Read Me
Current Version v 1.1 (13th March 2008)
- Overview
- Installation
- Un-Installing
- Detailed Description
- Making dependent mods
- Known Bugs and Conflicts
- Usage
- Credits and Thanks
- Contact
- Change Log
1.Overview
This mod will rebuild the city of Kvatch through several phases. Included are new armours, an arena to fight in and spectate, the opportunity to become Count(ess) of Kvatch...
2.Installation
Extract the Kvatch Rebuilt esm, esp and bsa files to your data directory. Then, activate BOTH 'Kvatch Rebuilt.esp and 'Kvatch Rebuilt.esm' in your Oblivion launcher of choice.
If you are using OOO install the OOO Compatibility patch. If using FCOM install the FCOM Leveled guards patch (note these have not yet been fully tested as of yet).
The mod should kick in automatically once you have completed the 'The Battle for Castle Kvatch' quest, regardless if you have already done it long before, or are just starting out. You should notice the camp move into the city and after about a week a messenger should find you.
Kvatch Rebuilt is designed in such a way that it should be possible to play through its quests with or without quest markers. If you wish to disable the quest markers, enter the console (The ¬/` key to the left of the '1' key) and enter:
Set KRPrelim.KRQuestMarkers to 0
To enable them again just change the 0 to a 1.
3.Un-Installing
Due to the way Kvatch Rebuilt handles certain things, it is recommended you follow the uninstall path below, rather than just deactivating the plug-ins (Especially after the quest 'Blood on the Road').
In game, go somewhere well away from Kvatch and not in any Kvatch Rebuilt locations. Open up the console (The ¬/` key to the left of the '1' key) and enter the following:
SetStage KRUninstall 10
A message should appear asking you to save and exit. Do so, then deactivate BOTH the Kvatch Rebuilt esp and esm plug-ins. Restart Oblivion and load the save you made. Answer yes to the prompt about plug-ins having been removed. Once the game is loaded save again. That's it!
4.Detailed Description
Kvatch Rebuilt aims to rebuild the city of Kvatch from the ashes in which you find it, whilst blending as seamlessly as possible with the original game. The rebuilding takes place in several stages, from the clearing of the rubble to the city restored to it's former glory.
Along the way you'll find a variety of quests that introduce new locations, new characters, new armour and of course the rebuilt city to explore. Along the way you'll also have the opportunity to become the Count (or Countess!) of Kvatch, depending on how you play through bits of the mod.
The complete city also features a brand new arena, where you can entertain or be entertained. It's a bit different to the arena in the Imperial City though to keep things more interesting.
5.Making dependent mods
The aim of distributing Kvatch Rebuilt with an esm is to make it easy to add to Kvatch as you would any other aspect of Oblivion. In order to make a dependent mod, load up the Kvatch Rebuilt.esm in the CS and start modding*. All the new city stages and interiors, items etc. are in the esm and should be prefixed with KR.
To take advantage of the quest marker feature simply add the condition GetQuestVariable KRPrelim KRQuestMarkers == 1 to any quest marker you add.
It would be great to have a list of any Kvatch Rebuilt dependent mods, so if you make one please let us know!
(*you may need to unpack the bsa to your data directory avoid all the mesh missing issues)
6.Known Issues, Bugs and Conflicts
- *********SPOILER WARNING******** If you are using a mod that alters the ID's of certain common creatures (eg. OOO), the in the fifth quest, A Sanguine Howl, when you need to collect souls, the spell will not recognise the added creatures. Therefore Kvatch Rebuilt has extra specific spawns for the necessary creatures that will be enabled. They can be found near places that you will have visited during the Kvatch Rebuilt quest line already.********* END SPOILER WARNING********
- It's obviously not best advised to run any of the other Kvatch overhaul mods alongside Kvatch Rebuilt. However to switch from one to another it is recommended to make a save somewhere away from Kvatch, deactivate the other Kvatch mod, load you save game and resave. Exit again and activate Kvatch Rebuilt and load up your save. A special note on the excellent Kvatch Aftermath by giskard (visit respawn.co.uk for more details on the mod), the above procedure should work fine from going from Aftermath to Rebuilt as measures have been taken and tested to help ensure compatibility in this respect. However it is recommended that you have finished the alternate Kvatch siege in Aftermath before switching (in the console ensure 'GetStage MS49' gives a value of 100). For going from Rebuilt to Aftermath follow the un-installation section above, before activating Aftermath.
- Molvirian's Cottage (near Cheydinhal) shares a similar location to the Tel Aryon mod (by Jon Satriani). It is recommended to either disable Tel Aryon till after the main rebuild is complete. If you must have both enabled always and don't mind a bit of clipping and mesh holes load Kvatch Rebuilt after Tel Aryon, but don't come crying to us about quirkiness around there! For those who use Tel Aryon I'd recommend keeping an eye on http://telaryon.wordpress.com for news on v2.0 which shouldn't conflict with Kvatch Rebuilt.
- From the distance Kvatch may well still look burnt, even when the rebuild is complete.
- The ground is still burnt around the city. This is due to a limitation in the game engine.
- It is advisable to load Kvatch Rebuilt after OOO/FCOM and Better Cities.
- Kvatch Rebuilt should be loaded after mods that alter original NPCs, for example Younger Hotter NPC's by nenina.
7.Usage
It would be appreciated that if you want to use any new resources used in Kvatch Rebuilt mod, that you contact the Kvatch Rebuilt team. (Contact details below)
8.Credits
- Kvatch Rebuilt Team
- Chrissuit33
- Ionis
- Elessar_VPR
- kanjadd
- greedo
- Gez - Waltherp58
- Molotox
- Sandman53
- ghostwalker71
- CB Droege
- Radik
- Maniac One
- Wolfen
- dutchmam
- vible
- Lord Memphis
- Beta Testers
- Aventhorn
- bathe_in_septims
- crodil56
- Doubler
- giskard
- He-Who-isnot-There
- HMS
- It always rains at kvatch
- Lucien Lachance
- milkshake
- mschmidt64
- sim085
- Tayla_88
- t3h_noes
- thezeus18
- tomwvr
- tycorr ravenwing
- xbolt
- zaldir
- Others
- sainta117 (for letting us use his poem)
- The Gecko Team (For the wonderfully useful TES:Gecko utility)
- OBSE Team (for PrintToConsole, makes bug squashing so much easier!)
- Bethesda (for the game and CS)
- ElminsterEU for help in cleaning the plugin and compatibility patches.
9.Contact
Please contact us on our forums at http://kvatch.net/forum
or either Ionis the Bear or Elessar_VPR on the Official TES Forums.
10.Change Log
- v1.1 Changes Include:
- Fixed path grid in Molvirian's Cottage Basement
- Fixed MQ check for fourth quest not always reading status.
- Fixed bed ownership when renting a room at 'The Wolfs Head'
- Fixed (hopefully) the issues with Arnand not being where he should in 'Sticks and Stones.' Also made him the quest target.
- Fixed Athrelor packages.
- Fixed (hopefully!) the counting of the creature spawns in the Arena.
- Made the purple combatant more powerful.
- Added message for when fight ends, when you are watching.
- Player should no longer be regarding as trespassing in the barracks, gatehouse or dungeon if Count(ess)
- Statue should now stay still (hopefully)
- Candles and effigy removed once contract made.
- Removed flaming plank in castle Great Hall.
- Added 'nVidia Black Screen Fix' to all KR added cells.
- Added dummy mp3 files for GREETINGS to the bsa