Kvatch Rising V1.7 For the Elder Scrolls 4: Oblivion Created by Giskard Website: http://www.theengineeringguild.co.uk/ Download available from the Guilds Download feature on our forum. Requires = The Elder Scrolls IV: Oblivion. Requires = OBLIVION PATCH v1.2 Requires = Shivering Isles v1.2 Requires = Cyrodiil Upgrade Resource Pack V1.7 or over & the Curp Controller (comes with CURP) The Cyrodiil Resource Pack is available from the Engineering Guild Websites own download area. Download Available from the Download area on the forum for all registered members. CURP V1.5 can be downloaded here. Other Documentation Kvatch and Colovian Lore Summery Kvatch Rising Guide Introduction
This is the first attempt I know about at a strict Kvatch Lore mod, dealing with facts taken from official sources and not Arenas taken from forum sources. What you will see in this kvatch is actual Colovian and Kvatch Lore presented in various ways from "Direct Quotes" to sub plots, quests and rumours. The idea is to completely immerse you in a lore friendly kvatch with a believable castle design and real city life.
To make this work, I did a lot of research first and my notes are included in this archive for you to read if your interested.
Kvatch Rising is designed to auto update the city as you go through the Oblivion main quest but not present you with a finished city until AFTER the Daedric invasion of Tamriel has been defeated. But I know many of you will want the city right away so I have included an NPC that will allow you to choose the phase of developement you wish to use without waiting. Currently this can be anything from the original Kvatch, a No Fires Kvatch, A weed infested kvatch, a Kvatch in the process of being restored or a fully functional 4th era kvatch, you can choose but Lore fans will want to leave it up to my quest to update it so not to break the immersion of game lore created by the oblivion main story line.
As Kvatch falls in to ruining you will see refugees around Cyrodiil, with stories of that terrible night, as you start to beat back the Daedric and close the Oblivion gates, they will start returning to Kvatch and eventually help rebuild it.
Inside Kvatch during these dark days Bandits are looting the ruins, Wild life make their homes in the ruins and weeds, trees and bushes start to appear in this once proud city, leaving with with a realistic feeling of what was list when this city was destroyed. A feature added to support the main oblivion story line that also promotes this very feeling.
At the end of the Oblivion main quest the city starts to be rebuilt without you, if you visit kvatch at any point you will see the state of repair it is in. At the end of the main plot, scaffolding appears, workers are hammering and sawing and trying to get the city back in to shape. After a short time because I know you hate waiting too long the 4th Era Kvatch appears.
The city has a new count that lives in fear of assination, a Dark Brotherhood Cell that accept contracts from the count and his rivals and make a nice living out of killing off both sides in this story. The Mages Guild inside Kvatch dedicate them selves to Daedric studies to prevent any more invasions by any Dagon forces in the future and a Council of Battlemages appears in the city in the hope of preventing any further sakings of this great city.
As Archmage visiting kvatch you will find your Guilds staff worried about the Necromancer issue and you will get the chance to put the whole issue back on Trial and set policy for the Mages Guild just as Traven did. Given choices such as "ignore the necromancers" or "maintain the ban" and depending on your decisions, the world of the Kvatch Necromancers will either be revealed to you or stay hidden.
The Thieves Guild is fully supported in Kvatch already with respawning loot chests, prisons, guards and other things to make life as a thief interesting inside Kvatch. As a member of the Thieves guild you will get the chance to carry out contracts for a free or do a little freelancing of your own.
The Dark Brotherhood Cell mentioned above, also have contacts waiting to be done, your targets are inside Kvatch, they have routines of their own that you will have to learn before you can strike.
If you excell in these things, the people of Kvatch will read about it in the local paper, hearing about the crime wave or serial killer in their city.
Kvatch is a city of 2 halfs, one half is rich or middle class area, well patrolled and fairly safe. The other half is dark seedly area where thieves, murderers and necromancers rule. Just as the city is divided in to 2, so is the day and night cycles. The guards patrol during the day, guard enterances and exits and ensure everybody is safe, their are church meeting on Sundas and Arena days where the people of Kvatch get to see mythic dawn agents fight for their lives inside the arena. Not to mention the market day events.
At night the guards return to their barracks, leaving only 2 on guard at the main gate, the Castle Kvatch is locked down for the night, the port cullis dropped, nobody gets in or out until dawn. This is the time of the thieves, murders and necromancers for the night time in kvatch believes to them. Those who go out after dark risk their very lifes and those who fail to lock their door risk losing everything they own.
The residence of Kvatch use one of 3 pubs posh upper class one, a middle class pub with a mage theme and seedly pub where assassins and thieves meet before they go out in to the night to earn their living.
Surrounding you is the game lore that makes Kvatch the city it always was, from the Colovian Leather maker proud of the fact he and his ancestors where once recognized as the best Armour makers in the whole of tamriel, to the names of streets and pubs that reflect famous history names from Kvatchs past. At every level, your immersed in to Kvatch and Colovian Lore and in case you miss it, there is a Lore Master waiting to give you some of the highlights in the Kvatch Library where the official sources can be found in game.
Configuration Options
At the site of the old Kvatch Camp is a Khajiit NPC called "The Pro Choice Campaigner". This NPC has several configuration options you can choose from to customize how this mod works.
The default mode of operation for this mod is for it to walk you through the cycle of destruction, ruin and rebuilding in the correct order and restore the city some time after the main plot ends. All in a lore friendly and immersive way. If you leave the configuration alone, that is what happens and you get the full Kvatch Rising experience thrown at you 1 phase at a time. For those who want to skip most of the cool lore friendly goodness, you can use this pro choice campaigner to do so.
These are your choices.
Option 1: Enable 1: Beth’s Original Kvatch Stage This option restores and keeps Beth’s original Kvatch as your permanent Kvatch selection. It is also the option to choose of you wish to uninstall Kvatch Rising since itrestores the game to the default state.
Option 2: Enable 2: Kvatch No Fires Stage. This option enables the NO Fires version of Kvatch permanently.
Option 3: Enable 3: Kvatch Nature Stage This option enables the nature phase of Kvatch permanently.
Option 4: Enable 4: Kvatch rebuilding stage This option enables the rebuilding phase permanently
Option 5: Enable 5: Kvatch in the 4th Era This option gives you the fully working 4th Era city permanently
Option 6: Restore Automatic Stage Selection This option hands control over to the Kvatch Rising Control Quest which cycles through all of the above quests in a lore friendly way. This is the default setting for the mod; it is how the mod is intended to be run. If you choose another option and later want to hand control back to the main quest controller for Kvatch Rising, just choose this option, it will cycle through the phases until it reaches a phase that matches your current Oblivion plot progress.
If you have already completed the main quest and want to experience the earlier phases in full, including any quests offered, just choose the phase you want to try and it will enable most of its features for you.
You can safely swap between each phase at will; you are free to choose to do this at any time. But each phase is set to support a specific part of the main oblivion plot so by re-enabling a phase out of sequence you get support for a phase you might have already completed or not done at all yet.
Kvatch Rising Change Log
Kvatch Rising V1.1
Edited the Angry Crowd wave to smooth it out a little. Added the new, fully functional Kvatch Arena Feature. Edited the default sound for all cells so they no longer all play Dungeon music. The warehouse now gets locked at night. Added over 450 new Voice acted lines to the mod in support of the Kvatch and main Oblivion plots quest line. Added Refugees to each city with their own stories to tell. Added support for the Aid for Bruma Quest. Changed the Oblivion Gate maker to a city marker.
Kvatch Rising V1.2
Added a Lower class player home. Added configuration options for the home in various shops. Removed the spells from merchants that where not supposed to have any. Setup a Count of kvatch faction to fully support a Dark Brotherhood Questline later on. Added the Hero of Kvatch Quest to tidy up the loose ends and get the KRIS main plot started in the 4th area. Prevented the Hero of Kvatch Quest from appearing whilst the player is in the Shivering Isles. Stopped the Kvatch Rumours from working inside the Shivering Isles Misc other fixes
Kvatch Rising V1.3
Ilend Vonius no longer appears in the old camp after the 4th Era Begins. The Kvatch Fense now sells his goods. Fixed some package issues. Made all private property off limits to player so crime detection works better (lol works on a hero of a city, yes right). Added some Thieves Guild Contracts to the Kvatch Fense (Thieves guild members only). Added the Lore Masters Kvatch and Colovia Lore lines. Created a Dark Brotherhood Cell with Quests inside Kvatch (DB members only) Created a Necromancer Guild and quest to join it (Must be Archmage) The latter option supports Origin of the Mages Guild and The Necromancer mods directly.
Kvatch Rising V1.4 Decorated outside of the city wall so to give the impression some limited growth appears over time. Linked the decorations to the controller quest so items appear in line with the KRIS time frame. Added the upper class player home to Kvatch. Added a quest to finish off the background to the goldwine family feud. Kvatch Rising V1.6 (CURP 1.5 and the CURP Controller Required from this version onwards) (Mostly city life changes to create a more immersive city) Fixed the ownership permissions on the chair in the player home (this was in v1.5 that never got released). Removed the old street lights and added new ones. The street lighting should turn on and off automatically now. Revamped the street light colours so good areas of the city are brighter than evil areas in the city. Added or edited many AI Packages to reduce crowding in pubs. Added idle anims and new AI packages to enhance the city life effect. Enhanced Market Day City Life. Enhanced the Counts Court City Life. Editted the looks of many NPCs in the city to make them more unique.
Kvatch Rising V1.6 (CURP 1.5 and the CURP Controller Required from this version onwards) (Mostly city life changes to create a more immersive city) Fixed the ownership permissions on the chair in the player home (this was in v1.5 that never got released). Removed the old street lights and added new ones. The street lighting should turn on and off automatically now. Revamped the street light colours so good areas of the city are brighter than evil areas in the city. Added or edited many AI Packages to reduce crowding in pubs. Added idle anims and new AI packages to enhance the city life effect. Enhanced Market Day City Life. Enhanced the Counts Court City Life. Editted the looks of many NPCs in the city to make them more unique. Kvatch Rising 1.7 Corrected the format of the Khajiit Kvatch Survivors audio, it should not play correctly. Kvatch Rising now communicates the following information to the CURP controller. curpKvatchRisingstalled curpKvatchRisingsbattle curpKvatchRisingsnofiresstage curpKvatchRisingsnaturesstage curpKvatchRisingsrebuildingsstage curpKvatchRisings4erasstage curpKvatchRisingsMagesGuildNecromancerdecision curpKvatchRisingsMagesGuildNecromancerdecision 1 = Enemy to Necromancers 2 = Neutral to Necromancers 3 = Friend to Necromancers Credits
Lip Sync Files = Purple Gandalf Gramma Errors by = giskard Gramma fixes by = Cydonian_Knight
Voice Actor Credits
Special mention, these people did 450 lines of dialog in 4 days for version 1.1 because they worked hard and did not waste my time. Because of people like these, my mods get finished in months instead of years. So a big thank you to all of them :)
Lalwende Giskard Miss Wilde Snow Gnome Nowena Purple Gandalf Sir Sublte Mr Wilde
|