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Rumor: Skyrim remaster at E3 2016 !


nunu87

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Posted

IF (and it's a big IF) beth is smart, they'll have SKSE funtions built in.

FNIS ability as well.

 

Why on earth they never put in an MCM framework from the getgo, I'll never understand.

 

SKSE and MCM really really should not be needed as addons for a game these days.

 

CK is probably going to be the same we use for FO4. A lot of skyrim stuff is still in there.

Probably as a separate item in the bethnet launcher tho (fine).

 

I would really like it if they did it that way, AND allowed us to use assets from one game in the other.

(would open up all kinds of possiblilites)

:D

 

Mind you, I'm hedging my bets, and will have manual downloads of all the mods I use, may use etc, prior to

the new release. (just in case)  Oh, and backups of the game, saves, MO profiles ad nauseum.  :)

Did they build the SKSE additions into the FO4 engine? Ridiculous then to expect them to do so for this.

 

You are right that SKSE and MCM shouldn't be necessary BUT Bethesda redid the scripting system between FONV and Skyrim and managed to come up with a LESS capable system while telling people they wouldn't need script extenders any more and we know how well that worked out.

 

Here's how it's going to work though. Any mod that doesn't use scripting or messes with animations will probably port to or even be directly usable with the new version from day one.

 

Scripted mods that didn't use any SKSE extensions MAY be portable to the new game but some 32bit vs 64bit incompatibilities may have to be fixed first.

 

Scripted mods that used SKSE are broken until someone comes up with a new SKSE for that new game.

 

Animations are the really big question. It is likely that in creating this updated bugfest they call a new engine for FO4 by first porting Skyrim to it that they kept all the animation system the same because that would have saved them the extra work of updating all their animations for Skyrim as a part of that port.

 

One question I haven't seen an answer to yet as well, what is Bethesda saying about how hard or easy it will be to port existing mods to the new game? Remember, they are releasing this to get the users on the 64bit consoles to buy a modable game and the best way for them to make that work well is for there to be a lot of mods available right away.

Posted

 

One very POSITIVE impact this may have. There are a LOT of really good games out there that these days look pretty pathetic compared to more current games.

 

If Bethesda is successful in marketing this updated Skyrim it will make a lot of game makers take another look at their older properties and consider giving them updates and facelifts.

Posted

 

IF (and it's a big IF) beth is smart, they'll have SKSE funtions built in.

FNIS ability as well.

 

Why on earth they never put in an MCM framework from the getgo, I'll never understand.

 

SKSE and MCM really really should not be needed as addons for a game these days.

 

CK is probably going to be the same we use for FO4. A lot of skyrim stuff is still in there.

Probably as a separate item in the bethnet launcher tho (fine).

 

I would really like it if they did it that way, AND allowed us to use assets from one game in the other.

(would open up all kinds of possiblilites)

:D

 

Mind you, I'm hedging my bets, and will have manual downloads of all the mods I use, may use etc, prior to

the new release. (just in case)  Oh, and backups of the game, saves, MO profiles ad nauseum.  :)

Did they build the SKSE additions into the FO4 engine? Ridiculous then to expect them to do so for this.

 

You are right that SKSE and MCM shouldn't be necessary BUT Bethesda redid the scripting system between FONV and Skyrim and managed to come up with a LESS capable system while telling people they wouldn't need script extenders any more and we know how well that worked out.

 

Here's how it's going to work though. Any mod that doesn't use scripting or messes with animations will probably port to or even be directly usable with the new version from day one.

 

Scripted mods that didn't use any SKSE extensions MAY be portable to the new game but some 32bit vs 64bit incompatibilities may have to be fixed first.

 

Scripted mods that used SKSE are broken until someone comes up with a new SKSE for that new game.

 

Animations are the really big question. It is likely that in creating this updated bugfest they call a new engine for FO4 by first porting Skyrim to it that they kept all the animation system the same because that would have saved them the extra work of updating all their animations for Skyrim as a part of that port.

 

One question I haven't seen an answer to yet as well, what is Bethesda saying about how hard or easy it will be to port existing mods to the new game? Remember, they are releasing this to get the users on the 64bit consoles to buy a modable game and the best way for them to make that work well is for there to be a lot of mods available right away.

 

 

I also like to point out the fact: none SKSE or scipted mod are mostly armor/colthing, follower, texture/mesh mods, these mods are going to have a big problem if they change their system like they did in FO4.

 

Texture/mesh are packed in BSA 2 form, using the old way to replace or add some mods......we all know how it work out in FO4

 

Armor/colthing or follower mods......body mod? ECE? Racemenu? nif port? These things need to be support 1st.

 

I don't know their idea yet, but this doesn't look good for mods.

Posted

 

 

IF (and it's a big IF) beth is smart, they'll have SKSE funtions built in.

FNIS ability as well.

 

Why on earth they never put in an MCM framework from the getgo, I'll never understand.

 

SKSE and MCM really really should not be needed as addons for a game these days.

 

CK is probably going to be the same we use for FO4. A lot of skyrim stuff is still in there.

Probably as a separate item in the bethnet launcher tho (fine).

 

I would really like it if they did it that way, AND allowed us to use assets from one game in the other.

(would open up all kinds of possiblilites)

:D

 

Mind you, I'm hedging my bets, and will have manual downloads of all the mods I use, may use etc, prior to

the new release. (just in case)  Oh, and backups of the game, saves, MO profiles ad nauseum.  :)

Did they build the SKSE additions into the FO4 engine? Ridiculous then to expect them to do so for this.

 

You are right that SKSE and MCM shouldn't be necessary BUT Bethesda redid the scripting system between FONV and Skyrim and managed to come up with a LESS capable system while telling people they wouldn't need script extenders any more and we know how well that worked out.

 

Here's how it's going to work though. Any mod that doesn't use scripting or messes with animations will probably port to or even be directly usable with the new version from day one.

 

Scripted mods that didn't use any SKSE extensions MAY be portable to the new game but some 32bit vs 64bit incompatibilities may have to be fixed first.

 

Scripted mods that used SKSE are broken until someone comes up with a new SKSE for that new game.

 

Animations are the really big question. It is likely that in creating this updated bugfest they call a new engine for FO4 by first porting Skyrim to it that they kept all the animation system the same because that would have saved them the extra work of updating all their animations for Skyrim as a part of that port.

 

One question I haven't seen an answer to yet as well, what is Bethesda saying about how hard or easy it will be to port existing mods to the new game? Remember, they are releasing this to get the users on the 64bit consoles to buy a modable game and the best way for them to make that work well is for there to be a lot of mods available right away.

 

 

I also like to point out the fact: none SKSE or scipted mod are mostly armor/colthing, follower, texture/mesh mods, these mods are going to have a big problem if they change their system like they did in FO4.

 

Texture/mesh are packed in BSA 2 form, using the old way to replace or add some mods......we all know how it work out in FO4

 

Armor/colthing or follower mods......body mod? ECE? Racemenu? nif port? These things need to be support 1st.

 

I don't know their idea yet, but this doesn't look good for mods.

 

The first step they did in creating FO4 was updating the Skyrim engine to 64bit and ported Skyrim to it. If the changes they made to those systems were a part of the porting process then they are screwed because they broke all the mods they actually want their console users to have access to. Yes, they are that dumb sometimes but we can hope that they didn't and just to keep from having to rebuild all sorts of parts of Skyrim they made those changes after they got the base engine upgraded and forked off their new FO4 engine.

Posted

 

 

IF (and it's a big IF) beth is smart, they'll have SKSE funtions built in.

FNIS ability as well.

 

Why on earth they never put in an MCM framework from the getgo, I'll never understand.

 

SKSE and MCM really really should not be needed as addons for a game these days.

 

CK is probably going to be the same we use for FO4. A lot of skyrim stuff is still in there.

Probably as a separate item in the bethnet launcher tho (fine).

 

I would really like it if they did it that way, AND allowed us to use assets from one game in the other.

(would open up all kinds of possiblilites)

:D

 

Mind you, I'm hedging my bets, and will have manual downloads of all the mods I use, may use etc, prior to

the new release. (just in case)  Oh, and backups of the game, saves, MO profiles ad nauseum.  :)

Did they build the SKSE additions into the FO4 engine? Ridiculous then to expect them to do so for this.

 

You are right that SKSE and MCM shouldn't be necessary BUT Bethesda redid the scripting system between FONV and Skyrim and managed to come up with a LESS capable system while telling people they wouldn't need script extenders any more and we know how well that worked out.

 

Here's how it's going to work though. Any mod that doesn't use scripting or messes with animations will probably port to or even be directly usable with the new version from day one.

 

Scripted mods that didn't use any SKSE extensions MAY be portable to the new game but some 32bit vs 64bit incompatibilities may have to be fixed first.

 

Scripted mods that used SKSE are broken until someone comes up with a new SKSE for that new game.

 

Animations are the really big question. It is likely that in creating this updated bugfest they call a new engine for FO4 by first porting Skyrim to it that they kept all the animation system the same because that would have saved them the extra work of updating all their animations for Skyrim as a part of that port.

 

One question I haven't seen an answer to yet as well, what is Bethesda saying about how hard or easy it will be to port existing mods to the new game? Remember, they are releasing this to get the users on the 64bit consoles to buy a modable game and the best way for them to make that work well is for there to be a lot of mods available right away.

 

 

I also like to point out the fact: none SKSE or scipted mod are mostly armor/colthing, follower, texture/mesh mods, these mods are going to have a big problem if they change their system like they did in FO4.

 

Texture/mesh are packed in BSA 2 form, using the old way to replace or add some mods......we all know how it work out in FO4

 

Armor/colthing or follower mods......body mod? ECE? Racemenu? nif port? These things need to be support 1st.

 

I don't know their idea yet, but this doesn't look good for mods.

 

I think so, there are too many potential problems for this remastered edition. In one word, I will wait and see what will happen, but I am not optimized with it. 

Posted

keep in mind that animations were only moddable because of fnis - needing fnis would keep animation mods off console anyway so they would not have broken anything that was intended to be modded anyway, so updating animations comes down to if beth wanted to redo all the animations

Posted

They should just release it a month ahead of the consoles so mods can be tested and ported. Unless bethesda already knows mods work out of the box.

Posted

The first step they did in creating FO4 was updating the Skyrim engine to 64bit and ported Skyrim to it. If the changes they made to those systems were a part of the porting process then they are screwed because they broke all the mods they actually want their console users to have access to. Yes, they are that dumb sometimes but we can hope that they didn't and just to keep from having to rebuild all sorts of parts of Skyrim they made those changes after they got the base engine upgraded and forked off their new FO4 engine.

Yeah, I can totally see Fore redoing FNIS from scratch or Ashal starting from ground zero with Sexlab.  Then of course the DD team would have to remake Devious Devices.  But first we'll have to wait for a 64bit SKSE, all of the other modder software updates.  So in two or three years Skyrim Special Edition will in a position to be where Skyrim 2011 is now.  All that would be left would be for people top start modding it from scratch too.

Posted

 

The first step they did in creating FO4 was updating the Skyrim engine to 64bit and ported Skyrim to it. If the changes they made to those systems were a part of the porting process then they are screwed because they broke all the mods they actually want their console users to have access to. Yes, they are that dumb sometimes but we can hope that they didn't and just to keep from having to rebuild all sorts of parts of Skyrim they made those changes after they got the base engine upgraded and forked off their new FO4 engine.

Yeah, I can totally see Fore redoing FNIS from scratch or Ashal starting from ground zero with Sexlab.  Then of course the DD team would have to remake Devious Devices.  But first we'll have to wait for a 64bit SKSE, all of the other modder software updates.  So in two or three years Skyrim Special Edition will in a position to be where Skyrim 2011 is now.  All that would be left would be for people top start modding it from scratch too.

 

Well, when all things were well done, I think the TES6 should be released,too. So we needn't to care this special edition at first lol.

Posted

They suddenly decide to give the five year old game a facelift and give it to previous owners for free, for no reason. A lot of people seem to think it's a good thing and don't even bother thinking why they would do such a thing after all these years? The answer is, they wouldn't, unless they have something else in mind.

 

And let's assume that with this Special Edition, you'll be able to run Skyrim from within the FO4 engine with some graphical improvements, but it's still the same damn game and we haven't heard a single word about fixing countless bugs still remain in vanilla Skyrim. Why? Because they haven't done it and they have no intention to do it. Making FO4 engine compatible with Skyrim and release it as something new is a trivial thing to do compared to fixing all those bugs in the damn game.

 

They simply want the existing players and modders to jump on the beth.net bandwagon and this "Special Edition" is the bait.

 

 

Posted

They suddenly decide to give the five year old game a facelift and give it to previous owners for free, for no reason. A lot of people seem to think it's a good thing and don't even bother thinking why they would do such a thing after all these years? The answer is, they wouldn't, unless they have something else in mind.

 

And let's assume that with this Special Edition, you'll be able to run Skyrim from within the FO4 engine with some graphical improvements, but it's still the same damn game and we haven't heard a single word about fixing countless bugs still remain in vanilla Skyrim. Why? Because they haven't done it and they have no intention to do it. Making FO4 engine compatible with Skyrim and release it as something new is a trivial thing to do compared to fixing all those bugs in the damn game.

 

They simply want the existing players and modders to jump on the beth.net bandwagon and this "Special Edition" is the bait.

I think the main aim of them is to make money on console by remastering the game, because the tes6 still needs a long time to be released, so they choose to remaster the skyrim. And they want to make console players can play mods as well. So they also release the PC version so that modders could make mods which are supported for consoles! Because the mods based on old version must be some incompatible with the new one. The reason that it is free on PC for those who have all DLCs is that Bethesda don't plan to make money on it.

Posted

I don't see why the Legendary and the Remastered editions should co-exist as two separate games on Steam, especially considering that owners of the LE will get it for free. They'll probably remove the LE from Steam and the "Remastered" will remain as the only Skyrim edition on Steam. Steam may or may not keep the original LE files for the previous owners to download but you probably won't be able to buy the LE after Oct 28. If I were you, I'd make a backup of the LE files and start searching for a "crack", in case you really want to continue playing this game after October 28 with the same mod setup.

 

I don't really know what kind of improvements this "remastered" version will have over the LE, but it seems more like a move towards making it Beth.net/paid mods compatible, which isn't surprising.

 

Possibly, possibly not the remastered versions of dead island are both separate to the original games on steam.  Saves are not even transferable or at least not that I found so far, they could do the same with Skyrim, change the location or the way saves are stored.  They had all the achievements re-set as well so you pretty much start the games from scratch.

Posted

I will wait and see, but if current mods aren't 100% compatible with Skyrim Remastered, this project will be dead in the water. At this point in Skyrim's lifecycle, no modder has an interest to make major changes to their code just to get it to run on a "new" Skyrim that offers almost no advantage for someone on PC with a ENB running. You will probably still need ENBs anyway. It's not that FO4 is exactly eyecandy, despite it's new. Bethesda has yet to figure out how to make pretty games. I also couldn't care less if my stuff runs on consoles.

Guest endgameaddiction
Posted

The reason why they went with Skyrim remaster is for a few reasons

  1. Easier to port over older sequels.
  2. still a popular sequel being modded.
  3. And because if they were to remaster any older sequels, it would definitely make people drop Fallout 4 and migrate to a Oblivion, Morrowind, or Daggerfall remaster.

Skyrim remaster is nothing to be impressed about at all. Oh wow... godrays, volumetric lighting. Even with these features, Skyrim 2 still looks the same as Skyrim 1.

 

The only upgrade is 64bit. Maybe more stability and more memory.

 

maybe if they got rid of the _0 and _1 body scale and went with Fallout 4's bone scaling that could help things out, but more than likely it's not.

 

I'm not that impressed really. And it's because I've explored everything there is to explore in Skyrim, so revisiting these areas with slightly better graphics isn't something that is going to blow my mind away. If this game was remastered 20+ years later, more than likely it would. But instead of ever having Skyrim on a far more superior graphic engine much later on, you get it 5 years later on a 1 step ahead engine.

Posted

Why do people still play this game?  It's horrible, buggy and not very pretty, (even from the pictures of the Re-mastered version). 

 

Does it's potential for the game you would love actually warrant the amount of time you have spent on it to get it near the game you wanted?

 

Do you care if console people, who are spoon fed by their nature, have the ability to upload a different texture pack for that bit of Ivy in Riverwood?

 

Do you want people who did things in their own time and at no cost to the publisher to say 'sod the lucrative work we are now doing, lets go back and fiddle with a five year old game'?

 

 

ps

 

 

Yes, I know you can make it extremely pretty, and you can fiddle with it to make it playable, (or at least a game, rather than a point and click thing with the occasional bit of posted in voice acting and a lot of wandering about). However if the minds who came up with the fixes and modifications had actually spent their time doing something more purposeful, we would have actually edible stringy cheese which walks itself from the fridge to your mouth. (umm, actually that sounds horrible).

Posted

Since Hines confirmed it's a separate SKU with a separate catalog ID across all systems the "stealth update"/"They Live" argument is completely defenestrated.

 

The question now becomes what will still work and what won't, and the rather messy issue of updating mods that rely on scripting/injected data/format  and animation/behaviors, and who would even want to do any of that.

 

 

Posted

So does that mean we get to update the unp/cbbe bodies to 21k vertex count (like cbbe is for FO4)?

How many mod will need a rebuild of the scripts to work with the 64bit version?

Will they upgrade the Havok base from 2010 to 2014 (and break all the 32bit hkx files)?

Will they release a toolset that will help in porting over 32bit to 64bit items (pex, nif, texture, etc) that doesn't give them all inclusive rights to do with the ported mod what ever they feel like (ie upload to beth.net, and consoles)?

 

I actually have more questions, but yeah "ooooh shiny new toy" mindset.

 

Fuck trouble shootings that come Oct. is going to be a definite PITA.

 

I can see it now... "Why doesn't Sexlab work on my Xbox (what ever its called) I ported it over with bethesda's tools" - Irony I wonder if they will include in the engine any of the stuff that SKSE adds for the scripting?

Posted

 

"there's no guarantee that your game will not get upgraded."

 

Well apart from their business model would then be fucked.

 

On the other hand, I can see Beth/Zenimax doing something something stupid like that. But yeah, probably not.

 

The only thing I wonders is how many things modders have done are now included in the remaster.

 

Not many, if any at all. I think it's basically just to include the updated stuff they did for Fallout 4. Godrays, shaders, etc.

Basically, what happened was the developers already did all of that for Skyrim, and then just built Fallout 4 on top of that, never releasing what they did for Skyrim. Now they're releasing it (with a bunch of tweaks, etc). But basically think of Skyrim done with Fallout 4 technology.

 

 

What would happen if you already had Skyrim plus all available DLCs, minus Dragonborn, and you've just bought Dragonborn? You now have the "Legendary Edition", which is a different package. Would Steam reinstall the whole game into a separate folder just because you now have the LE?

 

They may release the "Special Edition" as a separate game to replace the LE, and in the mean time as an upgrade in the form of a freebie DLC, for the previous owners of Skyrim LE. When you buy this new DLC, the LE you have will be upgraded to the Special Edition and your previous installation will get overwritten by the new files. This is most likely what will happen.

 

No, Steam would not reinstall Skyrim in a separate folder. You'd basically have the same game you have now, plus another Skyrim on the side. It's no different than if Bethesda released Skyrim and Skyrim II: Revenge of the Dragons. :)

It won't be an upgrade of existing Skyrim, just a completely brand new game that happens to have all the same assets and look exactly the same but with lighting differences. Same game, same name, different install, and Steam will treat it as a completely separate thing.

 

While even it is separate from the original game, which version will the modders develop on it in the future? If there are plenty of mods which require the remastered version, what should we do? Upgrading to the new version, abandoning some old mods which are incompatible with it or keeping the old version while giving up experiencing the new mods?

I tend to think that the current Skyrim will continue to be the modded game. Assuming that the engine "changes" (which amount to not much at all really) do break SKSE functionality (for example), which I think is a safe bet.

So under the assumption that SKSE won't work with the "new" game, it would be up to the SKSE team to make a new version for that, and IIRC they've been in semiretirement for a while now, so probably not, or if so probably not much.

 

In short, I don't see this remaster really affecting our current game and mods much at all. I could certainly be wrong, but I'm not worried.

Posted

 

 

"there's no guarantee that your game will not get upgraded."

 

Well apart from their business model would then be fucked.

 

On the other hand, I can see Beth/Zenimax doing something something stupid like that. But yeah, probably not.

 

The only thing I wonders is how many things modders have done are now included in the remaster.

 

Not many, if any at all. I think it's basically just to include the updated stuff they did for Fallout 4. Godrays, shaders, etc.

Basically, what happened was the developers already did all of that for Skyrim, and then just built Fallout 4 on top of that, never releasing what they did for Skyrim. Now they're releasing it (with a bunch of tweaks, etc). But basically think of Skyrim done with Fallout 4 technology.

 

 

What would happen if you already had Skyrim plus all available DLCs, minus Dragonborn, and you've just bought Dragonborn? You now have the "Legendary Edition", which is a different package. Would Steam reinstall the whole game into a separate folder just because you now have the LE?

 

They may release the "Special Edition" as a separate game to replace the LE, and in the mean time as an upgrade in the form of a freebie DLC, for the previous owners of Skyrim LE. When you buy this new DLC, the LE you have will be upgraded to the Special Edition and your previous installation will get overwritten by the new files. This is most likely what will happen.

 

No, Steam would not reinstall Skyrim in a separate folder. You'd basically have the same game you have now, plus another Skyrim on the side. It's no different than if Bethesda released Skyrim and Skyrim II: Revenge of the Dragons. :)

It won't be an upgrade of existing Skyrim, just a completely brand new game that happens to have all the same assets and look exactly the same but with lighting differences. Same game, same name, different install, and Steam will treat it as a completely separate thing.

 

While even it is separate from the original game, which version will the modders develop on it in the future? If there are plenty of mods which require the remastered version, what should we do? Upgrading to the new version, abandoning some old mods which are incompatible with it or keeping the old version while giving up experiencing the new mods?

I tend to think that the current Skyrim will continue to be the modded game. Assuming that the engine "changes" (which amount to not much at all really) do break SKSE functionality (for example), which I think is a safe bet.

So under the assumption that SKSE won't work with the "new" game, it would be up to the SKSE team to make a new version for that, and IIRC they've been in semiretirement for a while now, so probably not, or if so probably not much.

 

In short, I don't see this remaster really affecting our current game and mods much at all. I could certainly be wrong, but I'm not worried.

 

 

You have a lovely turn of phrase and are particularly eloquent. I really want "Skyrim II: Revenge of the Dragons" now.

 

 

Guest endgameaddiction
Posted

So does that mean we get to update the unp/cbbe bodies to 21k vertex count (like cbbe is for FO4)?

How many mod will need a rebuild of the scripts to work with the 64bit version?

Will they upgrade the Havok base from 2010 to 2014 (and break all the 32bit hkx files)?

Will they release a toolset that will help in porting over 32bit to 64bit items (pex, nif, texture, etc) that doesn't give them all inclusive rights to do with the ported mod what ever they feel like (ie upload to beth.net, and consoles)?

 

I actually have more questions, but yeah "ooooh shiny new toy" mindset.

 

Fuck trouble shootings that come Oct. is going to be a definite PITA.

 

I can see it now... "Why doesn't Sexlab work on my Xbox (what ever its called) I ported it over with bethesda's tools" - Irony I wonder if they will include in the engine any of the stuff that SKSE adds for the scripting?

 

You pretty much posted what I was about to post. If certain mods simply cannot work with the remaster, and with console mods being available, I have a feeling more console peasants are going to be demanding and bitching about wanting things that simply cannot be ported over because it simply can't from a 32bit to 64bit alone and simply won't work for console mods.

 

Posted

So does that mean we get to update the unp/cbbe bodies to 21k vertex count (like cbbe is for FO4)?

 

Yes

 

How many mod will need a rebuild of the scripts to work with the 64bit version?

 

Yes

 

Will they upgrade the Havok base from 2010 to 2014 (and break all the 32bit hkx files)?

 

Probably

 

Will they release a toolset that will help in porting over 32bit to 64bit items (pex, nif, texture, etc) that doesn't give them all inclusive rights to do with the ported mod what ever they feel like (ie upload to beth.net, and consoles)?

 

http://www.youtube.com/watch?v=lhckuhUxcgA

 

I actually have more questions, but yeah "ooooh shiny new toy" mindset.

 

Fuck trouble shootings that come Oct. is going to be a definite PITA.

 

Yes

 

I can see it now... "Why doesn't Sexlab work on my Xbox (what ever its called) I ported it over with bethesda's tools" - Irony I wonder if they will include in the engine any of the stuff that SKSE adds for the scripting?

 

so_you_tried_and_failed_640_06.jpg

 

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