[RELz, WIPz] Mesogea Total Conversion- Thread V

Post » Fri May 27, 2011 3:38 pm

"Just another recruitment message" TM

Is Cyrodiil just a little cramped for your tastes? Is there not enough variety? Is the medieval setting of Oblivion starting to wear thin? If you answered yes to one of these questions, Mesogea seems like just what you need.

In a nutshell Mesogea is an expansive continent set in the ancient mythical Mediterranean where mythological beings and advanced civilizations collide.

Here anything is possible. You could build a new magic system that fits the lore of this new world. You can expand on humanoid races showing your artistic side. You can build cities with their own political and cultural conflicts. You could add literature to this deep and expansive world or build a massive quest line for the player to explore. There are literally no limits but your imagination.

This isn't just another mod, this is a canvas that has room for a lot of different paintings. We even have a claim system in place, so you can claim a place and not have to worry about conflicts at all. That's not to say that there aren't any limits. This isn't straight out fantasy, but thekarithian is very reasonable and if you have any ideas just talk to him about it.

Maybe your feeling less ambitious, your new to modding, don't have much time, or are working on other mods. There's a place for you too. You could develop smaller side quests if you'd like, maybe develop a small village, help with architecture, armor, or weapons. We also are in a great need of voice overs, so if you're interested join the forums.

Total conversions are always called overly ambitious usually meeting a sudden stop. Few have the persistence to actually see a TC to the end. Thekarithian and a few other individuals have spent over a year on this project and are not planning on stopping. This mod has been and will stay alive.

Some might say, "I'll wait till it's done.""What they don't understand is that this is a living mod, that has no foreseeable end. As long as we have ideas it'll keep going and the rate that its built will only speed up, if you join. Care to make the leap?
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Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Fri May 27, 2011 1:02 am

A quick update of what the team is doing:

We have a couple people working on quests, in fact one is working on one where you tame a Mammoth.
The Karithian is working on the Agaria adding NPCs and should be adding a video in a week or so.
We have a new member Saesh who is developing the Shaehlin race.
I'm working on the political conflicts of the Holorian city Illisidium.
A couple people are working on scripting the magic and leveling system, but I haven't heard very much news in that department.
Truant is working on the Holorian City Ventara.

We are still in need of just about all types of modders, so if you are interested now's the time to take the plunge.
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Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Fri May 27, 2011 4:02 am

Thanks Darin :foodndrink:

Yes, Kroot there is a lot to do and some exciting times ahead. Its a very much blank canvas with a rough undercoat at the minute. NPC makers are enormously welcome. I'm working on the main city at present and could do with some advice and NPC's to drop into the plugin.

Apart from that there is such scope in the mod for doing NPC's and settlemens all over the place that the work is as varied and exciting as you want to make it.

What would be ideal would be someone to make up some NPC's in vanilla that can be dropped into places where people are doing exterior and interiors, as like me some of us svck at NPCs, AI and packages etc.

Also as the NPC's are being made now, voice files are being sent in etc, we need to have some locations and NPC's outside the main city and currently built other locations so that we can weave them into plot lines to take the player outside the cities and maybe into other locations.

So far as changing of the guard, eating, sleeping etc and so on. Yes, definately help is needed. We will need to talk to work out how to get you involved in the work I'm doing. There are sections of the main city I want to hive off, to block with walls and section so that moving from one part of the city to the other will seem very fluid but actually take place across some small worlds, much like the Imperial city but of course so much better lol.

I could very easily snap off a section of the city so to speak and put it into a plugin of its own small world. You could then develop the interior and exterior and get some crowds milling etc.

Ultimately its your choice how you want to help and with what. I dont like limiting people to set tasks I have set, as I prefer people to jump in and do what interests them, that way we keep things flowing. Many have leapt in, worked for a while when it excites them, send the content to me then drop out for a while until the urge takes them again.

Yes, lots to do and hugely appreciative of the help offered.


Thanks Darin :foodndrink:

Yes, Kroot there is a lot to do and some exciting times ahead. Its a very much blank canvas with a rough undercoat at the minute. NPC makers are enormously welcome. I'm working on the main city at present and could do with some advice and NPC's to drop into the plugin.

Apart from that there is such scope in the mod for doing NPC's and settlemens all over the place that the work is as varied and exciting as you want to make it.

What would be ideal would be someone to make up some NPC's in vanilla that can be dropped into places where people are doing exterior and interiors, as like me some of us svck at NPCs, AI and packages etc.

Also as the NPC's are being made now, voice files are being sent in etc, we need to have some locations and NPC's outside the main city and currently built other locations so that we can weave them into plot lines to take the player outside the cities and maybe into other locations.

So far as changing of the guard, eating, sleeping etc and so on. Yes, definately help is needed. We will need to talk to work out how to get you involved in the work I'm doing. There are sections of the main city I want to hive off, to block with walls and section so that moving from one part of the city to the other will seem very fluid but actually take place across some small worlds, much like the Imperial city but of course so much better lol.

I could very easily snap off a section of the city so to speak and put it into a plugin of its own small world. You could then develop the interior and exterior and get some crowds milling etc.

Ultimately its your choice how you want to help and with what. I dont like limiting people to set tasks I have set, as I prefer people to jump in and do what interests them, that way we keep things flowing. Many have leapt in, worked for a while when it excites them, send the content to me then drop out for a while until the urge takes them again.

Yes, lots to do and hugely appreciative of the help offered.


Sorry it took me so long to get back.

Sounds good to me. Just send me a plugin and I'll work on it. I'm kinda busy right now, but I'll put some time in. Right now, I'm thinking guards, commoners, shopkeepers, beggars, and nobles.

Anyway, I have a few questions about this whole NPC design thing.

1. Do I get to choose inventories, clothes, and faces?

2. I have no idea how to mod clothes and weapons. Is it required that I know how to do this?

Oh and as advice goes, well, I guess a few things would probably liven up a city.

1. Background stories: Every NPC need an easter egg or two. Something that doesn't make them Mr. Nobody.

2. Training: This works well for guards or armed civilians. Having people train in a barracks can liven up a place (and it looks cool too). For example, you could try adding in a civilian militia that secretly trains at night.

3. Romances: Seems pretty lame right? Well, I agree, but it does make NPCs seem more lifelike. Have two NPCs secretly meet in a garden or behind a store.

4. Minor thieves: Some people are outstanding citizens. Some aren't. You need at least one or two pickpockets who roam around the city. While they shouldn't pick the player, they can steal from other NPCs. Maybe some robberies at night, as well. I'll figure out how to do this.



So I guess what I'll begin doing is designing basic NPCs and then you can alter them to quest status later on. Just send me the plugin and I'd be happy to get started. Thanks!

Kevin
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Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Fri May 27, 2011 3:08 am

Thanks Darin :foodndrink:

Yes, Kroot there is a lot to do and some exciting times ahead. Its a very much blank canvas with a rough undercoat at the minute. NPC makers are enormously welcome. I'm working on the main city at present and could do with some advice and NPC's to drop into the plugin.

Apart from that there is such scope in the mod for doing NPC's and settlemens all over the place that the work is as varied and exciting as you want to make it.

What would be ideal would be someone to make up some NPC's in vanilla that can be dropped into places where people are doing exterior and interiors, as like me some of us svck at NPCs, AI and packages etc.

Also as the NPC's are being made now, voice files are being sent in etc, we need to have some locations and NPC's outside the main city and currently built other locations so that we can weave them into plot lines to take the player outside the cities and maybe into other locations.

So far as changing of the guard, eating, sleeping etc and so on. Yes, definately help is needed. We will need to talk to work out how to get you involved in the work I'm doing. There are sections of the main city I want to hive off, to block with walls and section so that moving from one part of the city to the other will seem very fluid but actually take place across some small worlds, much like the Imperial city but of course so much better lol.

I could very easily snap off a section of the city so to speak and put it into a plugin of its own small world. You could then develop the interior and exterior and get some crowds milling etc.

Ultimately its your choice how you want to help and with what. I dont like limiting people to set tasks I have set, as I prefer people to jump in and do what interests them, that way we keep things flowing. Many have leapt in, worked for a while when it excites them, send the content to me then drop out for a while until the urge takes them again.

Yes, lots to do and hugely appreciative of the help offered.

Sorry it took me so long to get back.

Sounds good to me. Just send me a plugin and I'll work on it. I'm kinda busy right now, but I'll put some time in. Right now, I'm thinking guards, commoners, shopkeepers, beggars, and nobles.

Anyway, I have a few questions about this whole NPC design thing.

1. Do I get to choose inventories, clothes, and faces?

2. I have no idea how to mod clothes and weapons. Is it required that I know how to do this?

Oh and as advice goes, well, I guess a few things would probably liven up a city.

1. Background stories: Every NPC need an easter egg or two. Something that doesn't make them Mr. Nobody.

2. Training: This works well for guards or armed civilians. Having people train in a barracks can liven up a place (and it looks cool too). For example, you could try adding in a civilian militia that secretly trains at night.

3. Romances: Seems pretty lame right? Well, I agree, but it does make NPCs seem more lifelike. Have two NPCs secretly meet in a garden or behind a store.

4. Minor thieves: Some people are outstanding citizens. Some aren't. You need at least one or two pickpockets who roam around the city. While they shouldn't pick the player, they can steal from other NPCs. Maybe some robberies at night, as well. I'll figure out how to do this.

5. Street fairs: Every Saturday have merchants come out of their stores and sell wares right on the street. You could also have traveling ones that come only on that day.

So I guess what I'll begin doing is designing basic NPCs and then you can alter them to quest status later on. Just send me the plugin and I'd be happy to get started. Thanks!

Kevin
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Harry Hearing
 
Posts: 3366
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Post » Fri May 27, 2011 4:32 pm

Kroot,

Do you have the master file running? The hiboriamain.esm and meshes?

At the moment the plugins that are mainly in development are difficult to share out. As each on has developed it has had its own architecture added that is unique to it.

Truant has built up Ventara, added many interiors and basically improved the town. He has sent me the plugin for merge to the master file. If you want to take a look at Ventara and start doing some NPC's to bring the town to life then I can send the package.

Illusidum Agaria is a different matter, as Im working on it and have again added numerous meshes it has a life beyond the masterfile too. I need to get it done really, then merge it to the master along with the new meshes.

There are some other parts of Illusidum that could be hived off. Or even better we could start on a second city, there are some that will make Illusidum look quite boring. If you are any good with city landscaping, housing etc and adding in NPC's that would be one cool task.

Other than that there are the Karithian desert cities that have not been touched yet. They are desperate for some extremely interesting NPC work. If you fancy doing one of those I'll be envious.

FREE HAND? Yes you definately get a free hand. You choose faces, names, clothes, inventory, merchant type, personality, AI, everything. The only proviso is you keep it in fitting with the setting and try to make it feel fantasy ancient rather than fantasy medieval. Lord of the Rings, Conan and HBO/BBC Rome are good examples (well Rome isnt fantasy but you know what I mean.) Oblivion is more like "A Knights tale" or Robin Hood.

Apart from that small constraint of setting and theme, the whole canvas is yours to paint. There's a lot of history we are all making up as we go and trying to weave it into a cohesive picture.

What do you fancy doing? We can then work out if you need me to segregate a seperate city world area and send you a plugin, or if you just need to work from the master.

Otherwise you can create generic NPC's and packages in vanilla for us to port into the game and fit into surroundings.
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Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Fri May 27, 2011 11:21 am

http://lightningshore.freeforums.org/audio-development-f35.html


Heya! I volunteered in your recruitment thread on TESA. :D I'll head over to the forum and join tomorrow...er...later. :lmao: I'd love to do some voice work for Mesogea if you'll have me.
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electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Fri May 27, 2011 10:15 am

Heya! I volunteered in your recruitment thread on TESA. :D I'll head over to the forum and join tomorrow...er...later. :lmao: I'd love to do some voice work for Mesogea if you'll have me.


:P Look who's (also) not in bed.

:rofl:

And hey there, I volunteered in that thread on TESA too. ;)
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Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Fri May 27, 2011 10:07 am

Excellent, thankyou both. I havent had chance to take a look over there yet, I better do straight away. Yes please go over to the mesogea forum that would be a great help. You are most welcome.
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Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Fri May 27, 2011 2:10 am

i like the fact that u added me to helping list (not) what ever.

With the close release of Fallout 3 Broken steel i won't be working on the Cult of Ul'Grad for some time, all ive made is the exterior.

I will PM you when i've got bored of WoW and Fallout 3 :D
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Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Fri May 27, 2011 8:21 am

I tried to make the post as inclusive as I could. I get totally confused here sometimes, both, all, everybody. Help!!!

Any muck ups are generally down to my abysmal organisational skills. Ive tried to organise things on the forum. Gimme a shove now and again.
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Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Fri May 27, 2011 6:40 am

Kroot,

Do you have the master file running? The hiboriamain.esm and meshes?

At the moment the plugins that are mainly in development are difficult to share out. As each on has developed it has had its own architecture added that is unique to it.

Truant has built up Ventara, added many interiors and basically improved the town. He has sent me the plugin for merge to the master file. If you want to take a look at Ventara and start doing some NPC's to bring the town to life then I can send the package.

Illusidum Agaria is a different matter, as Im working on it and have again added numerous meshes it has a life beyond the masterfile too. I need to get it done really, then merge it to the master along with the new meshes.

There are some other parts of Illusidum that could be hived off. Or even better we could start on a second city, there are some that will make Illusidum look quite boring. If you are any good with city landscaping, housing etc and adding in NPC's that would be one cool task.

Other than that there are the Karithian desert cities that have not been touched yet. They are desperate for some extremely interesting NPC work. If you fancy doing one of those I'll be envious.

FREE HAND? Yes you definately get a free hand. You choose faces, names, clothes, inventory, merchant type, personality, AI, everything. The only proviso is you keep it in fitting with the setting and try to make it feel fantasy ancient rather than fantasy medieval. Lord of the Rings, Conan and HBO/BBC Rome are good examples (well Rome isnt fantasy but you know what I mean.) Oblivion is more like "A Knights tale" or Robin Hood.

Apart from that small constraint of setting and theme, the whole canvas is yours to paint. There's a lot of history we are all making up as we go and trying to weave it into a cohesive picture.

What do you fancy doing? We can then work out if you need me to segregate a seperate city world area and send you a plugin, or if you just need to work from the master.

Otherwise you can create generic NPC's and packages in vanilla for us to port into the game and fit into surroundings.

Karithian,

Sorry, I don't have the meshes or the master file. Could you send those to me? My email is tau434@gmail.com.

I think that I should probably start out small. I'd be happy to work on the town Ventara. How big is it exactly? Later on, maybe I'd move on to the desert towns. I love a good challenge.

Also, I'm not so good at city landscaping. I've done it once or twice, but overall its been pretty bad. I do interior cells much better, however if we're talking like a town with only one cell, I can do it. But something like the Imperial City? Not really.

So, if you could send me the master file (once Ventara has been merged) and meshes, I'd be eager to start.

Thanks!
Kevin
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Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Fri May 27, 2011 10:17 am

Ok, to get started you need to download the mod, master file and data (meshes, texture and distant land) at one of the following locations.


http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5416
http://www.tesnexus.com/downloads/file.php?id=23100

http://www.megaupload.com/?d=0ORV8YLI
http://www.megaupload.com/?d=1B2529U5

Let me know when you have them and the mod is installed then we can pick locations etc.

The files are very large so cant be sent by email. If you download is too big I can send you a disc.
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Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Fri May 27, 2011 6:23 am

Ok, to get started you need to download the mod, master file and data (meshes, texture and distant land) at one of the following locations.


http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5416
http://www.tesnexus.com/downloads/file.php?id=23100

http://www.megaupload.com/?d=0ORV8YLI
http://www.megaupload.com/?d=1B2529U5

Let me know when you have them and the mod is installed then we can pick locations etc.

The files are very large so cant be sent by email. If you download is too big I can send you a disc.

Hey karithian,

For some reason, whenever I open up the TES Construction Set, it freezes. I've installed the esm and meshes; what's wrong? Does it usually take you a long time to open up the file?

Thanks,
Kevin
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louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Fri May 27, 2011 2:58 am

Hey karithian,

For some reason, whenever I open up the TES Construction Set, it freezes. I've installed the esm and meshes; what's wrong? Does it usually take you a long time to open up the file?

Thanks,
Kevin


Mesogea is huge! Depending on your computer it can take anywhere from 10 to 30 minutes. It's definitely worth it though. In the meantime just do something else and when you come to back to it, it should be up.

To give you an idea of sheer size, Vanilla oblivion is 3x3 quads while Mesogea is 16x16 quads XP
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CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Fri May 27, 2011 6:19 am

Aye its a big un alright, and the CS will act as if it has gone to sleep (actually its a bit of a short nap or a "kip" if your from up north.)

Anyway I generally get out of bed (which is a prerequisite for breakfast anyway) then put the computer on and load up the CS with oblivion.esm, shiveringisles plugin and the hiboriamain.esm loading up. Then I go have breaky, a bit of coffee and if I feel real good about the day a biccy.

By that time the CS has generally ended the load and will come up with a warning about bad forms. I have been drunk at many parties and know all about bad form. So I ignore it and carry on. Just click YES to the so called error and then you can get into editing etc.

The best way to negotiate the world in the editor is via the region editor. Scroll down to hiboria in the exterior world list then you have a list of all the regions. 95 percent of the regions are completed. There is one Tamriel sized region right smack bang in the centre south that wont show up on the region editor but you can go to in game and in editor anyway. It hasnt been designated a region name or content so is one big invisible island as far as region editor is concerned. Its waiting for someone to make a volcanic island landscape with forests and all that malarcky.
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Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Fri May 27, 2011 10:26 am

Aye its a big un alright, and the CS will act as if it has gone to sleep (actually its a bit of a short nap or a "kip" if your from up north.)

Anyway I generally get out of bed (which is a prerequisite for breakfast anyway) then put the computer on and load up the CS with oblivion.esm, shiveringisles plugin and the hiboriamain.esm loading up. Then I go have breaky, a bit of coffee and if I feel real good about the day a biccy.

By that time the CS has generally ended the load and will come up with a warning about bad forms. I have been drunk at many parties and know all about bad form. So I ignore it and carry on. Just click YES to the so called error and then you can get into editing etc.

The best way to negotiate the world in the editor is via the region editor. Scroll down to hiboria in the exterior world list then you have a list of all the regions. 95 percent of the regions are completed. There is one Tamriel sized region right smack bang in the centre south that wont show up on the region editor but you can go to in game and in editor anyway. It hasnt been designated a region name or content so is one big invisible island as far as region editor is concerned. Its waiting for someone to make a volcanic island landscape with forests and all that malarcky.

Karithian and Darin,

Thanks guys, I figured it out; it does take a really long time.

One more issue: I didn't know that the mod required Shivering Isles. Don't worry; I can still run the mod, but some textures and meshes are missing. I'll run out and try to get it this weekend.

Finally, I've started on the NPCs. Karithian, is it possible to discuss the location I'll be working on?

Thank you!
Kevin
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Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Fri May 27, 2011 4:43 am

Yes definately, pop over the the mesogea forums and we can chat there in more detail.

Ive been messing with one of the squares in the Agaria, a place of some nasty little shrines, a couple of taverns and other unpleasantries, right outside the gate to the docks. The first NPC for this area is a bit of a bad 'un, she should not be out of the house in a dress like that at this time of night, so its a fairly good guess as to what else happens in this square. Its starting to take on a lot of the feel of Rome.

The problem is the dress she has at present though it looks the part, clips over the hips quite badly.
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Louise Dennis
 
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Post » Fri May 27, 2011 2:29 pm

Karithian,

Sure, which forum can I talk with you on?
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Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am

Post » Fri May 27, 2011 1:52 pm

Just an idea, is it possible to have an in-game map (such as the map for Cyrodiil and Shivering Isles) added to show where you are and the land? It'll really give the player a sense of scale when compared to the Cyrodiil map :)
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Klaire
 
Posts: 3405
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Post » Fri May 27, 2011 8:58 am

We are working on an ingame map. At the moment compressed to jpeg the thing is about 18MB in size so its a bit big. Also it doesnt look right and there are locations to be marked on etc. It would be premature to prepare an ingame map now.

The heightmap from the construction set is here: http://img232.imageshack.us/my.php?image=hiboriaoverviewoy8.jpg

The jpeg full map produced by TES4QLOD is here: From this eventually the in game map will be completed. W.I.P http://www.tesnexus.com/downloads/file.php?id=23176
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Trista Jim
 
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Post » Fri May 27, 2011 2:20 pm

Good to hear :)
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REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Fri May 27, 2011 3:50 am

More done in the Agaria. A very naughty street with certain services. I need help from a scripter to write some services to fit the street and associated house, plus a couple of hard nuts to watch over these bad lasses.

I want to keep this aspect of the capital city, and other cities indeed, as sensible as possible without descending into something smutty. Once I have this street done and the several NPC's already getting on with things there polished off, I can move to the beast market.

Also, those who offered services as voice actors, we need to discuss numerous lines now. Can you help?
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Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Fri May 27, 2011 9:01 am

A list of work required to be done:

1. Script and animation work for prosttutes in the Agaria.

2. Scripted bar brawl for an interior.

3. Adoption of the work done so far on Ventara, small town. NPC's can now be created and added with packages.

4. Mke tomb internals for a mountain road using Ayleid and other subterraneans. NPC's are optional.

5. Project manager for a deser city. Exteriors are placed, interiors need to be linked by door. NPC placement, markets, alleyways, day and night activity. Elephant sellers, beast market etc.

6. Small desert settlements placed with exterior and interiors linked by door. Furnishing interiors.

7. Clothing for NPC's. Romanesque Stola and Tunics. Heavy gold necklaces, steel necklaces etc.
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jaideep singh
 
Posts: 3357
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Post » Fri May 27, 2011 12:41 pm

Bump
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emma sweeney
 
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Joined: Fri Sep 22, 2006 7:02 pm

Post » Fri May 27, 2011 10:46 am

Bump


got a couple of questions

is there going to be an arena implimented cause id really like to have a go at some classic gladiator style weapons and maybe try my hand at some armour.

will there be options like joining the roman legion or barbarian tribes and you get into conflicts with oneanother?

cheers

Nath
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Thomas LEON
 
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