xenos123 Posted January 17, 2012 Share Posted January 17, 2012 hey, just saying this mod looks insane (compared to some of the other DLC's Bethesda released for other games), but im just wondering if there is an ETA for this? Im really longing to try out this mod. Link to comment Share on other sites More sharing options...
Ibsen3 Posted January 23, 2012 Author Share Posted January 23, 2012 (edited) Hi there, It's difficult to say. We're an absolutely tiny team so progress is always slow and many of us have full-time jobs. Our core basically now consists of myself for modding, Deeza for lore and cluttering, Koniption for modelling and AndalayBay for anything administrative or quest-related. Plus Xae helps to write stuff and works on the sound. Others have had a very significant impact but not consistently over our development so that's the main core of the team. Nevertheless, we're hoping it will be around Easter. If we were to push it back due to problems then I guess the latest would be early Summer....but I really don't see that happening...and dearly hope it won't be that long. However, any help from experienced modders (especially for quests and dungeons) would be VERY gratefully received..... :thumbsup: That would speed things up and make the release so much better....but we've had a lot of people wasting our time, sadly. Edited January 23, 2012 by Ibsen3 Link to comment Share on other sites More sharing options...
Dragonspyre Posted January 25, 2012 Share Posted January 25, 2012 If only I could find my Oblivion Disk... Unfortunately, I'm only good at writing lore books. Link to comment Share on other sites More sharing options...
xenos123 Posted January 28, 2012 Share Posted January 28, 2012 Hey, is it possible to have contagious diseases in this mod? Like you go up to an infected person and just by standing near him you get a disease. Also is it possible to have morrowind style monsters in the mod (just for nostalgia, like a Nix hound in a swamp) Link to comment Share on other sites More sharing options...
Ibsen3 Posted January 31, 2012 Author Share Posted January 31, 2012 If only I could find my Oblivion Disk... Unfortunately, I'm only good at writing lore books. We'd accept some really good quests, provided they pay close attention to the ideas, lore and worldspace we have developed.... In the past, I have been dismissive about people coming in and 'just writing stuff' for quest modders to work on later but, if someone were to come in with exceptionally good ideas (and the evidence to prove it) combined with a real keenness and commitment to develop the mod (which would need to be proven to) then I'd certainly consider quest writers. There are just too many people who call themselves modders and what they really want to do is talk and write stuff that they are interested in... However, written literature (for books) can be useful as well. We have quite an extensive library but it's nice to have some relevant readables. It's a small area but it's nice to see. Hey, is it possible to have contagious diseases in this mod? Like you go up to an infected person and just by standing near him you get a disease. Also is it possible to have morrowind style monsters in the mod (just for nostalgia, like a Nix hound in a swamp) I'm not sure how that would work as a script. I would have to speak to a more expert source for that but I can say that we have some unique diseases in the mod. That's an interesting thought anyway. And yes, we do have some Morrowind creatures in the mod such as the Durzog and may yet add a few more items to the very large collection we currently have. We don't have Nix hounds though. The vast majority are inspired in some way by Argonia-specific lore, whether loosely or directly. Link to comment Share on other sites More sharing options...
xenos123 Posted February 4, 2012 Share Posted February 4, 2012 Are there going to be snakes in the Mod? It would be cool to have both venomous snakes and constrictors. Venomous snakes doing small damage over a period of time (and anti-venom can be created only from their venom), and constructors wrap around you paralyzing and silencing you while doing damage. Also a note with the Naga, they lot a LOT like the Tsaesci from the Akivir continent. it would be cool if the Tsaesci race itself is in game, as they had profound effects on ES history. Just an idea, what about having a Main quest in the BM mod where you are investigating the return of the Tsaesci, only to realize that they are planning a mass invasion Link to comment Share on other sites More sharing options...
Ibsen3 Posted February 7, 2012 Author Share Posted February 7, 2012 I see your point but they're not as significant in terms of Argonian history to warrant inclusion in the mod, considering all of the other things going on there. When we were a part of the 'Beyond Cyrodiil' projects, there were teams to whom the Tsaesci were indispensable and we left Corthian's Tsaesci creatures for use by them....except they didn't finish, which is the fate of so many large mods if they don't impose limitations on their development, sadly (not that I'm saying that was the reason for their own particular demise though). We're hoping that we can use some snakes as creatures elsewhere and may introduce a couple more creatures before we release the beta....watch this space.... Link to comment Share on other sites More sharing options...
Pokegami Posted February 9, 2012 Share Posted February 9, 2012 (edited) I suppose now would not be a good time to say that I am working on a Gideon mod of my own at the moment. It's half Ayleid, half Leyawiin, and has a school of conjuration in the middle of it all. I'd be willing to give it to the Marsh project once it's finished but by the look of it you already have Gideon. Re: ideas for it, I can say this about a few cities and what I think they should look like: Helstrom: Very nationalistic, no Imperials whatsoever (remember, Imperials never reached Helstrom!). The leader of Helstrom is Argonian. Helstrom is the capital of Argonia. An alternative idea would be not to make Helstrom accessible at all (have some magical barrier, line of fallen trees, etc, preventing you from accessing the city. A better idea would be to have Helstrom only accessible from an underwater tunnel that only Argonian characters can survive, and find some way to stop people with water breathing spells from entering), for roleplaying reasons, as a) Imperials can't get to it because of the physical terrain and b) they kill everyone there that isn't Argonian. A Dunmer in Helstrom would be just too weird. Also, you then do not need to make Argonian architectural meshes en masse as western cities are Imperialised and eastern ones are Velothised. Archon: Occult, mysterious, also few Imperials. I'm leaning towards a parable of the Telvanni areas in Morrowind, only Argonian. Led by the female Argonians as they are the mages. Xenophobic. Location of most magic learning in Black Marsh, although a separate institute from the Mages Guild, like the Winterhold college in Skyrim. Possibly Telvanni architecture as well as Velothi. Most residents are adept at Alteration. Stormhold: Fighters' city. Imperialised. Location of fighter's institute. Thorn: Location of Thieves' Guild. Soulrest: Argonia's necromancy capital. Controlled by Imperials. Also, the orientations of each city: Combat: Helstrom and StormholdMagic: Archon and SoulrestStealth: Thorn and BlackroseMercantile: Gideon and Lilmoth (if the latter still exists) Anyway, I'll join this project once I'm done with my personal Gideon, but I can only write lore and give suggestions for cities. Edited February 9, 2012 by Pokegami Link to comment Share on other sites More sharing options...
Ibsen3 Posted February 10, 2012 Author Share Posted February 10, 2012 (edited) Much of this reflects what we already have in there or have planned to be in there. We're just waiting for a few models for Helstrom but it's more or less ready to be built (although not yet built). Our Gideon is an older version and, whilst it would be nice to upgrade it a little (it's one of our oldest creations), we won't have time to alter it for the beta....but the idea of merging Barsaebic (marsh elf) architecture with others is a common feature for us. The only thing that clashes is Soulrest. We will hopefully have Sloads (in short supply, due to their rarity) but it's more like a location of the Sotho Tren (criminal syndicate) rather than a centre for necromantic activities as such. We really don't have much call for a lore expert since we already have plenty but we'd welcome your input in some form, certainly. If you had modding skills then all the better. :smile: Edited February 10, 2012 by Ibsen3 Link to comment Share on other sites More sharing options...
xenos123 Posted February 12, 2012 Share Posted February 12, 2012 (edited) Lol, just saying it would be really funny if the Hist race is playable But speaking of races, Argonians naturally have a hatred of Dunmer and Khajit (Or so i have heard). Will this be existent in the mod, where the residents in the marsh will have a MUCH lower disposition for these races? What about having swamp gas similar to the effect of the spiddal stick plants in oblivion? Where instead of draining speed, you get poisoned or contract a disease Also is this a separate world space? or the same world space like Elsweyr Edited February 13, 2012 by xenos123 Link to comment Share on other sites More sharing options...
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