4371 comments

  1. 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. imuthis
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    Could somebody help me, please? I can't get past the Castle Kvatch celebratory quest. Whenever Savilus (I hope I spelled that right...) finished his speech, my game would crash... all the time. I was able to convince Molvirian to become the new count without resorting to the Dark Brotherhood questline, in case that is important. Please help. Thank you.
  3. vodkamaniac
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    ive waited/slept for about a month and the messenger still hasnt arrived. uninstalled and reinstalled the mod all over again and it still doesnt work
    1. Zaldiir
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      Do you have OBSE?
    2. vodkamaniac
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      yes
    3. Zaldiir
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      Then I don't know what is causing your issues.

      Could be an incompatibility somewhere. Do you get "Initiliazing Kvatch Rebuilt..." in the upper left corner when you start the game?
    4. vodkamaniac
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      idk what happened but OBM didnt seem to install properly whenever i added to archive to create the omod. Had to put it in a folder so that it could install it properly. it works now so no issues whatsoever
  4. TorchicBlaziken
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    There are several conflicts with the Unofficial Oblivion Patch, you should go into TES4Edit and find them all. One of them is that UOP adds the MS48RefugeesAtCamp package to Ilav Dralgoner while Kvatch Rebuilt does not. The end result of this is that a Bashed Patch puts that AI package on top of the packages added by Kvatch Rebuilt so he never ends up going to Kvatch. This particular problem can be fixed by adding MS48RefugeesAtCamp below all the Kvatch Rebuilt packages.
    1. llde
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      Wil fix thanks.
      (However a good configured bashed patch should take the KR AI packages and the UOP package not onlt the UOP Package. try to force the bashed tag maybe? )
      Consdering that the new version may not come out for a while (despite being a minor release)
    2. TorchicBlaziken
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      It does take both but it puts the UOP package on top so it prioritizes it over the other ones.
    3. Striker879
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      If two or more mods use the same bash tag (in this case Actors.AIPackages) then the one lowest in the load order will "win" and it's AI packages will be incorporated into the bashed patch (where two or more mods alter the same NPCs).

      Does the Kvatch Rebuilt ESP have that bash tag assigned?
    4. TorchicBlaziken
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      The Bashed Patch includes both MS48RefugeesAtCamp and the Kvatch Rebuilt AI packages. For the other Kvatch NPCs, KR specifies MS48RefugeesAtCamp to have a lower priority than the KR packages. But it forgets to do this for Ilav Dralgoner since he is missing this package without UOP. Since UOP goes before Kvatch Rebuilt in the load order, the package it adds to Ilav gets priority over the packages KR adds. The fix is to edit Kvatch Rebuilt to add in the MS48RefugeesAtCamp package at the proper position.
    5. llde
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      After assigning the MS48RefugeesAtCamp to Ilav with the correct priority we should probaboly edit the package directly to preven tit to execute at all after KR Stage 1 is aviable. (to prevent potential BP quirks)

      In the while a workaround is to remove the MS48RefugeesAtCamp from Ilav in the Bashed Patch.
    6. TorchicBlaziken
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      That would probably make sense although I haven't had problems with anyone other than Ilav. (I'm on stage 1)
  5. HexVex
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    Anyone else getting the mod because of Prequel?
  6. 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.
    5. DanManT
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      I found the chest way before starting this quest and now I have no idea where the necklace is at this point. Does anybody know of a way to still finish the quest? After he tells me the city must be doing well without him there's not even a dialogue option or anything. Is invoking the black sacrament the only option now? :(
  7. 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:  
      Show

      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:  
      Show

       
    3. TorchicBlaziken
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      This is true, Wethyl Fortress is right on top of the village. The landscape changes also render parts of the village inaccessible.
    4. leonardo2
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      That's not what I have in my game.

      I'm using the latest Kvatch Rebuilt and the latest Frostcrag Village, so there must something else that is causing this. Maybe it is what Zaldir stated, using an older version of KR. Below is my loadorder.

      Active Mod Files:
      Spoiler:  
      Show


      Also, Arthmoor posted this about Frostcrag Village on AFK Mods and that is what I see in my game.

      High in the Jerall Mountains lies the impressive Frostcrag Spire. A magical wonder which you have apparently inherited from a long lost relative. As you arrive to claim your inheritance, you soon discover that there is a small village at the foot of the Spire which your unknown benefactor has failed to mention at all.
    5. FireTehVahu
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      I can confirm Zaldiir's answer to be correct:
      FireTehVahu wrote: In my saved game, Wethyl Fortress's entrance is right next to frostcrag spire, while the fortress itself is on the other side of the map near the herma mora shrine. After using the door once, it seemed to disable itself but I can use the console to get back into it. I doubt I can, but is there anyway without doing a clean save to move this door to its proper location? I have only ever have version 3 and up of Kvatch Rebuilt so unless a major change was introduced between version 3pb2 - version 3pb5 or a major mod conflict occurred, I don't see how it could have happened. It had to be in that spot at some poin because I still have persistent objects (some walls and two doors) in my save.

      Zaldiir wrote: The location of the fortress was moved in 3pb3, explaining your issue. I don't know of a way to fix that.
    6. llde
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      When activating a mod persistent references are bound to the savegame.
      So after updating their position in the mod the savegame isn't updated.
      Currently it's not possible to update this stuffs without moving every affected reference with scripting.

      However landscape changes and temporary references are not bound, so they should be updated correctly. (Unless I belive something operated on them causing a MarkAsModified function being called on their forms).

      Last time Tiawar was working on a way to prefent this kind of issue. However will affect only new savegames.
    7. TorchicBlaziken
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      Every time I start a game with the 3.0 release candidate on this mod page the fortress is still there. In xEdit I do see the Wethyl Fortress stuff in the same cell as Frostcrag Village.
    8. llde
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      Are you actually sure you are seeing the updated file?
      I cannot test right now this becouse I don't have oblivion + DLC installed, as I'm now playing Nehrim, but the cell cordinates I'm seeing in TES4Edit doesn't seem compatible with the Frostcrag spire position
    9. TorchicBlaziken
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      It turns out I was overriding it with an older version of the ESP from this mod
      https://www.nexusmods.com/oblivion/mods/48385
    10. MlemandPurrs
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      ah this was it ?? *throws that junk out immediatly*
      ill give the mod another go for seeing if that fixes it.
    11. llde
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      You should go to a save older then installing the mod.

      This is how Oblivion works unluckly.
  8. leonardo2
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    I would like to point out two things.

    1. Are you aware of that the player can lose XP points for not reading the letters Igor delivers when using Oblivion XP 4.4.3?

    2. Right now I'm stuck in the labyrint in the Ayleid Ruin, beneath Kvatch. Do I have to go back and start over or is there is a way to continue without starting over?


    Aside from that, I really like the mod and I think it's an unofficial DLC similiar to what I consider Arthmoor's Faregyl Village mod is, an unofficial DLC.
    1. llde
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      Hi. Thanks for the kind words.
      What do you mean by losing points? What's happening and what should happen instead?

      I'm sorry but I never used Oblivion XP myself.
      Does this happen with older Oblivion XP releases?

      Regarding the Ayleid ruin. Yeah this is too much frigging difficult. I haven't actually completed this part. There is surely ways to improve the maze.
      It doesn't help the fact that this is actually a single quest. I'd like to split the Underground part in 4 quest.
  9. Kardue
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    The "No More Burned Ground" optional file, I can enable during the rebuilding phase only, right?
    1. llde
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      Yes
  10. dartherectus1
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    Hey can you add a tombstone somewhere and name it St Juibs Grave? now that we know he died in Kvatch it would be nice to have a nod to the Dawnguard DLC from Skyrim.
    1. Zaldiir
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      That's already in.

      And once every week a Dunmer pilgrim visits his grave (think it is Sundas). I voiced him myself (please let me know if it sounds terrible).
  11. 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.
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