Kvatch Rebuilt

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Griselda Hamiter

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Aug 4, 2024, 8:17:21 PM8/4/24
to breedoverov
yauh... I don't know what the f*ck to do. Kolvirian won't stop whining "leave me alone!" every time I talk to him, and the quest log says that I have to find some way to convince him that he is the heir to county Kvatch. How do I convince him of that? It just kind of leaves it open, with not even a clue of what to do. In fact, no quest marker even appears on where you might have to go to convince him. It just stays on him.

So ya... great mod... up until now. No mod should ever leave you this clueless and think you'll find some way to figure it out. I do not even have the slightest idea, and quite honestly, it's starting to piss me off.


it seems a bit silly to have an entire sidequest devoted to killing the guy, thats optional to begin with, when really if you want a guy dead, who is living alone out in the woods, in a small shack, and nobody knows about him - and oh ya, you can chose to rescue him (or not) from the gang that went to kill him before you got there to begin with - this all seems a bit silly to have such a longwinded extra (optional) quest just to rid the guy that would probably be the easiest target in the world to just whack on the head and be done with it.


however, now, he is count in my current game...ive played a good 20+ hours since making him count, finished the arena quest and everything else except the underground questline - and now i wanted to go ahead and use the brotherhood sidequest to off the count so that i could become countess - but looking in my logbook i can no longer find the sidequest, and clicking on the ribcage/heart/skull of aria doesnt do anything like it says in the walkthrough (.pdf).


its got a lot of great concepts and having kvatch rebuilt is wonderful, but so many bugs and loose ends in the quests that honestly cant be done without a walkthrough/spoiler (and whats the point of doing quests that you just have to read how they are done in order to do them...quite boring) - all of that sortof makes this mod not all that great.


this is the 2nd time ive played a game with KR...last time was a few years ago. really had hoped things would have ironed out and been completed to a quality polished final release by now (the previous version was not a final release that i played, in like 2009 or so).


Ok, so I tried to complete this quest in both the normal route and the DB route, and I wasn't able to get the dialogue option for him or me to become count at any point. I got every other one mentioned, but never what would actually complete the quest. I got all the items for each route, and still nothing. I checked various pages regarding this problem, no luck. Eventually I had to use the console to make Kolvirian non-essential and just kill him, which I initially didn't want to do, but seemed the only way possible to resolve it at this point. I love the concept of this mod, but it still seems to be quite buggy, and doesn't look like its getting anymore work done.


Kvatch Rebuilt is one of the major rebuilding mods available for The Elder Scrolls IV: Oblivion. After the sacking of the city Kvatch, the people never attempt to return to the city and rebuild their homes.


Kvatch Rebuilt: A Hope Renews lets you rebuild Kvatch through a series of short quests. The city will not be magically rebuilt the moment you load the game, but will instead take several weeks of waiting and helping before it is fully rebuilt. Become the new count(ess) or help the rightful heir find his way back to Kvatch to rule its citizens. Get your own statue in the city, and fight in the arena to become the new champion!


Uncover the evil secrets of old Kvatch, and be the first to ever enter the ruins of the Ayleid City underneath. A dungeon filled with both enemies and puzzles, it will take you through the entire city, and beyond!


This version is your basic town, imagine Chorrol once you have done all the interesting quests, that is this mod. Only there is a few pay to repair quests to be done here. Very simple ones at first glance but do not let that fool you. They are complex to write and keep track of and ive had to simplify them to get them working in a bug free manner.


Kvatch has been totally destroyed except for the castle, the church, the city walls and the statue. History teaches us that towns that recieve this much damage are not rebuilt exactly the same way as they where before. Some perfectly good buildings are often changed to suit the new town design. World war 1 and 2 saw the destruction of many towns that are perfect examples of this. The twin towers are another example. So I have adopted this princple when designing Kvatch, its not a medieval Clean and shiny Startrek scene either, its clean in places and dirty in others. It looks lived in and has over grown areas that have not been developed. Big expensive structions that the city could not afford to build are not present, so theres no arena. I have added stuff that might have realistically been built within 2 years after the destruction of Kvatch. The only exception is the Cathedral. I could not leave the spire in the center of the town so ive replaced it with a brand new Cathedral.


You will notice the outside of kvatch is still totally burnt, i found i have to proceed very carefully here since many items are main quest items. So in this version I have not tempered with any quest item outside the city walls.


1) Stables area revamped

2) NPCs tweaked, added plot messages, made them do more things.

3) Three new purchess quests for the stables area. One reduces upgrade costs. See 4 below.

4) New Kvatch trading company to handle kvatch business links with other cities, this is not a shop.

4) Imperial Legion now patrol the kvatch road and maintain a presence in the city.

5) Oblivion plants have started growing around the outside of wall.

6) New secret room for the Count, good for magic users (see wall without a light near the counts room, the on right is the switch but you sometimes have to be in exactly the right position to activate it).

7) New Good/Evil Toggle switch added for counts secret room and street lighting, speak to one of the women in the castle.


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Tossed in jail for waylaying a royal caravan on the highway, your trial was mere days away. Something is wrong though, the days have turned to weeks, and the weeks to months. You no longer have any idea how long you've been down here. The guards stopped checking your cell almost a week ago, and now the last of your food is running out. Your cellmate died months ago and they never removed the body. It won't be long before your bones decorate the cell as well. The Gods have forsaken you! Or have they....


Alternative Beginnings puts you in the position of the poor forgotten prisoner lamenting life's choices. You will be able to choose from several different options on how to begin the game, all from the discomfort of your dank prison cell. Your choices influence the circumstances by which the game begins, and hopefully the Gods won't forsake you this time around!


Hey I tried this out, but could find the note / body / whatever I am supposed to be looking for, I went to the manor in the pic and searched all around and turned grass off in case it hid anything outside and I searched the inside and spoke to the npc there and I am stumped. How am I supposed to start the main quest with this?


I'm trying to create a load order that is as best I can not ever trying to do the main quest. I looked into this ... and used it in the past, but I've been gone for a decade, so rusty. Anyway ... using this with the Kvatch Rebuilt intact option. And the note on an adventurer not found and no intention of finding it.


Events will proceed to the assassination phase once your fame or infamy reaches 10. So if you're dead set on things never advancing, you can monitor your fame/infamy and edit those back down if you want. It's not going to be the most ideal way of handling things but it should work.


Even with the Kvatch Rebuilt - No More Burned Ground.esp installed (though it does fully merge into the bashed patch) - what I'm seeing is burnt ground around what appears a fully built Kvatch, so the walls and everything are fine, no war camp out front etc. But the ground is black?


The current load order I'm building is for a lot more infrastructure in tamriel world space - so testing out a lot of village compilations - mod testing arrangements no set load order yet, been checking out your OCR and kinda surprised that after all this time, people still not modding for them .. only patching. Anyway the current goal for me is no Oblivion Gates and as much intact as long as possible. Not planing any severe overhauls or overhaul combos, though I may try my hand at making patches so that they are in effect only in dungeons, while the surface world stays low level and very sparse lower level spawns. The CTDs from pushing my system currently all about too much AI competing with the game rendering surface landscape and infrastructure additions.


Related I learned that SM plugin refurbish has an option for knights of the Nine to not have the priory near anvil destroyed unless a level which allows for adjusting via OBSE. Not tested that yet. Likely though that will come out as ... I'd only have it due to including all DLC ends up meaning fewer patches.


If you're using that plugin the ground shouldn't be burnt when you show up there regardless of what tes4ll did. For the LOD I could see it still being black if it's somehow not including that plugin in it's generation process.


CTDs are part of the modding game. You have to keep a balance. Don't get caught up in "mod greed". It's a hard lesson to learn, and one that took me years to finally admit to. That's why what's left of my Oblivion install is mostly content mods like Unique Landscapes and my villages and such, but not a full suite of texture packs beyond what QTP3 at 1K resolution offers.

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