diff --git a/docs/source/_static/figures.css b/docs/source/_static/figures.css
new file mode 100644
index 000000000..7631c7e52
--- /dev/null
+++ b/docs/source/_static/figures.css
@@ -0,0 +1,5 @@
+.figure img {
+    display: block;
+    margin: auto;
+    box-shadow: 10px 10px 40px -5px #bbbbbb;
+}
\ No newline at end of file
diff --git a/docs/source/conf.py b/docs/source/conf.py
index 8905044dd..da59c02e1 100644
--- a/docs/source/conf.py
+++ b/docs/source/conf.py
@@ -134,7 +134,7 @@ primary_domain = 'c'
 
 # The theme to use for HTML and HTML Help pages.  See the documentation for
 # a list of builtin themes.
-html_theme = 'default'
+html_theme = 'sphinx_rtd_theme'
 
 # Theme options are theme-specific and customize the look and feel of a theme
 # further.  For a list of options available for each theme, see the
@@ -144,21 +144,27 @@ html_theme = 'default'
 # Add any paths that contain custom themes here, relative to this directory.
 #html_theme_path = []
 
+#html_css_files = 'figures.css'         use this once Sphinx 1.8 is released!!!
+
+def setup(app):
+    app.add_stylesheet('figures.css')
+
+
 # The name for this set of Sphinx documents.  If None, it defaults to
 # "<project> v<release> documentation".
 #html_title = None
 
 # A shorter title for the navigation bar.  Default is the same as html_title.
-#html_short_title = None
+#html_short_title = 'OpenMW Documentation'
 
 # The name of an image file (relative to this directory) to place at the top
 # of the sidebar.
-#html_logo = None
+#html_logo = 'https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/_static/images/openmw.png'
 
 # The name of an image file (within the static path) to use as favicon of the
 # docs.  This file should be a Windows icon file (.ico) being 16x16 or 32x32
 # pixels large.
-#html_favicon = None
+#html_favicon = 'https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/_static/images/favicon.png'
 
 # Add any paths that contain custom static files (such as style sheets) here,
 # relative to this directory. They are copied after the builtin static files,
diff --git a/docs/source/manuals/openmw-cs/_static/images/chapter-1/add-record.png b/docs/source/manuals/openmw-cs/_static/images/chapter-1/add-record.png
deleted file mode 100644
index c0a110b7c..000000000
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diff --git a/docs/source/manuals/openmw-cs/_static/images/chapter-1/edit-record.png b/docs/source/manuals/openmw-cs/_static/images/chapter-1/edit-record.png
deleted file mode 100644
index 4db3d1bd6..000000000
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diff --git a/docs/source/manuals/openmw-cs/_static/images/chapter-1/new-project.png b/docs/source/manuals/openmw-cs/_static/images/chapter-1/new-project.png
deleted file mode 100644
index a5097db9c..000000000
Binary files a/docs/source/manuals/openmw-cs/_static/images/chapter-1/new-project.png and /dev/null differ
diff --git a/docs/source/manuals/openmw-cs/_static/images/chapter-1/objects.png b/docs/source/manuals/openmw-cs/_static/images/chapter-1/objects.png
deleted file mode 100644
index f36a7289c..000000000
Binary files a/docs/source/manuals/openmw-cs/_static/images/chapter-1/objects.png and /dev/null differ
diff --git a/docs/source/manuals/openmw-cs/_static/images/chapter-1/opening-dialogue.png b/docs/source/manuals/openmw-cs/_static/images/chapter-1/opening-dialogue.png
deleted file mode 100644
index 5356c2695..000000000
Binary files a/docs/source/manuals/openmw-cs/_static/images/chapter-1/opening-dialogue.png and /dev/null differ
diff --git a/docs/source/manuals/openmw-cs/tour.rst b/docs/source/manuals/openmw-cs/tour.rst
index e45b6164f..5d7034deb 100644
--- a/docs/source/manuals/openmw-cs/tour.rst
+++ b/docs/source/manuals/openmw-cs/tour.rst
@@ -24,7 +24,7 @@ We will start by launching OpenMW CS, the location of the program depends on
 your operating system. You will be presented with a dialogue with three
 options: create a new game, create a new addon, edit a content file.
 
-.. figure:: _static/images/chapter-1/opening-dialogue.png
+.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/opening-dialogue.png
    :alt: Opening dialogue with three option and setting button (the wrench)
 
 The first option is for creating an entirely new game, that's not what we want.
@@ -37,7 +37,7 @@ optionally a number of other addons we want to depend on. The name of the
 project is arbitrary, it will be used to identify the addon later in the OpenMW
 launcher.
 
-.. figure:: _static/images/chapter-1/new-project.png
+.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/new-project.png
    :alt: Creation dialogue for a new project, pick content modules and name
 
 Choose Morrowind as your content file and enter `Ring of Night Vision` as the
@@ -47,7 +47,7 @@ to, but for this mod the base game is enough.
 Once the addon has been created you will be presented with a table. If you see
 a blank window rather than a table choose *World* → *Objects* from the menu.
 
-.. figure:: _static/images/chapter-1/objects.png
+.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/new-project.png
    :alt: The table showing all object records in the game.
 
 Let's talk about the interface for a second. Every window in OpenMW CS has
@@ -83,7 +83,7 @@ We need to enter an *ID* (short for *identifier*) and pick the type. The
 identifier is a unique name by which the ring can later be identified; I have
 chosen `ring_night_vision`. For the type choose *Clothing*.
 
-.. figure:: _static/images/chapter-1/add-record.png
+.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/add-record.png
    :alt: Enter the ID and type of the new ring
 
 The table should jump right to our newly created record, if not read further
@@ -101,7 +101,7 @@ instead of using the context menu; the default is double-clicking while
 holding down the shift key.
 
 
-.. figure:: _static/images/chapter-1/edit-record.png
+.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/edit-record.png
    :alt: Edit the properties of the record in a separate panel
 
 You can set the name, weight and coin value as you like, I chose `Ring of Night
@@ -221,7 +221,7 @@ The simplest way is probably to add it to the inventory of a shopkeeper.
 An obvious candidate is Arrille in Seyda Neen - he's quick to find in a new game
 and he's easy to find in the CS as his name comes early alphabetically.
 
-.. figure:: _static/images/chapter-1/Ring_to_Arrille.png
+.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Arrille.png
    :alt: Putting the ring into Arrille's inventory
 
 Open the CS and open the *Objects* table (*World* → *Objects*).
@@ -239,7 +239,7 @@ So set his stock level too high for him to wear them all (3 works, 2 might do).
 Another possibilty, again in Seyda Neen making it easy to access, would be for
 Fargoth to give it to the player in exchange for his healing ring.
 
-.. figure:: _static/images/chapter-1/Ring_to_Fargoth_1.png
+.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Fargoth_1.png
    :alt: Editing Fargoth to give ring to player
 
 Open the *Topicinfo* Table (*Characters* → *Topic Infos*). Use a filter !string(Topic,ring)
@@ -251,7 +251,7 @@ to give the ring to the player - the same as used earlier in the console
 
    player->AddItem "ring_night_vision" 1
 
-.. figure:: _static/images/chapter-1/Ring_to_Fargoth_2.png
+.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Fargoth_2.png
    :alt: Editing Fargoth to give ring to player
 
 Placing in a chest