One of the 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 the 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 the new administrator in 2011. The team will be thanking many others for their support and contributions upon full release. After 7 years in development, the first alpha was released in January 2014.
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.
It's the aim of the team 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.
You begin to rebuild the Brotherhood, adding in many assassins from all walks of life. Locked away within one of these acolytes, flows the blood of a Legendary Speaker from days passed. The secrets within their blood will change the Brotherhood forever. As you mold this descendant into a weapon, the Brotherhood becomes respected throughout the land once more. But with this respect comes fear, and with that fear many come out of the woods to destroy the Brotherhood. A recently disbanded guild has reformed, deadlier than ever. And an old but unknown enemy has resurfaced, and between the two guilds they are dedicated to wiping out every trace of the Brotherhood.
The Brotherhood of Old is a new quest mod for Skyrim, taking place after "Hail Sithis" in the Dark Brotherhood quest line. This expansive story will take you all across the land of Skyrim, as you try and rebuild the Brotherhood and strengthen it against future attacks. How will you deal with these new recruits? Will you be heartless and cold, doing only what is good for the Brotherhood as a whole? Will you be silent or cryptic, letting others fill in the gaps? Will you take the straightforward path, or will you put in a little extra effort and be rewarded proportionally?
Once upon a time, our name was whispered in the dark corners of the deepest caves and feared in the highest towers. Once upon a time, we bore the blood of emperors on our hands. Once upon a time, we were mystery, and secret, and the greatest in the Empire would gather our rituals to be allowed to grovel at our feet. Once upon a time, we scorned Mephala Herself, stole Her treasures, and found a master far beyond what She ever was.
Now, we are scattered, the Sanctuaries sealed. Now, the blood you have on your hands is that of your own family. Now, our secrets are broken, for we never saw the traitor in our midst. Now, the body of your master and mentor hangs in Applewatch, and the Night Mother herself scorns us for our failure.
Where is the power of Sithis now?
In the aftermath of the traitor's destruction, the Listener of the Dark Brotherhood now faces new challenges. Shadowy threats from without and little trust from within. The Sanctuaries have been locked, the Dark Family hidden. But still, someone has found them. Someone seeks to wipe the weakened assassins from the face of Tamriel. The greatest secrets of the Black Hand must be unearthed if the Listener is to save the Dark Brotherhood from extinction. Or perhaps he will aid the Brotherhood's greatest enemy.
The Dark Brotherhood Chronicles is a large-scale quest mod trilogy. It boasts many new NPCs, locations, and both a large main quest line and side quests, delving deep into the shadowed history of the Dark Brotherhood. The story starts with Awakening, the first instalment for Oblivion, concludes with Consequences in Oblivion, only to return 200 years later with Transgressions in Skyrim.
Ever wondered what was over the jungle hills beyond the border of Anequina? This mod will complete the Elsweyr province piece by piece, starting with Torval and working its way south to Senchal and all settlements in between.
There is so much missing from the vanilla game where ships are concerned. Only four working ships in the entire game! Only two port cities with semi realistic waterfront areas! No shipping commerce to speak of. No navy defence system. A coast Guard with only a hut in the weeds and NO boats at their disposal.
The main goal of this mod is to add some realism to shipping and it's role in the world. This will include among other things adding in working shipyards, in some cases with drydocks, where one can view ships in various stages of construction. Also more diversity in the appearance of the ships themselves. To that end I have given each of the five vanilla ships a unique look inside and out. In addition there are now more than two dozen unique variants of ship models to be found.
Every ship will have a crew of some kind. More port dock areas will be added in places that allow for expansion. Adding cranes, clutter, dockhouses, and npcs. Some other features will include simulated shipping and commerce. Meaning that the ships will not just sit stationary at a dock. They will move on a schedule from one port to another to give the appearance of a living breathing world.
Imperial Navy and coast Guard factions will be added in appropriate areas, complete with NPCs and ships of their own. And there are many smaller aspects which are still in the planning stages.
The Unofficial Morrowind Patch aims to fix the bugs in Morrowind, Tribunal and Bloodmoon that Bethesda never fixed. We intend to create a single patch that will incorporate the various patches and fixes that have been released in the past so that no additional fixes to vanilla Morrowind are needed — one patch to fix them all. We will continue to develop our patch to fix the bugs that are still oustanding after the other fixes have been merged.
This will be a bug fix patch. It will not include enhancements, tweaks or subjective changes. Our fixes will be based on evidence we can find in the game files and will also fix game-breaking bugs. All those changes will be documented and the documentation will be easily accessible so that any user can see the rationale for the fix.
Charter passage with the South Seas Company to the tropical islands of Valenwood, an exotic new land to explore that's teaming with long-lost secrets, new enemies and new potential allies. Featuring a multi-branching quest with many possible endings, you'll have to choose your friends and foes wisely. In development since 2007, this mod adds a new environment never before seen in Oblivion. Originally the brainchild of Windsurfer, this mod was long thought lost, but has now been revived and completed by Deeza and Envy. We aim to complete Windsurfer's original vision, whilst expanding the content of the mod with more story twists and turns, more locations and more treasure to discover. Be prepared for surprises!
And Now for Something Slightly Different... is a quest mod for Skyrim. It's going to feature between 10 and 20 independent quests. You'll find the quests through various means: by talking to NPC's, reading posters, random encounters, etc. We'll be adding a small town and a few dungeons and caves. We'll also use existing locations. And we can't forget the Easter Eggs.
AndalayBay's small collection of mods, including Oblivion XP Update and Imperial Furniture Renovated. The list will change as she works on new projects. This list also includes All Natural, the amazing weather mod created by Chong Li and updated by wrinklyninja, Arthmoor and Brumbek. Andalay is now looking after All Natural.
Hammerfell: The Eastern Grassland is aims to recreate Hammerfell, The Province of the Redguards. The idea is to create everything as lore friendly as possible and maintain a friendly, balanced world. The cities and towns are very different from Cyrodiil - even the terrain and creatures that live there. For the Daggerfall Team to achieve such goals we have to create new unique models and textures, that represent those found in The Elder Scrolls Adventure Redguard or The Elder Scrolls II Daggerfall.
TES4Gecko was one of the first plugin utilities for Oblivion. Its primary purpose was to merge and clean plugins. It also offered other features like comparing plugins, copying records and moving worldspaces. We began the process of porting TES4Gecko to Skyrim, but ran into many issues due to the size of the Skyrim records and the fact that the Skyrim data structures haven't been completely decoded yet. So we've decided to go back to the very beginning and give Morrowind some love and attention.
We will take the code we developed for TES5Gecko and change the data classes to work with Morrowind. Since we're using MVVM, we hope this will be a relatively painless task. As was the case previously, TES3Gecko will have a new modern design that will make it easier to use than TES4Gecko. It will be available in 32 and 64 bit versions.