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Koniption

Project Lead
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About Koniption

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  1. Merry Christmas!

    Here's wishing you all a Merry Christmas!
  2. [WIPz] Black Marsh Beta

    Hi Ibsen,Thank you for posting for help. :)I hope it bears fruit for us.Just to mention, it seem the guy who responded to your post here....:http://www.ign.com/boards/threads/modders-needed-to-complete-black-marsh.452735243/...it seems he thinks our mod is for Skyrim, by the way he worded one of his reponses. You might need to clarify which TES game our mod is for, to him.
  3. Voice Actors - List of Possible Recruits

    Hi Amadaun!Oh, I did not know about those forums. Thanks for the links!But Gelflin might not be a member of any of those forums, though I have not scoured them to find out as such.I think I'm more or less using this thread for the "random", "detached", & otherwise more "obscure or lesser known" people who say they voice act.Gelfin might be famous for her voice acting for all I know, tbh.
  4. Ibsen, I came across a new member at The Wormhole forums: Gelflin She's an experience voice actor, and can do Argonian voices, too! (even has five fire-bellied newts). Here's a quote of what she replied to me: She was at The Wormhole to join Craftybits mod (of which I assured them I was not trying to steal her, lol). I said we might can use her voice skills, when Blackmarsh got into needing voice acting.
  5. Xae's OST for Black Marsh

    Actually, BMS does use cell prefixes, too, to play music. The issue that arose with BMS, was that when OBSE hit a certain version, BMS no longer worked - the newer version of OBSE broke BMS. So when I was playing around with BMS initially, it worked ingame for Blackmarsh...but when OBSE came out with a newer version and everyone upgraded, there started to be reports that BMS was not working right...and I found that out on my end, as well. The cool about BMS, was that it used arrays (???), to even detect region names, and then play specific music in that specific region. This saved on having to rename all the "wilderness" cells to have a unique prefix for each different region, in order to use a dummy cell for those exterior wilderness cells. All you'd have to do with BMS was put something like "BmSrVudai" for Blackmarsh's Vudai region (as named in the "Region Editor" in CSE) in a proper script, and it'd play the music all across that Vudai region. Here's a sample script I used for Blackmarsh when BMS still worked: So the above script would go on a quest in a "BMS" Blackmarsh esp, that was made dependent on Blackmarsh.esp & BMS.esp. The BMS.esm had other scripting in it, that worked with the above script. Anyway, the above BMS method was the original plan...but Side777 has stopped working on BMS, and it might be even one of the other music plugins (Enhanced Music Control <EMC>, etc) that BMS was dependent on, that broke in newer OBSE versions...
  6. From your Friends at DBC...

    Techincally...velvet thongs can absorb more moisture than leather. This creates a more "hygienic" and comfortable bearing of wetness, on the velvet thongs part. :coffee:Logically...eww, Ibsen, just eww. We all know where the thong's "strappy bits" go....
  7. Old forums

    Awesome-sauce!Thanks bundles, sandor!I hope things are going well with you and the other projects, btw.Take care,Koniption
  8. DBC: Nexus December FotM

    Nice interview!
  9. Hi

    Hi Pronam -> welcome to our Argonian nest!It's great to see someone new who has script and questing experience, as we could use another person in those fields, right now. I need to make my "welcome" short, as it's almost 4 am in the morning here, and i need to get some sleep.But please enjoy your stay here, and ask any questions you may have, especially if they'll better help you accomplish your scripting/questing endeavors (or in whatever other task you take on).
  10. The SFX Thread

    Hey guys, I found this awesome sound FX mod for Oblivion, that came out kind of recently: http://forums.bethsoft.com/topic/1217394-relz-sounds-of-cyrodiil/ It includes over 200 different sound effects, of good quality. Also, we can make a separate esp patch, dependent on Blackmarsh.esp and SoundsOfCyrodiil mod, so that we can incorporate the Fx into Blackmarsh.mod, without us having to provide the sounds files themselves (so that our archive does not bloat up a whole lot). Basically, if the mod user has the Blackmarsh mod (given that we've added SoC sound points to our worldspace, using SoC's methods, in the CSE), and they also download the SoundsOfCyrodiil (SoC) mod (separately), and then loads a "BlackmarshSOC.esp" patch after both files....then the player will be able to hear the new sound FX in Blackmarsh, without us having to include the sound wavs/mp3s in our archive. This will save Xae a lot of time, and he'd only need to make unique sounds that we need, that are also not included in above mod. On a related note: Xae's music. I don't think the BetterMusicSystem mod has been fixed yet, to work with the newer versions of OBSE. As a matter of fact, I need to look into this again, on the OBSE thread. If worse comes to worse, we'll have to use invisible activator objects, placed once every so many cells, that are scripted to play music for that particular area/region/cell. I'll go post on the OBSE thread on Beth forums, now.
  11. Sarpa / Garuda Dev Thread

    I can try to get the bird done, but no promises. I might try to start work on the Sarpa tomorrow, at some point.
  12. Sarpa / Garuda Dev Thread

    No, it is not completed. I have had no time to work on this race. We have the mesh and the textures already made. But I need to find time to make the skeleton, skin the mesh to the skeleton, and do at least an idle animation, so it sits still in a cage.....
  13. DBC: Nexus December FotM

    Congrats, to all you sinister underlings out there!
  14. Promotions and Trailer

    Yay!
  15. Promotions and Trailer

    Squee! Good work, IG! Sounds and looks great!
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