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Kvatch Rebuilt

PostPosted: Mon May 28, 2012 12:35 pm
by Zaldir
Title: Kvatch Rebuilt

Version: 2.1.2
Author: Kvatch Rebuilt Team


This mod will rebuild the city of Kvatch through several phases. Included are new armour, an arena to fight in and spectate, the opportunity to become Count(ess) of Kvatch ...
With the Expansion, you will explore the depths beneath the City of Kvatch!

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.
The Expansion will let you explore the ruins of old Kvatch, and even the ruins beneath that!

Requires Shivering Isles!

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). These compatibility plugins should be loaded after both Kvatch Rebuilt and the associated mod.
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.

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!

Check out the Kvatch Rebuilt Walkthrough if you are having any troubles with the mod. If you need further assistance, please contact Zaldir on the official Bethesda Forums, or Zaldiir on The Nexus. Emails can be found in the ReadMe.
- 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 recognize 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.
- 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.
- 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.
- Most of the mod features NO voice acting, with the exception of the two main characters in the underground expansion.

Kvatch Rebuilt Team
(In alphabetical order)

CB Droege
Gez - Waltherp58
Lord Memphis
Maniac One

Kvatch Rebuilt Testers
(In alphabetical order)
It always rains at kvatch
Lucien Lachance
tycorr ravenwing

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.
Vorians for continued support throughout KRU Development.
Arthmoor for extended support & help in cleaning the mod.
Pronam for letting us use his Ayleid trapdoor resource.

Re: Kvatch Rebuilt

PostPosted: Mon May 28, 2012 12:42 pm
by Leonardo
Welcome Zaldir to GHF!  :sheo:

Have some nanars...  :dancing-banana:  :dancing-banana:  :dancing-banana:

I can't wait to play this version and I'm sure that I'll enjoy as much I did with the early versions of Kvatch Rebuilt.  :D

Re: Kvatch Rebuilt

PostPosted: Mon May 28, 2012 12:44 pm
by Chazz of Blades
Welcome! Kvatch Rebuilt is definitely a great mod!

Re: Kvatch Rebuilt

PostPosted: Mon May 28, 2012 1:25 pm
by Zaldir
Thanks! :)

I hope you like it as much as the previous versions, Leo!

Re: Kvatch Rebuilt

PostPosted: Mon May 28, 2012 1:42 pm
by Wolf
You know Zaldir this is the only mod I actually played the entire thing through.  Midas Magic came close, but Kvatch Rebuilt was one of the few Oblivion mods that I enjoyed.  We're glad to have it here and look forward to seeing whatever else you can come up with :D

Re: Kvatch Rebuilt

PostPosted: Mon May 28, 2012 2:05 pm
by Leonardo
Wolf If Zaldir hasn't change its mind then this version is final, but of course Zaldir may have or may not have change its mind about this mod.

Re: Kvatch Rebuilt

PostPosted: Mon May 28, 2012 2:34 pm
by Wolf
I was referring to any and all future work by Zaldir.  Not just Kvatch Rebuilt.

Re: Kvatch Rebuilt

PostPosted: Mon May 28, 2012 2:51 pm
by Leonardo
Ah I see and I agree.

Re: Kvatch Rebuilt

PostPosted: Tue May 29, 2012 5:05 am
by Zaldir
Yeah, it'll be the final version, unless a bug is reported (which is fixable - Lot's of "unfixables" with Kvatch Rebuilt...). ;)

Taking the move to Skyrim is hard... I already hate Papyrus, but I'll get there. Until I've gotten hold on Papyrus, I'll be working on Beyond Skyrim and More Detailed Places for Morrowind (yes... Morrowind. ;D).

EDIT: And it seems that bug was reported already... Mix-up in the files - gonna have to re-upload all files... (TESA, GHF, Nexus, PES... Why do I use so many?)

Re: Kvatch Rebuilt

PostPosted: Sat Dec 28, 2013 7:06 pm
by Leonardo
Zaldir wrote:(TESA, GHF, Nexus, PES... Why do I use so many?)

I suppose you didn't want to face the same problem when the Kvatch Rebuilt site was hacked 2-3 years ago, which later became to be a defunct site.

I just notice that the Kvatch Rebuilt mod entry on GHF Download has the wrong game prerequisite since it's obvious that this mod is for Oblivion and not for Morrowind.

Re: Kvatch Rebuilt

PostPosted: Sat Dec 28, 2013 8:31 pm
by Spirithawke
Leonardo wrote:I just notice that the Kvatch Rebuilt mod entry on GHF Download has the wrong game prerequisite since it's obvious that this mod is for Oblivion and not for Morrowind.

*glances at "Download >> Oblivion Mods >> Quests" at the top of the download page as he then proceeds to scratch his head*

Edit: *Puts on his glasses and sees the problem* All fixed now :D

Re: Kvatch Rebuilt

PostPosted: Thu Aug 25, 2016 3:21 am
by Leonardo
I doubt Zaldir visit this forum anymore.  Any chance to get the latest Kvatch Rebuilt version uploaded on GHF-DL since the current version is 2.1.2?