat
instead of their weapons.
- Fixed a bug where if the player got staggered whilst drawing a weapon/switching weapons, he
could get stuck in a mode where he can't swing any weapons but can't draw any weapons either.
- NPCs will sometimes attempt to dodge the player's power attacks. Currently their reaction times
for this are pretty slow and you won't notice them succesfully dodging often yet, I'm hoping to
improve their reactions in the future.
- Made NPCs slightly less smart with their bashing behaviour.
- Increased the bonus damage for attacking from behind from 20% to 33%.
- Increased stamina regeneration for both the player and enemies if they are standing still,
not attacking and not blocking.
3.21 (19 March 2012)
- Small performance increase for people using a saved game from a character which has already
used previous versions of the mod.
3.20 (18 March 2012)
- Fixed an issue where breaking a spider's web could stagger the player.
- Improved timed blocking for NPCs
- Added new tricks to NPC AI (see feature k).
- Added Timed Warding.
3.14 (12 March 2012)
- Fixed an issue where the player could obtain the script which is supposed to run on NPCs.
If you already have this script running on your player character (you will notice by for
example being forced into a blocking animation after getting staggered some times), it will
remain in your saved game. Try reverting to an earlier saved game. If this is not possible,
tell me and I will try to provide a special version which will work with ''bugged'' saved
3.13 (10 March 2012)
- Made some changes to scripts, hopefully resulting in faster execution and fixing an issue
some people reported where they were ''randomly'' getting staggered after combat.
3.12 (7 March 2012)
- Implemented further attempts to speed up scripts.
3.11 (6 March 2012)
- Hopefully optimized my scripts enough to prevent a delay occuring between hits and staggers
for people with lower-end CPUs.
3.10 (4 March 2012)
- Spells will now only be able to stagger when they visually hit a target. This
means that a long-duration spell dealing damage over time will only have a chance
to stagger on initial impact, and not later when it deals damage again.
- Many issues with stamina costs for normal attacks were fixed. Now the correct amounts
should be remove at the correct moments.
- The 5 Shield Wall perks will now also reduce the extra stamina cost penalty for blocking
too long. This is done through script which means that it remains compatible with any mods
changing perks.
- Stagger chances from arrows and magic are now larger when the distance between attacker
and victim is smaller, and vice versa.
- When the player strikes an enemy who is performing a timed block, he'll be staggered for
a bit longer (previously it was too short to notice)
- If the player has the ''Quick Reflexes'' perk, a block will count as a timed block if it
was timed at the time when time started slowing down. This means that the perk will no longer
prevent you from timed blocking, and actually makes timed blocking power attacks slightly easier
(which makes sense for a perk named ''Quick Reflexes'').
- The window of time in which a block counts as a timed block has been reduced very slightly. On
the other hand, the scripts will realise that you are blocking faster, which means that very closely
timed blocks should no longer bug and should properly count as a timed block.
- When the player is staggered by normal attacks, it will be for slightly longer and the player
will play a proper stagger animation now instead of a recoil animation.
- Attacks from behind deal extra damage. This opens up new opportunities in combat to for example
first disable the enemy through a stagger and move around the target and strike him in his back for
bonus damage.
- Added an optional Giant AI fix plugin.
3.01 (23 February 2012)
- Optimized most scripts, delay between hits and staggers should now be much smaller or
completely gone, depending on your setup.
- NPCs should no longer sometimes keep in a blocking stance after combat.
3.00 (22 February 2012)
- The player will now only ''fully stagger'' (stagger in a way where he is unable to
act) when the mod requires it. This means that staggers from causes outside of this mod
(like shield bashes) will revert to their vanilla behaviour. This will remove the issue
where some people were getting ''stagger locked'' even with the stagger spam prevention
- Arrows and spells which hit the shield of a blocking target will no longer stagger.
- Continuous spells like breath shouts and flamethrower spells should be less likely
to stagger lock a target.
- Staggers on NPCs last for a shorter amount of time
- NPCs can utilize various moves after getting staggered in an attempt to prevent future
staggers. These moves are: sprinting, rolling, dodging sideways or backwards, and blocking.
Whether they use one of these moves and which one they use depends on the situation.
- NPCs will now get staggered if they're blocking when at VERY low stamina
(just like the player).
2.55 (19 February 2012)
- Fixed a bug where the player would get stuck in the intro scene when moving to
chopping block.
- Fixed a bug where helpful spells (like a healing spell from a companion mod) would
stagger the target.
- When the option to prevent stagger spam is on, staggering from spells gets an extra
second cooldown. This makes constant spells like flames or a vampire's drain less
overpowered and makes the ''Impact'' perk in the destruction tree more interesting again
(because the cooldown only applies to staggers caused by this mod).
2.50 (18 February 2012)
- Hopefully fixed CTD and corrupted saved game issues which people encountered in
version 2.40. STILL BE CAREFUL AND BACK UP YOUR SAVED GAMES AND REPORT ASAP IF YOU
- Slightly reduced stamina costs for normal attacks and being hit.
- Fixed a bug where hitting enemies with magic or getting hit with magic yourself
would cost stamina.
2.40 (17 February 2012)
- Reworked how the player's attacks stagger enemies on the level of implementation
(this change should be unnoticeable for the users). The reason this change was
made is that it helped to fix almost all of the following bugs and create almost
all of the following features.
- Fixed a bug where normal attacks would only cost stamina if they also staggered
the enemy
- Player and NPCs now lose a small amount of stamina if they get it.
- NPCs now also have the same stamina cost for attacking which the player has.
- NPCs can now stagger each other with normal attacks as well.
- Constant magic effects like the ''flames'' spell and the absorb health spell
from vampires will no longer continuously stagger the player if ''stagger spamming''
is disabled.
- Bows no longer have a 100% stagger chance.
- The bonus from a well-timed block now only applies if the player has a weapon or a
shield equipped in at least one hand. This means that users of my Dual Wield Parrying
mod will no longer get a timed block bonus if they are fighting with their bare hands.
2.30 (12 February 2012)
- Fixes a bug where timed blocking an arrow with the Deflect Arrows perk
could stagger archers.
- Melee attacks from enemies against the player now usually recoil the player
instead of staggering. This still interrupts the players action but is a much
faster response, allowing the player to play again more quickly instead of being
forced to wait for the stagger to end.
- Timed blocking a power attack will now make the enemy recoil instead of stagger,
to represent the extra momentum an enemy gets from his power attack. Timed blocks
against normal attacks will still stagger as before.
- The player's normal attacks now cost a (very small) amount of stamina.
2.20 (11 February 2012)
- Timed blocking.
- ''No stagger spam'' option for player staggering.
- Bows and magic have less overpowered staggering effects on player.
- Reworked modularity of the mod.
- In-game menu for tweaking some features.
- Most features in one main file, allowing me to work more efficiently on
future versions from now on.
2.10 (8 February 2012)
- Removed the dependancy on vanilla Skyrim perks for player's normal attacks
staggering enemies. This means that there is no longer a risk of
incompatibilities with mods changing these vanilla perks.
- The player now uses the same stagger animations as all other NPCs in the game.
This means that the play is unable to continue attacking whilst staggered.
2.00 (8 February 2012)
- Fixed a bug in the DeadlyCombat_WeaponsArmor.esp plugin, which caused skill
increases to REDUCE the player's damage instead of increasing it.
- Added the ability for normal attacks executed by enemies to stagger the player.
1.40 (11 January 2012)
- Slightly reduced the difference in weapon damage between highly skilled
players/NPCs and characters with low skill. At high skill, the player will
have slightly lower damage than in previous versions of the mod (still
higher than vanilla), and at lower skill the player will have slightly higher
damage than in previous versions.
Lower skilled NPCs will also deal more damage than in previous versions, and
higher skilled NPCs will deal less damage than in previous versions.
- Added an optional Hardcore Damage version, with all damage values even
higher than the older versions.
- Increased modularity. Now weapon damage and armor rating effects are combined
in one plugin, and the changes to shields have their own plugin now.
1.30 (9 January 2012)
- Reduced the effectiveness of armor slightly more than previous versions
- Now enemy mages who have magic Ward spells up should no longer be
staggered by normal attacks.
1.20 (8 January 2012)
- Added stamina effects.
- Added modularity.
1.10 (7 January 2012)
- Added optional version to prevent stagger spamming.
1.00 (6 January 2012)
- Initial release
Alternative/similar mods
Something about this mod in particular you dislike, but still looking
for a combat rebalancer? Try one of these similar, popular mods:
- Duel - Combat Realism: http://skyrimnexus.com/downloads/file.php?id=2700
- Duke Patrick's Heavy Weapons Combat: tesalliance.org/forums/index.php?/files/file/1139-duke-patricks-heavy-weapons-combat/
If you feel like locational damage should have a greater impact on combat than it does
in this mod, deactivate the locational damage in this mod using the in-game customization
menu and try Kahmul78's version here: http://skyrim.nexusmods.com/mods/12615
Permissions & Disclaimer
- In unedited form, this mod may only be redistributed on sites other
than www.skyrimnexus.com. If you redistribute the same mod on other
sites, you MUST inform your users that the original author will not
look for feedback or assist in troubleshooting on any site other
than www.skyrimnexus.com or forums.bethsoft.com.
- If edited, changed or improved upon, this mod may also be
redistributed on www.skyrimnexus.com.
- IN BOTH OF THE ABOVE CASES, the original author must be credited
for his work, and the original readme must be included.
Contact information
The author can be contacted through private messages on the nexus
sites and on the official bethesda softworks forums, in both cases
under the name ''Borgut1337''. The author will also read the comments
section of his mod on www.skyrimnexus.com regularly.
Tools used
- The Creation Kit
- SkyEdit v0.041 alpha (for versions of the mod before 2.00)
Thanks to:
- Bethesda Game Studios: For making the awesome game Skyrim
- Kahmul78: For allowing me to look at and use his Locational Damage scripts
- Dave Humphrey: For making SkyEdit, which allowed me to make all versions
before version 2.00 of the mod.
- All contributors to the unofficial elder scrolls pages (uesp.net),
for all the information they wrote on armor and damage formulas.
- All contributors to the Creation Kit wiki, without which learning
the new Papyrus scripting language would have been hell.
- All people who have posted bug reports, suggestions and constructive
criticism on the bethsoft forums and the skyrimnexus comments section.
- spiderexpert for making the NMM installer.
- Topeira for making a video of my mod.


text:
Spearhead S
sold out
Spearhead S
25.00 45.00
This spearhead has a snake head pattern and is a popular design. The polished spearhead has a diamond cross section made from carbon steel and measures 4-1/2 inches. Total length is 9 inches including the socketed section. The circular socket area is 4-3/8 inches long with two brass bands. A small hole is located near the bottom on the socket to facilitate the use of a pin to prevent the shaft from coming off. Socket hole is 7/8" diameter. The tip is rounded and the edge is squared off for safety. Carbon steel is not hardened and should not be sharpened. Excellent for re-actment, practice or display.
Add To Cart


text:
Touch ID is so 2014. Among the advancements expected at next week's CES 2015 are additional mobile applications that combine biometrics and selfies to enable authentication and access. Hoyos Labs unveiled one 12 months ago or about the last time we attempted to log into a site and remembered both our user name and password. A faceoff is ahead with more competition and innovation.
Smartphones and tablets accounted for more than a third of online sales on Christmas Day as well as 57% of all online traffic: IBM. Those are big jumps vs. previous years.
Also, iOS sales were 4X Android sales on Christmas. That is consistent with Thanksgiving and recent holiday seasons.
Amazon: sales made from its smartphone app doubled this year: nearly 60% of customers shopped on a mobile device. Cyber Monday remained its busiest mobile shopping day of the year, with customers ordering 18 toys per second.
35% had troubles holiday shopping on mobile devices (SOASTA) in what was called "early stages" for retailers.
Tweet of the week: from @ChrisPirillo: BREAKING NEWS: Santa can't be tracked for the rest of Christmas because he had to turn off his GPS to save battery.
From The Verge's review of the BlackBerry Classic: "The only problem with the screen is that you can't fit a big enough line of coke on it."
Only 12% of ages 18-29 say television would be hard to give up, according to Pew.
While I was out shopping, zero attention was given to Apple Pay at Macy's' point of sale. No signage or discussion from clerk. That's no way to speed up adoption.
Meanwhile, Apple Pay launched at Walt Disney World on Christmas Eve. Disneyland comes on in in 2015.
It was great to hear from Apple that a package I sent was on a truck for delivery. Not so great was getting a 5 a.m. text about it. Common sense, no?
Headline: Consumer Interest In Apple Watch Has Been Steadily Declining Since September. Is that a surprise given that it's not on sale?
I received several impersonal holiday email, including one from FreeConferenceCall.com. Touching.
70% of executives surveyed, more than in the previous four polls, agree that mobile technology use invades time between work and leisure, per CNBC's Mobile Elite report. Six in 10 access business content via their mobile device over the weekend.


text:
Warming and homey, this mild and light dish is perfect for cool spring days. The key to this soup is preparing it delicately and with care. Do not smash the potatoes with a rough boil, and don't think that cubing them will be quite the same as slicing them into half moons. If you handle with delicacy and a certain degree of precision, you can't go wrong...
(Serves 2-3)
1 cup new potatoes, peeled and sliced into thin half moons
½ cup white or yellow onions, diced
1 tablespoon butter
1 cup water
1 teaspoon/1 cube chicken consommé soup stock
½ cup milk
A dash of salt and black pepper
Parsley (fresh or dried) for garnish (optional)
Bowl, medium saucepan, blender
1. Place potatoes in a bowl full of cold water.
2. Lightly sauté onion in melted butter in a medium saucepan until softened.
3. Add potato moons to pot. Add enough water to cover the potatoes, and then add the soup stock. Bring to a boil, reduce heat, and simmer until the potatoes have softened.
4. Once tender, remove the pot from the heat, and let cool to warm. Then, pour the mixture into a blender, add a dash of milk, and switch it on high or puree. (You may need to do this in two batches, depending on your blender.)
5. Return the puree to the pot, and add the remainder of the milk. Cook the soup slowly over medium-low heat until it reaches the desired thickness. Froth to finish with whisk or fork.
6. Adjust the taste with salt and pepper, pour into serving bowls, sprinkle the parsley (if desired), and it's done!
Note: This soup can thicken rather quickly when cooling. To reheat, it may be best to add a little water or milk first.


text:
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If you provide Capital Caring with personal information when you visit our website, we may use the information in our programs and activities. We may enter your name into one of our databases so we can contact you to obtain your input, provide information about our programs and events, or request contributions.
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[Rev. August 2013]


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Contact World Web Sites dot org
5 thoughts on "Contact"
There appears to be a programming error in the goldpharma.com site as I am unable to see the "patients" link for more than a second. I have tried on multiple computers. Are other customers having this issue? I am unable to refill my prescription.
I am trying to reorder medecine form your site but i can't open your website to sign in and reorder.your help will be highly appreciated,
Jean Claude Hoareau
Hi I tried to register but have not received the confirmation email to my address – email@example.com
I am searching for potassium bromide for my child on the autism spectrum.
I appreciate your help.
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Looking for the best barbecue in the South? You don't even have to drive out of state, according to one recent survey
Southern Living released its South's Best 2017, a ranking of the best bars, BBQ joints, breweries, cities, hotels, inns, islands, museums, resorts, restaurants, shops, small towns, and tailgates as voted on by its readers.
The pick for the best 'cue in the region was right here in Georgia. Located on St. Simons Island, Southern Soul "serves Southern barbecue treasures in a setting that strikes the pitch-perfect chord for a barbecue joint," the publication notes.
Atlanta spot Fox Bros. BBQ made the list at #3, while Florida-based 4 Rivers Smokehouse, which is set to open its first Atlanta location this spring, rolled in at #9.
See the full list of winners here.
Find out why we love Southern Soul's bologna roll here
Find out why you should visit St. Simons here
Are these the best places for barbecue in Atlanta?
WATCH: How to make Heirloom Market BBQ's gochujang sloppy joes
Read The A List: The faces, places, dishes and drinks defining the Atlanta dining scene right now
Read more stories like this by liking Atlanta Restaurant Scene on Facebook, following@ATLDiningNews on Twitter and @ajcdining on Instagram.


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Monday, May 16, 2011 | 6 p.m.
Nevada treated Mitt Romney well Monday. He raised more than $10 million here in a single day of fundraising.
The donations came from all across the country, but Romney used the Las Vegas Convention Center as his base of operations.
The presumed presidential candidate picked Nevada because it's an early voting state and he "wanted to show (his) attention and interest," Romney said.
He also noted that President Barack Obama discouraged people from visiting Las Vegas during the recession, a statement Romney called "an outrage."
About 800 people gathered in a space the size of two football fields to call supporters and ask them to donate to Romney's presidential campaign. (Romney hasn't officially announced that he is running to be the Republican presidential nominee but hinted that an announcement is coming.) The former governor of Massachusetts also took to Facebook to solicit donations.
He called his double-digit take "heartening and encouraging."
"It gives us the boost we need in this early stage," he said.
Democrats questioned some of the fundraisers Romney used. Among the reported solicitors were several Romney friends and businessmen who have been accused of shady dealings.
For instance, a development company owned by John Rood, Romney's Florida chairman, was implicated in a scandal in which Jacksonville city officials were accused of using their influence to sway a land purchase agreement.
John Rakolta, another Romney fundraiser, donated to the political campaign of former Detroit Mayor Kwame Kilpatrick, who later resigned in light of felony perjury, obstruction of justice and corruption charges. Rakolta agreed to loan Kilpatrick's family $60,000 while he was is prison, according to the Detroit News, but Rakolta later reconsidered and chose not to send the money.
Woody Johnson, owner of the New York Jets, admitted to purchasing a tax shelter, costing the U.S. Treasury an estimated $300 million in revenue, and agreed to pay back taxes on it.
While Romney supporters used cell phones and laptops to contact donors, Romney slipped away to meet with a dozen students, many of them members of the College Republicans, at UNLV. Romney brought them In-N-Out burgers to break the ice.
He outlined his economic recovery plan for the group, then took their questions about how he would create jobs as president. Almost all of the students said they struggled to find work and worried about securing jobs after graduation.
"I happen to like the president. He's a nice guy," Romney said. "But I don't think he understands what's going to get the economy going again."
Romney said the only way to jumpstart the economy is to reduce the size of government and boost the private sector. He accused Obama of creating only public-sector jobs, which add to the national deficit.
The government's "appetite is more voracious than yours," Romney told the students as they picked half-heartedly at their cheeseburgers.
CORRECTION: This article originally said John Rakolta donated and loaned millions of dollars to former Detroit Mayor Kwame Kilpatrick. Rakolta donated the legal limit to Kilpatrick's campaign and contemplated loaning his family money but later reconsidered. | (May 23, 2011)


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Fusion Science and Technology / Volume 60 / Number 2 / August 2011 / Pages 459-463
Power Plant, Demo, and FNSF / Proceedings of the Nineteenth Topical Meeting on the Technology of Fusion Energy (TOFE) (Part 2) / dx.doi.org/10.13182/FST60-459
Articles are hosted by Taylor and Francis Online.
A graphical user interface (GUI) is being developed by the ARIES team to visually display large amounts of system parameter data relevant to tokamak power plants. The objective of the Visual ARIES Systems Scanning Tool (VASST) is to harness the scanning power of the new systems code by filtering the tremendous amount of data and displaying it in an interactive and exploratory manner. The goal of the software tool is to better understand the tradeoffs between design parameters and to gain insight into parametric trends.
Progress has been made in creating a GUI that allows the user to intuitively and interactively create color-coded plots using any of the parameters within the database. Among other features, a user-input constraint allows the user to limit the parameter space to include/exclude certain ranges of data that are of interest.
VASST is being utilized in conjunction with system analysis scans for the ARIES studies reviewing aggressive and conservative physics and technology assumptions to help define tokamak power plants.


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30 min, HD Video (originally shot on 16mm with some digital intervention)
Lightness is artist Katie Goodwin's first 16mm film exploring the wonders of the night sky and the challenges of seeking such wonders in Britain due to burgeoning light pollution.
The film is inspired by an unforgettable night camping under the stars in the Australian outback a decade ago and the artist's frustration whilst in London at looking up at the night sky and seeing orange. A little bit of magic disappears from our grey world. Lightness is a quest to relive the outback experience and find the Milky Way. Lightness was shot on location at the end of summer 2014 in Greenwich, London, home to the Royal Observatory, and in the remote village of Glenelg, Scotland, a community trying to attain Dark Skies status.
Lightness portrays the struggle between our modern urban life of safety and compartmentalisation and our inherent need to connect with nature and experience magical moments that stay with us forever. An at times philosophical and often poetic view of the world told by the Royal Observatory astronomers, Tom Kerss and Dr Marek Kukula, is interwoven with stories and footage of the Glenachulish crew operating the community owned tourist ferry which runs between Glenelg and the Isle of Skye.
The film explores themes that recur in Goodwin's practice: nature, labour, technology and time.
As part of the Lightness project there is an online research blog which has been contributed to by myself and other artists: Alex March, Jane Harris, Karen David, Ian Maslen, Holly Stevenson & Othello De Souza Hartley. Lightness will prelude a sister film project called Kaamos made whilst on a HIAP /Australian Arts Council residency in Finland over the winter of 2014-15.
Lightness was generously funded by an Arts Council England Grant for the Arts.
A brilliant text about Kaamos & Lightness films by artist Karen David can be read here
Exhibitions & Screenings:
Solo Screening, as part of HIAP residency, Gallery Augusta, Helsinki - 5th Feb 2015
Lightness (solo screening, Stephen Lawrence Gallery, University of Greenwich, London, followed by a Q&A with Astronomers - 16th Feb 2015
Harmaus | Greyness, (solo show) Temporary-Arts-Project, Southend, UK - June 2015
Micro Macro, (solo show) Qube gallery, Oswestry, UK - 8th July-3rd Aug 2015
Without Shores, ASC Gallery, London Sept 2015
A-E-T-H-E-R, Jarvis Dooney Gallery, Berlin 20 Feb - 2 Apr 2016
Gödöllő film festival, Budapest 18-22 May 2016


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I grew up in an era when kids left the house early in the morning, roamed the neighborhood on bikes and Big Wheels, and played sports for hours on end. We didn't have cell phones and mom only cared that we were home for dinner. Fast forward to 2019 where parents know exactly where our kids are at all times. Kids carry phones with them and parents watch them like hawks. We don't let them wander (for good reasons) and we hit the panic button when we can't get a hold of them.
Julie Lythcott-Haims, a former Dean of Freshman at Stanford University, says that while the new generation of college students comes in with higher scores and grades, they also come in with fewer skills to make it on their own in college. In other words, they lack the social skills and street smarts to survive on their own. She blames the helicopter parent for the problems most college students face in life. Below are five ways to not be helicopter parents. Apply these to your life and your children will be better adjusted when they leave home.
1. Teach them basic life skills.
A friend of mine created a list of 72 items he wants to cover before his children leave for college. When each of his children starts 7th grade, he knows he has 72 months before they leave. Each month he covers a basic life skill such as changing a tire, tying a tie, cooking or doing laundry. He includes his wife by spending time teaching his kids how to honor and respect women.
2. Teach them how to interact face-to-face.
Our children (as well as us parents) are so social media/text-dependent that we can miss out on the basics of human interaction. We need to help our kids learn how to interact with others face-to-face. They need to learn how to look others in the eye, ask questions, initiate and debate with others.
3. Give them responsibility.
In her book How to Raise an Adult, Lythcott-Haims talks about the significance of giving our children chores and the earlier the better. They also need to learn how to get up in the morning on their own. We can't always be their alarm clocks. This is an easy way for us to start giving our kids responsibility at a young age.
4. Teach them how to problem-solve.
When our children leave the house for college or their careers, mom and dad will not be around the corner to correct or rescue them. Yes, we should be available to help, but we will not lurk over their shoulders. They need to know how to problem-solve on their own. For instance, they need to know how they can fight against the desire to look at porn. What will they do when they're offered drugs? What if all their friends are drinking, getting drunk and pressuring them to join in?
5. Coach them how to interact with their teachers.
Coach your child to ask questions and fight their own battles.They should speak to the authorities in their lives with politeness and respect. I'm so thankful my step-dad taught me to address men as "sir" and women as "ma'am." This small gesture has served me well in life. When your children make a bad grade on a test, don't be that parent who calls/emails/texts their teacher. Coach your child to ask questions and fight their own battles.
Training them to leave
I once heard parenting defined as "training your children so that they can leave." Of course, there's more to it than this, but I believe this is a great starting place as parents. Instead of doing it all for them and rescuing them at the first sign of trouble, let's be parents who train our kids to leave. When they're no longer under our roofs, we want them to make smart choices.
Huddle Up Question
Huddle up with your wife and ask, "In what ways do you think we are being helicopter parents?"


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#35 October Awareness Month
It's October and that means it National Awareness for many cancers, disorders and diseases. I discuss some of these giving a 101 lesson on the diseases such as breast cancer and liver cancer. Don't forget to attend the BRCA event, "Understanding Risk for Breast and Ovarian Cancers: A Discussion for Students as Consumers & Future Healthcare Provider". It is happening here at UCONN Storrs!


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On the 6th March 1835, the philosopher, John Stuart Mill with some trepidation knocked at the door of his friend Thomas Carlyle. The door opened to reveal an agitated and distraught Mill. He had with him four charred pages. This was all that was left of Carlyle's first handwritten manuscript of the epic and poetic history of The French Revolution that he had lent to Mill to read – although it was only the first volume this still amounted to about 100,000 words. The maid had mistaken the pages for waste paper and thrown the lot on the fire. Both Thomas and his wife Jane peered over the brink of nervous collapse. Mill was forgiven even though the loss was seemingly irrecoverable and Carlyle set to work on the second volume of the history. He completed it a year later in March 1836, going back to the first volume anew. He finished at 10pm on 12th January 1837, he wrote 'ready both to weep and to pray'. The French Revolution was an enduring success, loved and loathed by many to date. Carlyle's career continued apace.
Going Back – with Mr Carlyle and Mr Lawrence
Going back is amongst the most difficult things for a runner to do. The momentum that they build up over their weeks, months, or years of training is their greatest weakness. Ignoring obstacles, or even the possibility of their existence, the runner's propulsion drives them onwards towards a real or imagined finish line. Once fixated upon it, it may as well have been engraved in the granite in their minds if you try to convince them to cut back or be more realistic with their expectations. You roll the dice; you get injured and find that you have not landed on a ladder, but a long and slithering snake. You can slide down back to the shallows, or in anger you can toss the board aside and forget your disappointment with some other, less fulfilling, activity.
Recovering ground is difficult on so many levels. You are not only forced to acknowledge that you are suffering the indignity of sliding down a snake, there is also the promised boredom of revisiting the same milestones during your training on the slow climb back up. This second, third, or eighth journey shows you a familiar, but there is a shadow upon it. This time round you feel fear. You know that as you crawl back (months later) to where you were, that this was your limit – your absolute limit. This is the point where the whole miserable fucking process is likely to begin again. You set out in trepidation and await the verdict.
Despite his reputation today, D. H. Lawrence was not particularly well known or widely respected in his own lifetime, not that is until the publication of Lady Chatterley's Lover in 1928. Up until then, novels like Sons and Lovers, The Rainbow and Women in Love were read by relatively few (very few in the case of The Rainbow). Despite continuous and pressing financial worries that plagued him, Lawrence never published anything until he was satisfied with it. This is not a writer who wants to check for typos and plot points – not an easily distracted worker, like Shakespeare. Throughout his career Lawrence always demonstrated an astonishing determination not to let go of a novel until he was sure that it was right. No, not 'right', perfect. Lady Chatterley's Lover exists in three separate and complete versions (all quite different), but it was the third that Lawrence published in Florence to avoid the insulting strictures of censorship that his earlier work had encountered in Britain (his publisher's offices had been raided for copies of The Rainbow). Sons and Lovers was written no less than four times, originally entitled Paul Morel. The stamina, determination and commitment to an artistic vision that we see in Lawrence are things witnessed surely less than once in any generation.
Both men, in their different ways, demonstrate a kind of doggedness in their ability to go back to the beginning and start again. This ability amazes me. I will let you into a secret, I am here, and I am doing this. You know I am; look, you can see me doing it. I should actually be working on a 100,000-word manuscript that I have already written. All I need to do is to get my head down and correct it, titivate it, rewrite a few bits of it so it can go back to the academic press so they might publish it. I can apply for promotion, I can move on to another project. I would never have to think about, or explain, The Epic of Gilgamesh ever again. What I should actually be doing right now is going back. I just can't.
Have you heard of the 1867 novel The Poor Man and the Lady? It is a 'striking socialist novel'; at least that is what Hardy called it in his self-penned biography (not autobiography, it is published under his second wife's name). That is almost all we know about it. Only a handful of people have read it: Hardy's friend and mentor, Horace Moule (who thought it rather coarse), and a handful of publishers all of whom rejected it. The book was put away, forgotten about, eventually to be burned. But out of the ashes of The Poor Man and the Lady an entire career was born. Once the novel was put aside, Hardy set to work on a much more market-friendly sensation novel begun in 1869, published two years later (Desperate Remedies). This was not the right kind of work for Hardy; he had not yet worked out how to knit melodrama and realism in the subtle manner that he would in novels like The Mayor of Casterbridge, or Tess of the D'Urbevilles. Next to be published was Under the Greenwood Tree (1872). This is a slender and lightly comic novel with a rural setting that shows Hardy's roots as a novelist reaching deep into the earth of his upbringing in the West Country. The first paragraph is instantly recognisable as a mature Hardy's first steps.
To dwellers in a wood almost every species of tree has its voice as well as its feature. At the passing of the breeze the fir-trees sob and moan no less distinctly than they rock; the holly whistles as it battles with itself; the ash hisses amid its quiverings; the beech rustles while its flat boughs rise and fall.
A phoenix did not rise from the ashes of The Poor Man and the Lady; it was an entire writer's career. His life as a novelist was begun. The Poor Man and the Lady reached forward in time, remnants of it are found in Hardy's poetry, and it was worked into a novella 'An Indiscretion in the Life of an Heiress'; it also became the source for his most infamous novel, Jude the Obscure. This fact is not to be underestimated in the context of his career as a writer. It is often heard around people that do not know much about Hardy that Jude was his last novel, and he was so incensed by the critical response to it that out of pique he refused to write another. Neither assumption is true. The Well-Beloved, which had started its life as a short serial in 1892 was completely reworked and published as a novel two years after Jude in 1897. Also, Jude was, by far, Hardy's greatest financial success. He became a monied and a lettered man and for the first time in his life was free to choose what he might do. He had always wanted to be a poet, and that is just what he became. The Poor Man and the Lady became Jude, and Jude was what enabled Hardy the novelist to become Hardy the poet. In refusing to go back, Hardy's career drew its structure from his 'failure'. Had his first novel not been consumed by the flames, then he may not have felt the need to revisit the themes of injustice and class inequality that became the mainstay of his long and productive writing life.
Going back, turning back and admitting defeat, that you cannot finish your planned route, that you have to stop your training, retrace your footsteps home, to Rest, Ice, Compression and Elevation – surely the four ugliest and least-poetic words in any language – you feel like Sisyphus letting go of the boulder at the top of the hill only to watch it tumble all the way back down.
You could just do it all again, like Carlyle, and you may find that next time you make it, but to what? That mileage that you did not achieve last time? Then what? More mileage until you injure yourself? Your injury emerged out of your behaviour and your physiology, if neither of these things change, why would you believe that the outcome would be significantly different to the first time round? If you are like Lawrence, you will do it again and again until you get it right. I tried this for most of my adult life, though I found that I do not have an ounce of the stamina that he did.
Scar tissue heals most weakly. It repairs quickly, like physiological superglue, and it lies brittly in wait for the next strains of tension so that they can tear. (That sentence works just as well with 'psychological' in the middle of it). Dogged determination is all very well if you have both superhuman stamina and strength to keep you going. Few do.
Hesitating to use the metaphor in a blog so clearly about the love of the natural world, you could instead recycle the experience. Like Hardy, you could put away that particular game and do something else. Same genre, different form.
If running that way has not worked for you then do not stop. Recycle your knowledge and experience and use that momentum to prepare yourself for something new. Just try doing it a little differently. Who knows, you may even try taking your shoes off…


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Introducing Sourcebook! A new feature here, Sourcebook is a curated collection of goods and services that fall in line with my personal ethos of living well. I don't believe you have to have the latest and greatest to live a meaningful life. I don't believe you have to follow trends to feel comfortable in your home or clothing. I don't believe there is a one-size prescription for contentment, or a materials-based formula for happiness. I don't believe that quanitity wins.
I do believe, however, that on some level, we are all consumers, and in that, we have the opportunity to make choices that will have both direct and indirect effects on our quality of life. We can choose the beautiful, the long-lasting, the quality-made. We can train our eye to appreciate craftsmanship and goodness when we see it. We can choose to place our hard-earned dollars into hands where it will support men and women who are working to make the world a better place.
Here in Sourcebook, I'll get to play matchmaker between those who appreciate useful services and curated products, with those who provide them; a true benefit for all in the exchange. If you prefer the idea of living with fewer, better things, this place is for you. Appearing only on Saturdays, Sourcebook will be your consumer's guide to thoughtful, simple living. I may receive compensation from companies that I feature here, however, all words and opinions will be my own. Thank you for supporting brands that support this quiet space.


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Update the button on the portfolio page to come here!!!!
Branding and logo design for entrepreneurs who are wanting to create an elegant, organic, and timeless brand.
If you're an entrepreneur looking to create a brand that is...
You're in the right place!
What to expect
striking original handlettering that sets you apart as a brand, with attention to details that matter. our approach to logo design captures all of the elements you will need as a business, to represent the product and service you offer with panache, and attract the clientele you want. in our consultation meeting, we will determine your needs and how your logo and branding captures everhting about your business or organization in a way that is not only beautiful, but unique. we work with clients all over the globe, from the u.s. to australia to create gorgeous logos and branding elements in modern, fresh and original lettering for a variety of businesses in various industries including photographers, wedding planners, designers, retail stores, beverages, clothing, sustainable products, etc. view recent work here.
i'd love to hear about your vision, and how i can help bring it to life: email me email@example.com
We have recently expanded our logo packages + are excited to now offer branded logo design. A branded logo goes beyond designing a logo; rather it is a collaboration to encompass the look and feel of a business to reflect its core values through the design of its visual brand. It's more than simply your business name written in lovely calligraphy, or some text with a watercolor wash behind it – it's taking the time to get to know you and your business, as well as your heart for why you do what you do.
Our branded logo packages begin at $700 and include the following:
- Initial consultation phone call to get to you know you and your brand
- A custom inspiration/branding board
- Initial sketch of four logo options
- Custom hand calligraphy and/or watercolor design
- Up to three rounds of proofing changes to arrive at your finished design
- Final files in .jpeg, .pdf, .eps, or .png
- An alternate logo – this can be your initials or a square icon for social media use
- Business card design and printing (100 business cards digitally printed front + back on crane's 110# cotton paper)
- Design of up to two pieces of digital collateral (marketing materials, pricing guides, invoice templates or other business documents)
Add-on options include:
- Printing of collateral
- dditional pieces of collateral
- Upgraded printing for business cards
- Font choices and color consolation
Upon booking, each of our logo clients will be sent some 'homework' to collect more information about their business, helping us identify their needs and understand their brand vision. The process usually takes between three and four weeks depending on the feedback and proofing rounds needed to get to the final design.
We really love working with fellow creatives on their logos and would love to work together! Let us know your thoughts (:
One of my passions is designing meaningful brand identities that capture the personality behind the business. I love talking to business owners about their story, and then crafting their story into a visual experience that speaks to their ideal clients. We work together through video chat and worksheets to hone in on your brand's target market, goals, and core values. Then we work together to build a beautiful brand that you can stand behind with pride and authenticity.
Do you have an existing business you have poured your heart and soul into? Has your current brand and aesthetic out-grown your original logo? Would you like to refine your target market to book more of your ideal clients? This package is reasonably priced for up and coming businesses. It gives you the tools needed to carry your branding throughout your brand collateral, such as your business cards and website, as well as curate a cohesive Instagram feed. You will walk away with clear goals and the knowledge you need to put your new brand to work, oh and a gorgeous watercolor logo to boot!
The Process
Peek into the Process
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Investment: $700.00 (divided into three payments)
Time: Go from mood board to meaningful brand in three weeks.
Includes: Comprehensive Branding Questionnaire, 1 Hour Face Time Consultation, 1 Mood Board (1 Revision), 3 Logo Sketches, 3 Rounds of Revisions, 1 Main Logo, 1 Alternate Logo, 1 Submark, Color Palette with Hx Codes, Type Selections, Branding Guidelines and Debrief. File will be supplied in JPG, PNG, and PDF Vector, Black on White JPG, and a White Watermark PNG.
Here's What Clients are saying
Testimonial Subject
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- Jessica of J.Lee Photos
Ready to get started? Complete the form below and I'll get back to you to set up a complimentary consultation!


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While working at the store this past Sunday, we were pumped to meet some neighbors. Michelle and Chris popped their heads into Eldorado General Store to see what all the commotion was about - turns out, they were from Curbed Detroit.
We were a bit shocked and delighted to see that Curbed Detroit wrote about us today. What fun it was stumbling across this article. So, thanks Michelle and Chris - hope to see your smiley faces again soon!


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Stem Days
Find out about the range of STEM Days you can book for your school.More
Building engineers of tomorrow
The Smallpeice Trust is all about inspiring and supporting young engineers in the making who are daring enough to imagine. But we can't do it alone. The engineers of tomorrow need teachers, like you, today who can help unlock their potential.
As well as hosting Ignition & Momentum courses for young engineers at university campuses, we provide a range of STEM Day and Think Kits to help you bring engineering to life for Year 8 to Year 12 students. You can find out more about these here.
Order your own do-it-yourself Think Kit with everything you need to form your own STEM club at school.More
Support a team of students in our Ignition and Momentum courses by becoming a supervisor.More
If you've got a question about our STEM Days or Think Kits, you might find the answers you're looking for in our FAQs.More