OBLIVION
Kvatch Rebuilt - A few Female Guards by BG3
Oblivion » NPC
Added: 02/04/2013 - 09:01AM
Updated: 17/09/2013 - 02:06PM

20 Endorsements

1.0a Latest version

690 Unique D/Ls

904 Total D/Ls

20,198 Total Views

Uploaded by BG3

Description

Last updated at 14:06, 17 Sep 2013 Uploaded at 9:01, 2 Apr 2013

Name: Kvatch Rebuilt - A few Female Guards
Version: 1.0a
Date: 2013/03/17
Category: NPCs
Requirements: Player-Created MOD(s):
- Kvatch Rebuilt by the Kvatch Rebuilt Team (http://oblivion.nexusmods.com/mods/15412)
- Unofficial Oblivion Patch by Quarn, Kivan and Arthmoor (http://oblivion.nexusmods.com/mods/5296)
Author: BG3
Source: http://oblivion.nexusmods.com/mods/43463







After at least five years of hard work, here it is: the ultimate mod ever created!!!

No, sorry, it's only a very very simple mod which adds to Kvatch Rebuilt eight female guards with appropriated AI package and two indoor cells which are two underground levels for the gatehouse.
All the phases to rebuild Kvatch must have been completed to find a use for that mod.

"Kvatch Rebuilt - A few Female Guards" (KRFG) is designed to change as little as possible the initial awesome Kvatch Rebuilt mod: it only edits one rug and adds one trap door to the gatehouse. And that's all.

Last but not least, this mod is "Sensual Walks ready", that is to say it will immediatly start using the better female guards animations from Surazal's "Sensual Walks for Female NPCs" if you download and install it. But you must know that the latter is not required, so if you don't want that animations, you don't have to install "Sensual Walks" and KRFG will still run normally i.e. with the more basic moves originally included in the game.





As far as the new cells are concerned:

- they are fully based on the Kvatch Rebuilt gatehouse
- these cells are initially darker, and the pillows are always in highly dark areas (it seems logical to sleep...).
- but... if you don't like that, there is a way to light up that cells... I let you find it if you want/need.
- walls are decorated with tapestries or paintings, and the ground is decorated with above all... barrels (why not).
- the pathgrids are OK

- you may notice that the new rooms are owned by the Kvatch Rebuilt Guards Faction, that is to say the player may not enter unless if (s)he is good at sneaking or has a good illusion spell: enter inside brings more or less nothing, it only allows to see what the underground cells look like and use an activator to add/remove helmets from the new guards.




As far as the these guards are concerned:

- they are based on the Kvatch Rebuilt guards (really? incredible, isn't it?)

- they are divided into two groups, one working during the night and the other working...

- two guards will (alternately) stand in front of the castle door (TESCS info: using the KR day/night guards markers)
- two will stand in front of the manor (TESCS info: using KR manor marker)
- two will patrol (TESCS info: using KR patrol markers)
- one will wander near the well, northest of the cathedral (day only; TESCS info: using the KR well marker)
- one will wander near the guild houses (night only; TESCS info: using the KR paint marker)

- all the night group will wake up and eat at 6:00 pm (for two hours), start working at 8:00 pm (11 hours), sleep at 9:00 am (nine hours); they also eat at 3:00 am (three hours), and at spare time they wander at home or at the Pinder Statue on Monday/Wednesday/Friday (TESCS info: using the KR cathedral marker)
- all the day group will wake up and eat at 7:00 am (for two hours), start working at 9:00 am (11 hours), sleep at 10:00 pm (nine hours); they also eat at 12:00 (three hours), and at spare time they wander at home or at the Cathedral on Monday/Wednesday/Friday (TESCS info: using the KR cathedral marker)
- on weekends, the two groups will wander at spare time near the Arena (TESCS info: using the KR arena marker)
- notable exception to the rule: the two patrol guards will always wander at gatehouse

- all the guards are individually named (like most of the Kvatch guards) and their names are inspired by real women soccer players...... they are marked as essential (I didn't want them to die and it would be illogical to allow them to respawn knowing that they are named)
- guards with names ended with a "d" work during the day, and women ended with a "n" work... OK, sorry but it was useful for my tests :p

- as mentioned above, there is an activator to add or remove helmets from the new guards (Kvatch guard Tierra doesn't wear any helmet)





OBMM Install
- = or = -
BAIN Install
- = or = -
Manual Install

--------------------------
OBMM Install (recommended)
--------------------------
Create the OMOD (Do this section only once)
1. Copy archive to (install folder)\Oblivion\obmm\omod\
2. Start Oblivion Mod Manager.
3. Click the Create button.
4. Click the Add Archive button, find and select the archive, click Yes.
5. At warning information window click Yes, and allow omod conversion data by clicking Yes.
6. Click the Create omod button, then click OK when it finishes.
Then.
1. In the mods list, double-click "Kvatch Rebuilt - A few Female Guards" in the right-hand side of the OBMM screen.
2. Follow the instructions about the installation of the two optional "patches"/"plugins" (see below -issues- for what the first does exactly).
--------------------------

- = or = -
------------------------
BAIN / Wrye Bash Install
------------------------
1. Copy the 7-zip archive in your Bash Installers folder (..\Oblivion Mods\Bash Installers\).
2. Start Wrye Bash, choose Installers tab.
3. REQUIRED - click on this mod in the list, look at the sub-packages section and place a checkmark beside the Core Files folder ['00 ...' folder].
4. Optional - only if you want, place a checkmark to choose one (only one) of no script "patches" ['01 ...' folders] (see below -issues- for what it does exactly).
5. Optional - only if you want, place a checkmark to move the helmets activator for guards to the Fighters Guild, Top floor ['02 ...' folder].
6. Right click on this mod, choose Install
------------------------

- = or = -
--------------
Manual Install
--------------
1. Extract the files you choose to add in the (install folder)\Oblivion\Data folder (based on the Wrye Bash install instructions).
2. Start Oblivion Launcher, click "Data Files", place a checkmark beside KRFG.esm and KRFG.esp file (and maybe KRFGNoLightScript.esp and/or KRFGActivator.esp).
--------------

If you choose to add KRFGNoLightScript.esp and/or KRFGActivator.esp, you may want to merge them with KRFG.esp (TES4Gecko).



OBMM Uninstall
- = or = -
BAIN Uninstall
- = or = -
Manual uninstall

--------------
OBMM Uninstall
--------------
1. Start Oblivion Mod Manager.
2. Double-click "Kvatch Rebuilt - A few Female Guards" in the right-hand side of the OBMM screen, click Yes (icon should turn green).
3. Maybe delete the 7-zip archive from (install folder)\Oblivion\obmm\omod\
--------------

- = or = -
--------------------------
BAIN / Wrye Bash Uninstall
--------------------------
1. Start Wrye Bash, choose Installers tab.
2. Right click on this mod, choose Uninstall.
3. Maybe delete the 7-zip archive from the Bash Installers folder (..\Oblivion Mods\Bash Installers\).
--------------------------

- = or = -
----------------
Manual Uninstall
----------------
1. Start Oblivion Launcher, click Data Files, uncheck KRFG.esm and the other .esp file(s) you installed.
2. Delete the files associated with the mod.
Data\KRFG.esm
Data\KRFG.esp
Data\Docs\KRFG.txt
(and maybe) Data\KRFGNoLightScript.esp
(and maybe) Data\KRFGActivator.esp
----------------





1. Only tested with Kvatch Rebuilt v2.x.x. So, may not work with Kvatch Rebuilt 3.x although it's designed to have a minimal impact on KR....
2. Some dialogs associated to the Kvatch Rebuilt Guards Faction seem to not work with the those of KRFG: but, after dozens of hours, we all know the directions! So...
3. In the 7-zip archive, you'll find two "patches". Why...
There sometimes could be a bug with the light switch allowing brighter barracks. So, two additional .esp have been designed, acting as patches, to remove that script (choose one of the bright or dark version). But, in my opinion, although I made them, both are totally useless? Why: the "dark" .esp only removes the script from the switch (so, you have exactly the same result with or without the script, the only change is that you can't use the activator), and the "bright" .esp removes the script too and puts some candles to brighter (so, without the script, you have exactly the same effect as the activator does when it's only used one time...). So, finally, that switch is not really a problem but I had to mention that I found sometimes it bugged. I didn't find exactly what, and because I don't want to become mad I definitively abandoned the idea of understanding why Bethesda games bug (the bug is probably my fault, but I prefer to offload?...). The script associated with the switch isn't mine and I copied it from a very good source (see below, ElderScrolls.com). I may explain what the script does: there are four activators, and twelve candles (two groups of six placed at exactly the same position - this could be the problem?): the whole system is driven by only one persistent reference (one ON switch), that is to say that when the script is activated it enables/disables sixteen items at the same time (this could be the problem?).



1.0a, 2013/09/17 - Some mistakes corrected in the readme (that's all)
1.0, 2013/04/01 - Initial release.



You can find me on TESNexus as 'BG3'.





Thanks to the Kvatch Rebuilt Team for Kvatch Rebuilt - http://oblivion.nexusmods.com/mods/15412
Thanks to Surazal, Mur_Zik, Umpa, Beni, Yldenfrei, AlienSlof, Sinkpoint and nao4288 for Sensual Walks for Female NPCs and all the animations provided with this mod (as mentionned in the short description, you must download it if you want KRFG to use these animations) - http://oblivion.nexusmods.com/mods/28223
Thanks to winterlove for Diverse Guards which is the main inspiration for KRFG - http://oblivion.nexusmods.com/mods/24614
Thanks to Quarn, Kivan and Arthmoor for the Unofficial Oblivion Patch - http://oblivion.nexusmods.com/mods/5296
Thanks to Timeslip for Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Thanks to the ElderScrolls.com website for the good "Light switch script" - http://cs.elderscrolls.com/index.php/Light_switch_tutorial
Thanks to Bethesda for Oblivion
Thanks to TESNexus for the a one-stop-shop resource for authors and players
Thanks to LHammonds for the Readme Generator this file was based on
Thanks to Robert E. Leuschke... for Great Vibes Regular, which is the name of the open font used for the titles - http://openfontlibrary.org/en/font/rebecca
Thanks to Axil, Corepcmmp, Grhys, Gudwyn, MadCat221, Morphan, Lol9, Sm0ken1nfin8, Zinni and xFrancis147 (EVE Team) for EVE HGEC Eyecandy Variants Expansion (clothes of the screenshots) - http://oblivion.nexusmods.com/mods/24078 | BBB for EVE HGEC stock replacer by Saaya, thanks - http://oblivion.nexusmods.com/mods/34324
And finally, thanks to justice for the Town Guard Armor Replacers (used in the screenshots) which are absolutely beautiful: you may try - http://oblivion.nexusmods.com/mods/40596 | BBB by maksimus96, thanks - http://oblivion.nexusmods.com/mods/41922



7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
TES Construction Set - http://cs.elderscrolls.com/index.php/The_Elder_Scrolls_Construction_Set
TES4Gecko - http://www.tesnexus.com/downloads/file.php?id=8665
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
Wrye Bash - http://www.tesnexus.com/downloads/file.php?22368
Readme Generator - http://HammondsLegacy.com/obmm/tools_readme_generator1.asp





In case of translation, you can do whatever you want with this description/readme (you can translate it if you want and host yours) and all the associated screenshots (don't forget to credit justice and others...). I just want that mod to be downloaded only on this TesNexus webpage: this is the only website which allows to contact me, and the mod itself doesn't basically need translation; but if you vitally would like to make one, you could:
- create and host your own .esp "translation patch" altering the KRFG .esm file (you could also use the open source Oblivion Translator)
- add your full translated mod to this TesNexus webpage by sending it to me if you prefer (don't forget to edit the description to credit you as translator!)
If you want to add something to KRFG (new guards, edited AI packages, new cells...), you can do your own "add-on", no problem: just don't pack KRFG with your own mod (and don't forget to ask for other permissions when necessary).
To conclude this very short readme, thanks to... you for reading all (because I'm sure you have read everything...).