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[WIP/Alpha] The Black Marshes


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#1
AndalayBay

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Brief History & Introduction

One of our oldest threads from the archives on the Silgrad Tower forums is dated Mar. 11, 2006 and involves SwedishFish who appears to have been one of our founding members. Early posts assigned naming codes to current members. Much literature was written by KuKulZa in those days but, barring very early, undeveloped versions of the settlements currently known as Sloughpoint, RockGuard and Soulrest, very little was physically developed in the first three years. In 2009, Ibsen's Ghost took up the reins as leader with Koniption working hard to develop unique models, Deeza contributing to the lore and modding and sandor as Lead Admin. Before then, Black Marsh had seen several teams but has since seen dozens of contributors and several forums. The period between 2009-2012 saw the most physical changes until AndalayBay helped the project take off as our new administrator in 2011. I am sure we will be thanking many others for their support and contributions upon full release.  Well they say good things come to those who wait, so after 7 years in development, we are pleased to announce the release of the Black Marsh alpha.
 
Making full use of the Shivering Isles, The Black Marshes project adds the mysterious lands of Black Marsh, otherwise known as Argonia, one of the darkest and most dangerous regions of the fictional universe of Tamriel. Other lands from this fantasy world have been explored in detail, such as Morrowind and Cyrodiil, but the lands of the reptilian Argonians have remained shrouded in mystery... until now.

Our aim is to recreate a region which no player has explored in the Elder Scrolls series since Arena. The finished mod will include many new cities, new architecture, detailed new quests, and most importantly a large new marsh and jungle landscape, filled with deadly new enemies and dungeons. The finished mod will feature six quest lines: a Main Quest line, some Miscellaneous quests, and quest lines for the Hist Tribes, Shadowscales, Trillium Magnata and Sotho Tren. The Main Quest line will have at least five quests and we haven't decided how many quests the other quest lines will feature.

Features
  • entire province of Argonia to explore, completely landscaped, with lots of unique and nasty creatures.
  • gradual addition of all the quest lines. Each alpha release will feature more quests.
  • custom races, unique items, tons of new flora and ingredients, new weapons and armour, unique books with background and lore
  • lots of dungeons, particularly in the western part of the province. We still need to add more dungeons to the east.
  • several different varieties of Argonians and six new races (Naga, Marsh Cat, Lilmothiit, Sload, Paatru and Sarpa). The Sload and Sarpa have not been added yet.
  • many new creatures specially selected for the province
  • a transportation network



Requirements

Requires Shivering Isles and OBSE. After installation, sort your load order with BOSS - BM is included already and BOSS will place it in the correct position. Use TES4LODGen to build the object LOD before starting.

You'll also need Elys Universal Silent Voice to slow down the dialogue.

Play Notes

This is Argonia; there are lots of areas underwater, so bring water breathing spells or potions if your character isn't Argonian. Some of the enemies are tough. We are still working on the levelled lists, so things may be a bit unbalanced. We will post a hint thread on TAL to help you with the quests.

Other Notes
  • Yes, we know Black Marsh isn't an island. :P We need to make more adjustments to the landscape along the border with Cyrodiil and Morrowind, then I'll create a new version of the map.
  • There are no roads yet.
  • You can use the travel network to get to the major cities for a fee.
  • There are mounts that you can use for free just outside Gideon. The Marsh Iguana is slower, but more durable. It can however swim quite fast. The Marsh Runner is faster, but less durable and isn't supposed to swim, but is able to cross waterways just fine. It's probably a limitation of Oblivion that you aren't stopped from crossing water while riding a creature that can't swim. Both are flagged as essential, so they can't die. You will have to purchase these mounts in the beta.
  • You can use the beds in Inns for free right now. The rental system will be in place for the beta.
  • Many quests will be started at the conclusion of other quests and since we are still adding quests, you may need to go back and replay parts of the mod in order to proceed. We are trying to have faction quests start at the conclusion of the previous quest, but miscellaneous quests may start at any time. We will try to provide alternative starts for quests, but you are helping us test an alpha, so be prepared to restart the mod or replay parts of the mod.



Coming Next
  • Our focus has been on the western half of the province. Areas farther east do have enemies in the wilderness, but the landscape still needs further development.
  • Helstrom still needs to be developed.
  • Lilmoth exists, but the interiors don't work and there are no NPC's yet. Soulrest needs more interiors, so many doors don't work.
  • Archon and Thorn still need to be added. Deeza is working on them.
  • We have faction quests for the Hist Tribes, Shadowscales, Sotho Tren and Trillium Magnata that have been coded up by David Brasher already. We just need to finish testing them and completing the supporting work that they require. They will be gradually added to future releases.
  • Sload and Sarpa custom races with quests and areas using their unique attributes.



Testing Notes

Please see the Testing Notes thread on TAL once you've been added to the testing team.

Known Issues

Creating a New Character

The alpha won't impact your game except in this one instance: you won't be able to create a new character without some issues with Black Marsh loaded. If you want to create a new character, please do so without Black Marsh loaded and then enable it afterwards. We know the cause of the issue and will fix it for a future alpha release.

Getting Started

You're feeling sleepy...

Want to Help?

We still need creature and NPC modellers, so if you've got some modelling skills and would like to give us a hand, please drop us a line!

Current Team

  • Ibsen's Ghost - Leader and Main Modder
  • Deeza - Co-Leader and Core Member
  • AndalayBay - Co-leader, quests, scripting
  • Cray - Writing and lore
  • qwertyasdfgh - Modelling
  • Mercer - Ingredients and potions overhaul/balancing
  • Vincent - Modelling, level design
  • Amadaun - Texturing, Modelling
  • Kaizit - Creature/NPC modelling
  • Jimi diGriz - Modelling


Alpha Testers
These are the folks who reported bugs for us in the first alpha.
  • Rivenian
  • Rubicon
  • MacKlaud
  • Leonardo
  • DoZeNt
  • JetpackAngel
  • Mercer
  • GGod
  • Envy123



Credits

There are tons of people who have helped create Black Marsh. All testers will be added to the credits if they submit reports. :)

Thanks to all those who have supported our mod and offered ideas or suggestions.

Spoiler

 

Black Marsh is not a province mod with a couple of quests thrown in. Black Marsh is a story that requires an entire province to tell it.


Edited by AndalayBay, 11 November 2014 - 09:06 PM.

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Madam, you have between your legs an instrument capable of giving pleasure to thousands, and all you can do is scratch it!
-- Attributed to Thomas Beecham in reference to the performance of a female cello soloist

#2
Ibsen's Ghost

Ibsen's Ghost

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Thanks, AB!  This is great to see.  What a wonderful job you did of getting all those credits together!  We will inevitably have missed people out but it's a pretty incredible job you did there.

 

I edited a little at the start to define key moments in our history.  I remember SwedishFish dropping by to officially claim responsibility as a founding father (adjusted the credits accordingly) and noticed that the first post to my knowledge was March 11th 2006!


Cunning Linguist & Lizard King (Black Marsh Team Lead)

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#3
Leonardo

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The Black Marsh mod sound interesting and a few years ago I did a little play testing for a modder, but unfortunately the modder seems to have left the community since he was banned on Nexus and the mod were deleted until someone re-uploaded it.

 

Anyway, I've a completely fresh game installed with BOSS, Wrye Bash, TES4Edit, TES4LODGen and every tool is up-to-date afaik.  Now I do have one question and that's about reporting an issue mentioned in the OP.

 

[color=#daa520;]Issues Like Floating Items or Finding Something[/color]

When reporting graphical anomalies like floating items, glitches or alignment issues, please give us the cell details. You can do this by opening the console and typing

sdt 0Press enter and thentdt

Then take a screenshot of the issue. We will use all that crap on the screen to figure out exactly where the problem is. Similarly if you can't find something, we can figure out where you are and give you directions.

I always use RefScope when I notice something weird in my game and take a picture showing exactly what information RefScope have in-game.  Is it okay to use RefScope as a complement to what you guys suggested? :)

 

I also have a *minimal* (in contrast to other players) loadorder (not installed yet due to lacking of updated mods :P), which includes all Unofficial Patches plus a couple official DLC (Fighter's Stronghold, Wizard's Tower, Thieves Den, Spell Tomes perhaps one or two more DLC).

 

On top of that I also use Iliana's Elsweyr mod and a couple of Arthmoor's mods (OCR, Alternative Start, Roads of Cyrodiil and a few village mods), TheNiceOne's MMO, Dynamic Maps and of course OBSE, MenuQue (requires OBSE).

 

 

I didn't want to clutter up the signup thread with my questions, so that's why I posted it here.


Edited by Leonardo, 26 January 2014 - 12:39 AM.


#4
AndalayBay

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Leo, that should all be fine. I've had BM in my load order for a long time and haven't had any issues. I've got most of those mods too.In terms of Refscope, that will just tell us the form ID of something. We need to know the cell coordinates where something is located, which is what those console commands will tell us. You could try Refscope - I can't remember if it gives you the cell coordinates or not. If it does, then that would be fine.
Madam, you have between your legs an instrument capable of giving pleasure to thousands, and all you can do is scratch it!
-- Attributed to Thomas Beecham in reference to the performance of a female cello soloist

#5
Ibsen's Ghost

Ibsen's Ghost

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The Black Marsh mod sound interesting and a few years ago I did a little play testing for a modder, but unfortunately the modder seems to have left the community since he was banned on Nexus and the mod were deleted until someone re-uploaded it.

 

That doesn't sound like our mod.  We haven't released anything yet.  There were a few others that attempted BM but they didn't get very far.  If it was our mod, it's likely that they were stealing it and claiming it as their own which worries me.  Maybe they got banned quickly because someone spotted it but I have no knowledge of such a thing since being in charge for five years.


Cunning Linguist & Lizard King (Black Marsh Team Lead)

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#6
Leonardo

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The Black Marsh mod sound interesting and a few years ago I did a little play testing for a modder, but unfortunately the modder seems to have left the community since he was banned on Nexus and the mod were deleted until someone re-uploaded it.

 

That doesn't sound like our mod.  We haven't released anything yet.  There were a few others that attempted BM but they didn't get very far.  If it was our mod, it's likely that they were stealing it and claiming it as their own which worries me.  Maybe they got banned quickly because someone spotted it but I have no knowledge of such a thing since being in charge for five years.

It isn't your mod and it's called Simplicity a camp mod located in the Gold Coast area.  At first it was located to the west, but after I discover a major conflict with KotN (I told the author about my findings) the new location was basically directly south east of Anvil.

 

 

@Anda:  I took a couple pictures of the GUI (normal, extended) in RefScope in my previous game and as you can see it tells you about a specific RefID for an object in-game plus it also show exactly what AI package a NPC have.

 

Spoiler

 


Edited by Leonardo, 26 January 2014 - 11:14 AM.


#7
AndalayBay

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I know what Refscope is - I use it all the time. We won't have missing meshes - our issue will be floating objects and bad textures. Refscope won't help with that and we'll need the cell name and//or coordinates to track it down.


Madam, you have between your legs an instrument capable of giving pleasure to thousands, and all you can do is scratch it!
-- Attributed to Thomas Beecham in reference to the performance of a female cello soloist

#8
AndalayBay

AndalayBay

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I forgot to mention that you might need Elys Universal Silent Voice to slow down the dialogue. I've added the link to the OP.


Madam, you have between your legs an instrument capable of giving pleasure to thousands, and all you can do is scratch it!
-- Attributed to Thomas Beecham in reference to the performance of a female cello soloist

#9
bhorton22

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Is there a cell world map? By this I mean a map showing all the in game cells? I am very methodical and when testing and I like to cross index each cell, listing any problems found and crossing the cell off when tested.



#10
AndalayBay

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Wow! Not really, but I can see if I can put something together. We do have a world map, which I need to redo. I won't have that done for the second alpha though, so we're using the old one for now.


Madam, you have between your legs an instrument capable of giving pleasure to thousands, and all you can do is scratch it!
-- Attributed to Thomas Beecham in reference to the performance of a female cello soloist

#11
bhorton22

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The old one will do, I can always transfer to the new one when you are ready. This way I can start testing now and move over to the new one when you are ready.



#12
Ibsen's Ghost

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I may be able to dig something up for you.  Hold on.


Cunning Linguist & Lizard King (Black Marsh Team Lead)

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#13
Envy123

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The Morroblivion mod had an addon which allowed you to walk to Vvardenfell if you had TWMP installed. Could something similar be done for Black Marsh?

 

As in being able to walk from Bogwater camp towards the empty heightmap of Black Marsh, and then I would be teleported to the appropriate position in the Black Marsh worldspace.


Edited by Envy123, 01 November 2014 - 10:20 AM.


#14
AndalayBay

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It's a pretty long, open border between Cyrodiil and Black Marsh, so we'd have to set up a ton of trigger zones. It would also negate the introduction to our unique transportation system. :)


Madam, you have between your legs an instrument capable of giving pleasure to thousands, and all you can do is scratch it!
-- Attributed to Thomas Beecham in reference to the performance of a female cello soloist

#15
Acechadora

Acechadora

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The Morroblivion mod had an addon which allowed you to walk to Vvardenfell if you had TWMP installed. Could something similar be done for Black Marsh?As in being able to walk from Bogwater camp towards the empty heightmap of Black Marsh, and then I would be teleported to the appropriate position in the Black Marsh worldspace.

I have thought a few times about any way to try to make BM and TWMP compatible. That way you pointed out sounds interesting.Triggers might be just aproximate to avoid placing a lot of teleporter boxes at each side, just a "generic" ones, placed at "X" distance one from another, might be nice. And any teleportation system might stay as it is (I dont know what kind of system is).Also giving a chance to the TWMP Black Marsh to be more than just a dead land would be wonderful.
<p class='bbc_center'><span style='font-family: georgia'><strong class='bbc'><em class='bbc'><span style='color: #800080'>I can't pretend being more than what my dreams tell me to be or less than what my heart swears you deserve</span></em></strong></span></p>
<br />
<p class='bbc_center'><span style='font-family: georgia'><span style='color: #800080'><strong class='bbc'><em class='bbc'>Acechadora</em></strong></span></span></p>
<br />
<p class='bbc_center'><img src='https://lh5.googleus...p8Gadhg/214.jpg' alt='Posted Image' class='bbc_img' /></p>

#16
AndalayBay

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It might be something to look at once BM is finished. You'll have to play BM to see what I mean! :D


Madam, you have between your legs an instrument capable of giving pleasure to thousands, and all you can do is scratch it!
-- Attributed to Thomas Beecham in reference to the performance of a female cello soloist

#17
Envy123

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Good to know :DAnd hopefully the border regions will be extensive - I love to do border travelling :P

#18
Leonardo

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It's a pretty long, open border between Cyrodiil and Black Marsh, so we'd have to set up a ton of trigger zones. It would also negate the introduction to our unique transportation system. :)

Indeed.  BM has a long border to Cyrodiil and the Bogwater camp is easy to discover in vanilla.

 

You'll have to play BM to see what I mean! :D

Yeah, you need to play it Envy. :D



#19
Ibsen's Ghost

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Okay bhorton22, here you go:


    [*]BMMapsFull2 (a Powerpoint document containing rudimentary cell grid maps)
    [*]BMMapsFull2PicsOnly (a series of pictures from the original Powerpoint document which may prove to be an easier way of referencing the rudimentary cell grid maps)
    [/list]

    Thanks for your help!  ;)


Cunning Linguist & Lizard King (Black Marsh Team Lead)

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#20
Envy123

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It's a pretty long, open border between Cyrodiil and Black Marsh, so we'd have to set up a ton of trigger zones. It would also negate the introduction to our unique transportation system. :)

Indeed.  BM has a long border to Cyrodiil and the Bogwater camp is easy to discover in vanilla.

 

You'll have to play BM to see what I mean! :D

Yeah, you need to play it Envy. :D

 

 

I have done some border hopping on the Cyrodiil border. It does look rather long but not as long as the huge collection of trigger points which go all the way around TWMP Vvardenfell :o . The LOD is something I need to generate myself, which means the custom textures need 4x4s to work correctly.






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