4342 comments

  1. llde
    llde
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    Hi to everyone.
    After a very long time, here to you the first Release Candidate for 3.0 branch.
    I wrote an article on what this means.
    Unluckly I was unable to incorporate MArob changes. I hope to be able to rebase them and include in the next version.
    IMPORTANT NOTICE TO shadeME users:
    I discovered a CTD in the Underground city when using shadeMe Enanched.
    After entering a certain cell, the runtime will throw an Assertion Failed (Source && Name ) in shadeMeInternals.cpp:337
    The nature of the assertion cannot help determine which of the two conditions is wrong, and what triggered this wrongness.
    A similar assertion is triggered in the Ayileid ruin with ShadeMe vanilla.

    I recommedn to disable shadeMe or ShadeMe Enanched when playing the Underground part.
  2. Kardue
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    The "No More Burned Ground" optional file, I can enable during the rebuilding phase only, right?
  3. Supergurnt8
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    Hey glad to see this mod is in still active development. Just jumped back into oblivion on an old character and visited Kvatch for old times sake and to wrap up some loose ends. For some reason there's still a handful of NPCs hanging out around where the old refugee camp used to be just outside the city and they refuse to go into the city and dwell in their new homes. Is this a known bug, any way to fix this? Anyways, as always great work. I'm really impressed on the amount of detail put into this project.
    1. Zaldiir
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      Do you use Oblivion Character Overhaul (or any other mod that changes vanilla characters)?
    2. Supergurnt8
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      Yes I do. Does it conflict?
    3. Supergurnt8
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      Found the comp patch! Totally missed that.
  4. skans28
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    Thanks for the your mod bro. But the Arena some wall mesh error didn't fixed...And if you can, can you make city fast travel marker, and kvatch castle fast travel marker in kvatch city please?? And can you make one more inn in kvatch city next version?? And if you can, can you make horse fence like other cities entrance of the kvatch please??
  5. The Black Ninja
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    Will you consider making a patch for The Living and The Dead? These are both great mods and I want to experience them both together. https://www.nexusmods.com/oblivion/mods/48810
    1. llde
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      I already considered, however currently I have no time.
      I will probably check when I have time, if no one precedes me.
      IIRC it should be a locational conflict, however a shot of the actual conflict zoen may speed up.

    2. anonimousone
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      2. In the cell (-16,41) and others around it, there is an overlay of forts from both mods. In the cell (-15,40) stones from Kvatch rebuilt, block the entrance to the location of The Living And The Dead.
      In the cell (-43, -3) - a stone from Kvatch rebuilt in the center of the garden.
  6. Arky25
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    Does anyone know what is Ayleid Bust for? I found it in some cave in paradise.
  7. CASsteam
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    I rescued Molvirian from Salt Marsh Cavern but accidentally found Arenar's Amulet before talking to him again back at his cottage (I already picked up the ring before I rescued him, and after diverting myself from Kvatch Rebuilt to do something at Cloud Ruler Temple I stumbled on the frozen coffin after finding the treasure chest in the alcove with stairs and signal fires on the rocks directly above it).

    When I finally go to his cottage to talk to him, with the amulet and ring already in my inventory, the dialogue option that comes up has him dream of Kvatch and realize that he's the Count's son. After that, the only option is to tell him that there's nobody else, after which he refuses to become Count because the city's doing well enough without him, and the quest log states that I must find another way to persuade him. When I try again, even after waiting several days elsewhere and coming back, nothing happens; he's stuck as a generic Imperial NPC with only the option to ask him about the prophet from the Knights of the Nine DLC that I haven't started.

    Did I break the quest? Am I stuck with having to either start a new game or invoke the Black Sacrament (and I want nothing to do with the Dark Brotherhood) to proceed?
    1. llde
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      I never tried to pick the amuolet before. rescuing.
      I will test mthis path when I got more time.

      In the while can you retry seeing if there appears a "you can now talk to the heir" string or give the last string you got (related to Kvatch Rebuilt, there is the KR prefix)?
    2. CASsteam
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      I didn't pick up the amulet before the rescue. The sequence of events went like this:

      1) Read the note on a Shade's body and picked up the ring at Molvirian's cottage (I originally read his journal too, but reloaded and fought the Shades again because I want nothing to do with the Dark Brotherhood)
      2) Rescued Molvirian from cavern
      3) Went to Cloud Ruler Temple to use storage chests and progress the main quest because a) it was really late (11:00 PM or something) when I rescued Molvirian and b) he either got stuck or was taking too long to get out of the cave (I don't remember which)
      4) Saw the fires in the little alcove with stairs on top of a rocky ledge west of Cloud Ruler and went to investigate, finding treasure chest
      5) Accidentally found Arenar's grave and picked up the amulet after leaving the alcove
      6) Went to Molvirian's cottage to speak with him

      I saved outside the cottage before actually speaking to the heir. When I would go in and speak to him, I get what I described in my initial post. It is my only save file, as I limit myself to one per character to save space.

      When you refer to "strings", are you referring to lines that show up in the console when stuff happens? If so, I'll post what shows up when I talk to Molvirian.
    3. CASsteam
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      Yes, what appears is "KR|Main04: Can now talk to heir."

      When I talk to Molvirian, the only dialogue option that appears (besides "Prophet" because I haven't started Knights of the Nine yet) is "I hope you've had time to think.", after which he talks of how he dreamt of Kvatch and his father Ormellius last night, and while I was right, he's not of the right material to be Count. The only option after that is "You must, they have nobody else.", after which he says that they seem to be doing well enough on their own and to leave him.

      The updated quest log reads "It seems that Molvirian really is the Count's child Arenar. However, he is adamant he will not rule as Count. I'll have to find some other way to convince him." The entry before reads "I found Molvirian alive and killed his captors. [...] I need to try and find a way to convince or persuade him."
    4. Taesshara
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      I had the exact same problem because I picked up the items before talking to him. I ended up having to download Quest Item Tag Remover from here on the Nexus so I could drop the amulet and the ring. Once I dropped them and picked them back up the quest updated and I was able to continue the quest.
  8. sudokusuku
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    I defeated that final boss guy in his universe but cannot loot his body nor get back to cyrodil. Any help?
  9. bkrugby
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    I'm not sure what I am doing wrong. Does this work with Better Cities? I have Kvatch as low as I can put it, but I have to put Better Cities last otherwise it won't work. I have OBSE and everything. I see the guy in the market district. It's been like 10 days since the Kvatch battle and nothing new has happened yet.
  10. TCRainbow6
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    I really, really want this mod to work correctly.
    But it just never does.
    Just everywhere is glitch after glitch, I have no idea why.
    Up until From the Shadows is all fine, I get Molvarian to agree to being the count after getting his ring, Arenar's amulet, and the finger (whatever that's used for), and I wait. This is where everything starts to go south. Ignar never showed up, first off. I waited about 2 in game months and no trace of him. I waited in different places, but to no avail. So I looked for him at Kvatch, he was not there, but another glitch happened where all the unnamed guards just started attacking Jesan Rilian for no reason, so I have no idea what's going on there. So Jesan keeps getting killed and Ignar has checked out of existence. That was tonight.

    Previously a few months ago, when I tried. I got up to the part where you go see the ghost under the throne, that goes good, but when I come back up, it's like the AI has turned itself off. No one moves, the wraiths don't attack, and I get nowhere because no one is doing anything, and in addition, The quest to get the arena in Kvatch back failed, because Procis would never follow me, I couldn't get him to. That was a previous save file

    Back even before that, on my first attempt to get through the mod, I made it past the aforementioned part, although something was off. The civilian NPC's never left the castle, they just stood there, but I managed to get as far as the quest with the prince and princesses heart. That was as far as I got, as that quest failed, never got taken out of my journal. This save file was long ago so I don't really remember if anything else happened or didn't happen. That was long ago

    I hate to sound like a whiny baby, but I'm at a complete loss. It seems to be going good for others as I look. I am pretty sure it's not any mod conflict ions with other mods, because many mods I use are for immersion, adding little things that don't change the actual game, like new animations or some mods from Arthmoor that just add a few NPC villages here and there, but the rest are purely visual. Could I be misiing something. I have all the required things to download, so I am really unsure what's going on. Anything that anyone could possibly think of to help would be greatly appreciated. If it helps, here's my load order:
    Oblivion.esm=1
    DLCShiveringIsles.esp=1
    Knights.esp=1
    Unofficial Oblivion Patch.esp=1
    UOP Vampire Aging & Face Fix.esp=1
    Oblivion Citadel Door Fix.esp=1
    actors_in_charge.esp=1
    MountainShackR13.esp=1
    AliveWaters - Slaughterfish Addon.esp=1
    AliveWaters - Koi Addon.esp=1
    AliveWaters.esp=1
    Alluring Potion Bottles v3.esp=1
    P1DanywhereSittable.esp=1
    Region Revive - Lake Rumare.esp=1
    bladesfactionmod.esp=1
    Boqwater_Settlement_V103.esp=1
    Underwater.esp=1
    Cragmorton.esp=1
    Elder Council Plugin 1.1.esp=1
    Faregyl.esp=1
    Gottshaw Village.esp=1
    HanstHolm village.esp=1
    Heroes of Cyrodiil Part 5.esp=1
    Heroes of Cyrodiil.esp=1
    Heroes of Cyrodiil Part 2.esp=1
    Heroes of Cyrodiil Part 3.esp=1
    Heroes of Cyrodiil Part 4.esp=1
    IC Atmospheric Shops Mod.esp=1
    Kaizits New Animations NPC.esp=1
    Lynges Unlimited Death Reload Time.esp=1
    MidasSpells.esp=1
    Molapi.esp=1
    PTMudwater.esp=1
    GB_Oblivion Tournament.esp=1
    Populated Prisons.esp=1
    Real Lava 1.3.esp=1
    Reedstand.esp=1
    PTRoamingNPCs.esp=1
    Settlement of Tanis.esp=1
    Tavern-Goers 2.esp=1
    The Siren's Deception.esp=1
    Vergayun.esp=1
    Unofficial Shivering Isles Patch.esp=1
    Immersive Weapons.esp=1
    Feldscar.esp=1
    GuardNames.esp=1
    GuardNames2.esp=1
    GuardNames3.esp=1
    GuardNames4.esp=1
    Urasek.esp=1
    Sutch Village.esp=1
    Creature Diversity.esp=1
    CalmCrabs.esp=1
    UnnamedNames.esp=1
    Passive Mudcrabs 1.esp=1
    FGPorter_nofollow.esp=1
    Kvatch Rebuilt.esp=1

    The Guard Names and Calm Crabs mods are my own, they just change the names of guards, obviously, and make it so mudcrabs don't attack.
    1. MlemandPurrs
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      this is completely unrelated but that Calm Crabs mod sounds like an needed thing, if you do still have it can perhaps upload it.
  11. MlemandPurrs
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    Wethyl Fortress is directly on top of Frostcrag Village, any chance of relocation in a future patch ?
    1. Zaldiir
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      Sounds like you have an old version installed. There's no way Frostcrag village is that far away from Frostcrag Spire.
    2. MlemandPurrs
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      In response to post #67419966. #67476126 is also a reply to the same post.


      Spoiler:  
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      i may have not named the fort correctly then, its the one directly north of frostcrag spire, see pic: fortandfrostcragvillage.jpg
      edit: i happent to have another question, its advising us to load Kvatch Rebuilt after Better Cities, BOSS sorts this higher up however, which load order is correct ?
      edit2: well, Kvatch Rebuilt stopped taking effect alltogether, there is always an oblivion gate and the refugee camp, something else is conflicting will say which one upon finding out.
      edit3: failed to discern what is causing that. here is what is happening: the villa at anvil appears, when approaching kvatch the city walls and chapel are viewed intact at the distance indicating the mod -atleast partially- took effect, further moving near reveals the oblivion gate on the compass and the refugee camp with the npc that runs to talk the player. This is happening before delivering the amulet to jauffre, im using alternative start and did not even go pick up the amulet from the sewers even yet.
      Active Mod Files:
      Spoiler:  
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