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AndalayBay

[WIP/Alpha] The Black Marshes

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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.
  • 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
  • AndalayBay - Co-leader, quests, scripting
  • Cray - Writing and lore
  • Envy123 - Dialogue
  • Vincent - Modelling, level design

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.


Credits: Individuals -

Aknevrec - for use of their Elven armors in their "Elven Armours" mod.
Alasdair - for their help on the Blackmarsh mod, such as with modeling; a founding ancestor.
Alex2avs - for his modeling help (his work on the broken Gideon bridge model, etc).
AlienSlof - for her work on the "Spider Creature" resource (modified model and UV maps), and the skull amulet.
Amadaun - for various meshes, textures and script writing.
Amorilia - for his work on the sitting cushion and hammock, & for his multitude of help he gave Koniption (and therefore, gave Blackmarsh mod): (http://niftools.sourceforge.net/forum/)
AndalayBay - for taking over in merging esps into the esm, her help in our file management (BSA, meshes, etc), her help with scripting/quests, and much more.
Andragorn - for our Shadowscale weapons from his "Andragorns weapons and armors" mod
Anubis100 - for his help on the Blackmarsh mod.
Aoikani - for use of their creature statues in their "Creature Statue Resource."
ApelCiH - for use of his textures (landscape).
Apollyna - for their help on the Blackmarsh  mod.
Arthmoor - for opening our cities, coding up our travel network and all his help and tons of advice.
Asmar - for his interior modding work, & attempt to tackle a Hist Shrine tileset interior.
Assassin_456 - 'Novelty' item, ahem, for the outdoors lavatory.
Aynalie - for their help on the Blackmarsh  mod.
B3w4r3 - for their work on the "Lore Creature Expansion" (did "summon scripts"/etc), of which we used parts in Blackmarsh.
Back2Murder - for his help on the Blackmarsh mod, a few years back.
BadCompany - for his help on the Blackmarsh mod.
Barththolomew - for use of his animated portcullis (in Hixinoag).
Blackwood - (aka Marsh-Brother) - for use of their "BWs Argonian Hair" resource, "BWs Argonian Eye Pack",
Brian S - for their help with Blackmarsh lore, a few years back.
Catlmur - for his help on the Blackmarsh mod.
ChalkLine - for offering his vast knowledge and experience with medieval history and armor. Gave suggestions for Argonian houses/abodes. Is a medieval history grad, classical history minor, and hobby armourer.
Cold Blood - for creating/programming the "FaceMix" utility, and taking time to explain how it works to Koniption.
Colovrat - for use of their creatures.
Comit - for use of his "Coms Argonian HeadStyles" mod/resource, v2.1; Coms Torch Compendium", v1.2;  (his "Readme" for his mods, is included with our mod - please read these documents for listing of other contributing members to his resources).
CorePC - for use of his guars in his "PersonalPackGuars" mod, (a copy of his mod's "Readme" is included in this Blackmarsh download - please read that document for list of further contributors to his pack guar mod). Also, for "Artifacts 1-1".
Corthian - for his kind help with, and work on, the sload mesh (made by zaneeba_slave). Corthian textured and rigged this mesh for Blackmarsh. Also for some weapon models.
Cray - for his writing and lore knowledge
Cruxvader - for their concept artwork, done for Blackmarsh (e.i. Rhino Hide armor).
Cryo - for their work on "Lore Creature Expansion" (modeled/rigged/etc several creatures).
Cryonaut - for their work on the "Lore Creature Expansion" (modeling/rigging of creatures, etc).
DaMage - for his work on the Centaur race - though this race not included in Blackmarsh, his work helped set the mark for the BM Paatru race experiment by Koniption, to succeed. Also credit for his mine tileset which was used.
DarkAsmodeus - for their help on the Blackmarsh mod; a founding ancestor.
DarknessEternal - the current caretaker of the "DUNE" mod files, and whom gave Blackmarsh permission to use some of the "DUNE" resources, many of which were originally made by Prometheus_ts (who is also the original founder of "DUNE"). Where our Iguana Mount came from.
DarkRider - for the monsoon weather meshes
Dave_91 - for the use of his Ashlander huts.
David Brasher - for quest coding, fixing the creature levelled lists, adding creature spawns and adding a crime system.
David Whitefang - for use of his "Blasphemous Staff".
Deeza - for his massive help in interior modding, his work on Blackmarsh literature, his impressive lore knowledge, and more.
Demonizzer - for use of their extravagant masks textures in their "Extravangant Masks" resource. (see Jquarl, below).
Der Kriger - for use of their Mounted Heads.
D.Foxy - for their insights on Argonian architecture, and for asking important questions that needed to be asked.
Direwolf66 - for his interesting plant/flora concepts.
Disturbed742 - for use of the trees in their "Tree Resource Pack".
Dittomagnet -  for use of their Argonian statue from their "Swampmoth Island" mod.
Django - for use of their deseased skin textures, in their "Django's Unique Features" mod.
DoZnet - for his work on Blackrose interiors & others, for redoing some clutter/misc item icons for us, Blackmarsh wine, for being the international link/translator to the Russian team, for his mossy clothes/robes sets.
DraconickDog - for their help on the Blackmarsh mod.
DrakenGuard - for his help on the Blackmarsh mod.
Dr.DeathDefing - for their help on the Blackmarsh mod.
DrMcCoy - for his help on the Blackmarsh mod.
Dyr Kriger - for their mounted heads.
Edolsian - for use of his new dungeon sets.
Elsweyr team - for use of several of their resources, including the "Easter Island" statue.
Elveon - for their work on the "Spider Creature" resource (original models and textures for it).

Envy123 - for his dialogue trees that expand the chatter among NPC's
Eshenaleros - for his help on the Blackmarsh mod.
Evandar - for use of their weapons in "Prince Nuadas Weapons Modders Resource". (models)
Face - for his work on the "Wasted Rootworm" dungeon.
Ferimen - for use of their Wolven and Vexend races in their "Vexend Race" mod.
Finnjo - for use of their clothing.
Floydian1 - for use of their Gypsy wagon.
Fwp_coder - for their help on the Blackmarsh mod; a founding ancestor.
Gdarknight - for use of their weapons in "Prince Nuadas Weapons Modders Resource" (textures).
GGod - for a variety of meshes and textures, especially the Lilmoth Palace and several buildings.
Ghogiel - for use of his "Ghogiel's Armor" (his "Readme" for his mod, is included with our mod - please read this document for listing of other contributing members to his armor resource).
Gizmodian - for a new range of interior tapetries, "Bramble Wheel Tapetries."
Gnober - for use of their Baaz & Sivak race textures, in their "Draconian" mod"
GOOGLEPOX - for his help on the Blackmarsh mod.
Grimdeath - for use of some of the creatures in their "Lore Creature Expansion" modder's resource. (is project head and did CS construction work, texturing, souncds, etc).
Grimenir - for their work on the "Lore Creature Expansion" (quest, morphing script, etc).
Hanaisse - for her custom wall textures used in Gideon.
Hel Borne - for use of his "Argonian and Orc Zombies" creature resource, "Chitin Armor and Weapons" resource, "Imp Statue" resource, architecture, and most likely more.
Hollow Fang - for use of his "Cooked Critters" models/textures.
Horinf - for use of his tower model.
IAMTHEEMPEROR - for their help with the Blackmarsh mod; one of our founding ancestors.
Ibsen's Ghost - for leading Blackmarsh mod, his patience in grueling landscaping, interior house/dungeon modding, texturing, file management, & much more.
Iliana - for use of creatures from "Elsweyr: Deserts of Anequina" mod.
InoZenosis - for use of their clothing from "RavenWear Clothing" mod.
InsanitySorrow - for his scripting help (also involving Blackmarsh diseases & their effects), & for setting up helpful threads in BM (i.e. "Useful Tools" thread).
IronicEcho - for use of their tents in their "Echo_Tents" resource.
Jagnot - for their "Carny Tents" on http://oblivionsrealestate.com/
Jakhar - for fireplace and other textures used, in their "Pelagius Tileset 1.0", on www.PlanetOblivion.de
Jannix Quinn - for his potion bottles/wineskins/horn model in his "Modders Resource Potion Bottles".
JB3 - for his help in interior modding work (e.i. Blackrose interiors), his work on optimizing some models for us (chessboard, etc), for his eagerness to learn Oblivion modding knowledge.
JetpackAngel - interiors, cluttering and testing. Her play-test reports gave us lots of good laughs.
Jimi diGriz - for his help with meshes and eternal patience with AndalayBay's modding pasttime.
Jjiinx - for use of his Morrowind Style Argonians (changes their face to better match TES: III proportions).
Joey2K - for his help on the Blackmarsh mod, and for his help in locating resources for us.
Jquarl - for use of their mask meshes in the "Extravagant Masks" resource. (see Demonizzer, above). For the fox tail mesh in MrBobs resource (see MrBob, below).
Jucklesjenk - for his interior modding work (example: Stormhold's "Hole-in-Wall" bar interior).
Kaliq - fo their work on interiors, & for offering constructive criticism when appropriate.
Kamahl - for his help on the Blackmarsh mod.
Kevin - for use of his "Chess Set" mod's chess models; other auther is Sam.
Kingevil - for their help on the Blackmarsh mod, such as in interior & exterior design, speedtree donator (?) ; a founding ancestor.
Koldorn - for his contributions to the "Loreless Creature Pack 1" (e.i. swamp stalker); worked with Phitt on it.
Koniption - for her modeling/animating help, Nifskope knowledge & tweaks, covering when Ibsen was not available, & more.
Kukulza - for his awesome concepts (like the Dres Scuttler ship, which was later modeled), his help in leading Blackmarsh a few years ago, and more. A founding ancestor.
Lady Li - for a new range of interior tapetries, & upperclass beds ("Governor's bed"); Gobelino.
Lady Nerevar - for her concept art (like the shell armor concept), and for her advice and aid she gave to various Blackmarsh members. Also for the large set of custom book jackets, and her lore expertise and notes on "The Infernal City" book.
Lancillotto - for the use of any of his trees we might have used from Disturbed742's "Tree Resource Pack".
Leo Gura - for use of their mossy cave tileset & appropriate clutter in their "The Lost Spires" mod.
Lexton - for the Newscale armor in their "Lextons Newtscale Armour" mod.
lhammonds - for his "Readme Generator" that many of our resource sources used. It helped make tracking down who to credit in our mod, much easier.
LilaMue - for BTMoreEnemies
Llamaranger - for use of his cool models (e.i. Soulrest architecture, Kothringi models, various Argonian hut models, more), and for being part of the older original team a few years back as well.
LPS - for their creature(s) and weapon(s) concepts.
Lutemoth - for their creature concepts.
Madcat221 - for use of his meteoric iron weapons from his "Ayleid Meteoric Iron Weapons Mod Resource Pack".
Malachit - author of "UL: Colovian Highlands"; for use of the rocks made for his UL mod (see "RA II", below).
Malo - for use of the creature in their "Spider Creature" resource (did animations for it).
Manindahat - for their weapon concepts.
Martigen - for their work on the "Lore Creature Expansion" (did "summon script revisions"), of which we used parts in Blackmarsh.
MaxTael - for various sounds
Mdogger - for their work on "Lore Creatures Expansion" (did modeling/texturing of several creatures, etc).
Meo - for use of models from his "Meos Settlement - Resource" pack, and "Renovated Fort Ruins".
Mercer Meka - for overhauling our ingredients and balancing our levelled lists
Mick McDee - for allowing Koniption to model his fantasy/sci-fi plant and creature concepts, such as his "Elefantenbein" plant (trans: "Elephant Leg"). Check out Mick's gallery on Deviant Art!:  http://mickmcdee.deviantart.com/
Mighty Joe Young - for assorted architectural items from Speckled Guar's website.
Mikal33 - for their work on the "Spider Creature" resource (did hairy versions of it).
Mizreg - for his interior modding help/etc, learning of & help with questing/scripting.
Morcroft - for his work on & donation of speedtree models, for his modeling work & use of some of his models (e.i. Blackrose interiors, seashells, etc), and more.
Morsyth - for his modeling work (e.i. his Crocodile helmet - in the end, this helmet turned out pretty neat).
MrBob - for use of his "Lilmothiit" race skins/textures, in his "MrBobs Oblivion Modders Resource". Also thanks to Jcarl for the fox tail mesh.
Mr. Siika - for use of his models (rocks, Necropolis tileset, Durzog creature, ravens & vultures, fisherboat, "Lilmoth City" tileset, and probably more).
Nekronom - for use of his "Saurian" character skins.
Nero - for his work on Chasepoint interiors.
Nick_op - for his help, tutelage, and work on animated stuff; for his sexy "Serpentine Emmanuel" poster.
Orix - for their work on the "Lore Creature Expansion" (sounds, etc).
PacificMorrowind - for use of his creatures.
Phaerus - for use of his Turil church model in his "TurilChurch01" resource, for models used in Lilmoth city.
PhiniusMaster - for his help on the Blackmarsh mod.
Phitt - for use of many of his models ("Phitt's Fishtanks", "Loreless Creature Pack 1" <e.i. swamp stalker>, "Phitt's Artifacts", items from "Phitt's Sheogorad Modder's Resources", "Mudwater' mod assets, Velothi and Dagon Fel architectures, and much more).
Piscasis - for his concept artwork, and his help on the Blackmarsh mod.
Prometheus_ts - for use of some of his original "DUNE" mod models (e.i. desert lizard runner <and runner mount>, Glyptodon, desert lizard mount, and probably more). He is the original founder of the "DUNE" mod. Textured the Iguana Mount. Also, see "DarknessEternal", further above in credits.
Psychotic - for their help on the Blackmarsh mod; a founding ancestor.
qwertyasdfgh - for his various models and modelling fixes
Ra5946 - for modeling the meshes for the "Thornite" creature, and providing UV mapping and texture samples for it.
RAII - for use of his rock models, made for "UL: Colovian Highlands" mod (see "Malachit", above). Also for use of his mine tileset.
Raistlin2002 - for use of some of the models used from his "Aezarka Mesh Resources" pack.
Razorwing - for use of his 'agora" model, hosting the Blackmarsh project on his forums,  the 3D knowledge he parted to others, his "Forgotten Forest" & "Black Gum" trees from Silgrad Tower.
Reaper - for his scary fish concept (not modeled, yet).
Remux Dreadfire - for their help on the Blackmarsh mod, a few years back; one of the founding ancestors.
Renzeekin - for their work on the "Lore Creature Expansion" (tropical skin, etc)
Rickious - for making us some fantastic concept artwork, and for his modeling work (even that which did not survive). He is especially known for his brainstorming, concepts of, and work on the older version of Murkwood city.
SACarrow - for the sitting cushion and hammock setups, & for modeling help and knowledge he gave to others on the Blackmarsh team, and most likely more.
Sachiel - for use of his models (Argonian stone head, big cave for Glok-Chuba village, cave pieces/tilesets, more), & retexturing of rocks.
Sam - for use of his "Chess Set" mod's chess models; other auther is Kevin.
sandor - for his merging of our esps into the BM esm, for his upkeep and admin job at Silgrad Tower, for generating landscapes, and more.
Scanti - for creating/coding "The Conformulator" utility.
ScruggsyWuggsyTheFerret - for helping out with various scripting issues (OBSE, etc), and helping solve some strange collision detection issues in an animated set-up.
Secretstamos - for their help on the Blackmarsh mod; a founding ancestor. Helped with concept art (?)
SeLePN - for their help on the Blackmarsh mod.
Senten - deserves special credits (and our memory); he modeled many impressive flora items for Blackmarsh, modeled other notable objects (Glenbridge Guard House, etc.), made speedtree trees/bushes for us, other architecture, and more.
shadeMe - for making the wonderful Construction Set Extender (CSE), which makes modding so much easier and faster.
ShadowGame - for his eye-popping work on the Hist Shrines models, cohorting with us "lizard freaks", his custom totems for us, and his still pending work on some tribal masks.
Shanasha - for her creative writing and quest ideas.
Siegfried - for some assets used in our Darkmoor and Parchlands regions, & palmetto trees. For his "Charred Oak" & "Valenwood" trees.
SilverAlchemist - for his work on Wrothwyll Fen.
Simonp92 - for their help with the Blackmarsh mod.
Snusmumriken - for BTMoreEnemies and various other creatures
SoK - for his help on the Blackmarsh mod, and for his new city banners.
Speckled Guar - for some fishing junk.
Spoonov - for their help on the Blackmarsh mod.
Stealtrecon - for offering to help work on the Blackmarsh trailer, and his advice on the same.
Stroti - for his banners, furniture items (i.e. outdoors lavatory), dice, hollow rocks for our East coast, and a few other items).
SwedishFish - for his help on the Blackmarsh mod, a few years back.
Syko Fox - for their work on the "Lore Creature Expansion" (did writing/editing), of which we used parts in Blackmarsh.
t3h_pwn3r3r_ii - for his interior modding work (Mendel's house, Blackrose interiors, more), and more.
Tamriel Rebuilt - for use of their Argonian concept art, from which our "Chokeflower" flora was based (permission gotten from Haplo).
Tarnsman - for use of their wogs (in their "Wogs" mod), & for their "woghorns".
Texian - for use of his animated water meshes (shoreline, river, etc).
TheFilthySpaniard - for his abundant patience in helping us with misc scripting questions/issues, his work on our quicksand setup/scripts, for his Ghost Busters avatar (inside joke, per Koniption), and probably more.
The Grey Wizard - for his help on the Blackmarsh mod a few years back, such as in exterior development. A founding ancestor.
TheModaxJago - for his work on the Garuda race (modeling, texturing, etc).
Themythofstrider - for the Shamanic Skull Amulet, in their "Vvardenfell Imports" mod, and probably more; for appropriate clutter & decor, from same.
The Old Ye Bard - for his help on Blackmarsh mod, a few years back & current.
ThreeDog - for his help on Blackmarsh mod.
Throttlekitty - for his help in explaining how to use "The Conformulator" utility.
Tlo1048 - for his leadership of the Blackmarsh mod, when the older original team ruled a few years ago.
Tnilc - for use of his "Argonian Hide Armor" mod.
ToaVak - for their help on the Blackmarsh mod.
Trollf - for use of his "Armamentarium" resource (v1.1) (including subparts: Armor & Weapons v1.0, Staffs v1.0), "Farmers Strike Back", "Artifacts 1-1",
Vacuity - for use of his mesmerizing (yet often lethal) "Spirits & Ephemerals" creature "wisps" pack, and for his underwater bubbles particle effect.
Vahiriae - for use of their clothing from their "Vahis Wardrobe" mod.
Vincent - for various modelling tasks
Vintra - for his Sarpa nest homes and clutter, and other models.
Visman - for use of his "shamanic skeletal throne" (a chair).
Vorians (display name is already in use) - for his help in fixing up the Black Marsh master plugin and his help in creating the world map for Black Marsh. Also various modelling fixes.
Waalx - for the use of many of his creatures in his "Waalx Animals & Creatures" mod. Also for use of some of the weapons in his "Realswords" mod collection.
WaffleIronMan - for his help on the Blackmarsh mod.
Washington - for use of their Fort Swampmoth models.
WhiteWizard - for their help on the Blackmarsh mod; a founding ancestor.
Xae - for his music & sound genius, the soundtracks he composed for Blackmarsh, his cool sign concepts & texturing thereof, and more.
XJDHDR - for his scripting knowledge, and scripting help he gave Blackmarsh.
XMarksTheSpot - for their work on the "Lore Creature Expansion" resource (did rigging for several creatures, etc). For the help and knowledge he gave many modders over the years, such as in animation-related tasks.
XXMagma5 - for their help on the Blackmarsh mod.
Ysne58 - preliminary testing
Zabvenie - for their help on the Blackmarsh mod.
Zaneeba_slave - for his talented "organic" modeling skills in ZBrush, use of his sload model, his tortoise model (not in game yet), his gecko model used for a quest, and his effort on the Plague Dr. mask/hat (though he lost this work).

Thanks to all those who have supported our mod & offered ideas/suggestions for anything used in our mod.


Credits: Websites -

AnnieMation.com (various textures, mostly flora): (http://www.anniemation.com/)
CGTextures (for various textures): (http://www.cgtextures.com/)
Davegh.com (various textures): (http://www.davegh.com/)
Filter Forge (various textures): (http://www.filterforge.com/)
Forest & Kim Starr (various tree & flora textures): (http://www.hear.org/starr/images/?o=plants), under this license: (http://creativecommons.org/licenses/by/3.0/)
Image After (various textures): (http://www.imageafter.com/textures.php)
Infinite Fish (various textures, seamless): (http://infinitefish.com/textures/index.php?page=1)
Mark Hall of "biomes.blog.typepad.com" (for the "fish guts" texture): (http://biomesblog.typepad.com/the_biomes_blog/2006/05/entry_880.html) (perm. via email)
Mayang's Free texture Library (for various textures): (http://mayang.com/textures/)
morgueFile (various textures): (http://www.morguefile.com/)
National Oceanic and Atmospheric Admin./Depart. of Commerce (various textures): (http://www.photolib.noaa.gov/)  
(Terms of Use, read here: http://www.photolib.noaa.gov/aboutimages.html)
Rock and Water (for coral textures): (http://www.rockandwater.com/) (permission gotten by Koniption, via email)
TESModdersDen (for use of "any and all resources from the Harvest Flora project" -Dejunai, via email)
Tim & Bobbi Hamill - "Hamill Gallery" (various tribal textures): (http://www.hamillgallery.com/index.html) (permission given to Koniption, via email)
The Imperial Library (to research lore): (http://www.imperial-library.info/)
Wayne's Word (lots of flora and creature info): (http://waynesword.palomar.edu/index.htm)
Wikimedia (various textures, public domain): (http://commons.wikimedia.org/wiki/Main_Page)
Wikipedia (for researching stuff): (http://www.wikipedia.org/)


 



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

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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!

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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.

 

Issues Like Floating Items or Finding Something

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

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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.

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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.

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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.

 

 

 

ScreenShot11

ScreenShot12

 

 

 

Edited by Leonardo

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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.

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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.

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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.

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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

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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. :)

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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.

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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

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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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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)

Thanks for your help!  ;)

 

He won't have access to that area Ibsen. We'll need to move them to the beta testing area.

 

Edit: They have been moved. The links should still work.

Edited by AndalayBay

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Thanks! We have fixed a lot of stuff for the next alpha, which hasn't been released yet. You might just want to poke around a bit and hold off on doing any real testing until the second alpha is up.

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Oh, and just remember that the Jungle regions to the East and the Murkwood region have not been properly landscaped.  Therefore, you're likely to find a lot of floating objects and such.  I'm really not sure what to do about the jungle regions tbh as there's just too much to do.  It will take aeons to correct it even though the region itself is comparatively small.

 

AB, are there any places on the map that we know for definite don't need checking?  I'm just wondering if we can cut down bhorton's workload a little if there's this level of thoroughness at work?

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No, I'm afraid not. I've been doing large landscape sweeps and I just move from cell to cell. I don't pay attention to which region the cells are in. I'd appreciate people doing in-game checks and reporting areas that we may have missed or haven't done yet.

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