Oblivion

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MsDarmeris

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MsDarmeris

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  1. MsDarmeris
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    Update thing newletter idk number 1.0.0.0.0.0.0.0

    Cool little update for anyone following this mod, I'll add a new post when I've got some significant changes but not one that I feel really warrants an update, like right now. I've been working on interior lighting, and specifically the keep and all the doors I put on the walls of the keep and only traversable part of the wall so when I update there shouldn't be any issues with seeing the back of them when I put the update up. Though I will have to finally delve into the weird arrangement of the blender nif plugin and try to extend the back of the static kvatch door, so in any case there will be a substantial development in that department.

    I've been going in and out of the vanilla kvatch and my kvatch quite a lot to try and spot major differences, and I've fixed the little hills in front of the keep's seawall (which i thought were there, but nope) and also increased the size of the moat to be a bit more realistic and to sort of "dig up" what could possibly have been considered rubble with most of the encroaching land mesh, except for what had trees on it and obviously wasn't. Also, when I changed the city to have the two districts I forgot to put the teleports in for the power potions shop which i listed in the changelog, which technically is in the mod but I have no idea how to player.coc your way into it. It basically has my version of that lovely youtube video's potion seller skit. I do intend to use those npc's to learn how to npc, give them full ai and everything and even cut snippets out of the video to try and go through the full process of importing audio and all that so I don't mess it up when I actually do it for real. The shop itself won't be in kvatch though lol, in the final version I'll included as a little thing outside of the wall that you can noclip to if you want.

    Still having that issue with interiors that are "owned" by the player not registering by any other way than everything inside is safe storage and sleepable and the whole jazz, but like the interior itself isn't yours even though I explicitly say it is. If anyone knows what thats all about that would be cool to know, cause I have put interiors as player owned before in other mods when i was like being stupid as a kid and i remember it working, but like weirdly thats not a thing anymore. I am using CSE by the way, makes the whole process less depression causing, and is also why I think there might be that requirement for oblivion script extender. It would be cool if someone wanted to go through all the hoops and remove like one of the cornerstone mods for your game and playtest, cause i'm certainly not doing that to mine :p.

    By the time I have the next update out I want to have interiors for everything (although keep in mind that quite a few buildings are placeholder until I learn the wizardry that is making custom meshes from essentially scratch), Working guard AI (not making any promises on dialogue though), and retextured buildings (you'll notice in the rubble that the plaster was originally white, so imma crop out the anvil plaster bottom/top decorations and use that where plaster is on the chorrol buildings, also i wanna brighten up the kvatch stone first floor texture and use that in place of chorrol's). That along with of course a fixed Silverfur Manor, as I'd like to keep that interior as finished and untouched as possible for the rest of the mod so anyone playing around with the mod up to release can have that as a reliable home.


    Things that I'll work on and hopefully have ready for the release after next (or maybe in the next if it turns out its reel ez) is a biddable arena, repaired broken gates (as one gate, so when you unlock it they both swing open), repaired and retextured main city gate and gate lever housing (might be a little out of place to the burned city walls, but if it turns out I don't have to redo any of those meshes then I'll repair the whole thing), retextured sea wall (moat thing) and district gates, and a retextured keep exterior (btw if you want an idea of what the the glory that is the floor of the great hall in kvatch without char shine a torch on a chapel floor ((same texture)) it is so beautiful and pretty, but i'm waiting until i can fix the actual meshes before i do that ;-;).

    Essentially for a clean 0.5 I want to achieve a look and feel of the very bare bones of what I intend to do with the city, and one that will hopefully look a lot more like a kvatch, and a lot less like a rainy chorrol(Though I will likely release a 0.4.5). Thnx for reading my ramble if you did, if you didn't, well, now I know myself of what I will do to achieve the 0.5 :p

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    General Outline for the Mod:
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    As of now, what I intend to have for a completed alpha and beginning of beta is a fully functional bare-bones of the entire quest-line of the city, likely without narration for the two npcs that will get custom dialogue. From there, it will likely be a lot shorter than the alpha, but I'll add in everything else that I want to add in, like voices, maybe a something something bloodworks, and general little embellishments on story arc, progression, house upgrades, that kind of stuff. What I intend the Completed 1.0 of this mod to look like is to be as loved for and as cared for as I can and will probably ever put into it. It'll definitely be a while before my perfectionist mind is pleased with it enough to not touch it for anything else besides bug updates, but thats the general idea, for anyone wondering what my end goal of the mod is.

    In case you missed it at the beginning I'll delete and re-post this comment whenever I've got a heightened idea of what the next couple of updates will look like, and the overall arc of what the mod will look like. Though I will make sure to do that sparingly for the sake of your precious updates tab :u
  2. peterqpan
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    This might not be the place to ramble like this, but it'd be really, really cool if at least one of these Kvatch mods (your lovely mod, Rebuilt, Returned, etc.) had a Before and After the invasion!  So like if a player delays the main quest, they could visit Kvatch and see one mod, and then after the devestation, it was rebuilt differently.  I just think it'd be neat!  Your mod looks so pretty!
  3. TelShadow
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    Thank you, this looks amazing, good work.
  4. Leto200
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    Thanks a lot bro. How about complete this mod too?? https://www.nexusmods.com/oblivion/mods/24864
  5. 1Mac
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    If anyone tries this, do be sure to clean it in TES4Edit; as of this writing it has hundreds of IDM records that could cause problems. I just spent a good chunk of time narrowing down a mod conflict that cleaning this mod fixed.

    It's definitely worth a look for a nice vision of a rebuilt Kvatch. I'm looking forward to any and all future updates!
    1. MsDarmeris
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      Sorry for such a god awfully late reply! I've had to put this mod on the backburner while I've sorted out some real-life things, and also I kind of ran into an issue with the niftools people and never being able to export collision data for some models i've been working on which is brilliant. Might be fixed now though, I'll have to see after I complete a few more things irl. Yes, it is really quite a messy mod XD I figured out tes4edit for the next version of this mod i was working on, had it all nice and great, then ran into a vortex issue that deleted the whole thing XD. I do intend on releasing more updates for this and finishing this in time regardless of how long i may seem to disappear. Really, thank you for being so interested in my mod XD
    2. 1Mac
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      A late reply to your late reply. Good to hear you’re still interested in working on this. Tracking now!
  6. Spasticon1
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    Hey, cool mod. Just so you know, someone did try to make models and textures of pre-invasion Kvatch. A guy named Oblivion44. Although he never did finish. Maybe you could try getting ahold of him and asking for permission to use his stuff, or something. Just thought You should know.
    Link: https://www.nexusmods.com/oblivion/mods/18969?
    1. MsDarmeris
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      Thank you!! I will definitely have to ask him and I did not know about that, maybe he knows how to sort out niftools in a way that actually works :P
    2. Spasticon1
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      Your welcome. At the very least, it helps with giving Kvatch unique architecture. Also as an idea, maybe Phitt's old school dungeon tileset could be the base for Kvatch's prison. Sure it could take some work to make it into a prison, but it would look cool. :)
  7. ZyaKyEn
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    I would like to know if the mod "Kvatch rebuilt" is needed. I tried to install your mod but Kvatch just looks the same as when I saved Martin. No change or anything. And I tried, everything. Even something as stupid as overwriting the second (.esp) with the first. Or maybe you should try naming the two (,esp's) slightly different. With both esps worded exactly the same. (Even though you might expect them to work side-by-side. Or update the other, a manager will just replace one esp with the other. Of course, unless it is running through OMOD. Then OMOD will try and run both esps simultaneously, causing neither one to effect in-game play. Other than this though of possibility I would really like to see your work. As I believe Kvatch should've been rebuilt, anyways. And not left burning as a bunch of dumbass npcs walk around in a camp that should've packed up along time ago and headed back home.
    1. 1Mac
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      This mod has nothing to do with Kvatch rebuilt apart from having a similar concept. It's a WIP with its own worldspace. Read the description page or this thread for how to access it.
  8. 1Mac
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    I can't wait to try this out! Is there a way to coc into Kvatch world, so we don't have to wander all the way to Kvatch?
    1. MsDarmeris
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      In the current release I didn't name any of the exterior cells which i believe is how that works(?), but if you type in "player.coc KROSChapelOfAkatoshRemade" you'll teleport into the great chapel, which then has access to the city. You can also use the fast travel marker for the oblivion gate in front of the city to use the little door behind the fallen tower. I'm going to rename everything in the next release to be more streamlined but for now that'll work :p
    2. 1Mac
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      Thank you! Typing "coc kroschapelofakatoshremade" also works.

      Looks great so far! The layout is great; the curvy streets make the most out of the worldspace. I took a nice screenshot from the balcony of the player home that I might upload.
    3. MsDarmeris
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      thanks c: The general layout of sidewalks is done, just the homes themselves need some changes. What they actually used for the homes in kvatch was super tall versions of the home beside the small park in west kvatch, so i'm going to try and make something with that asset hopefully.
  9. MsDarmeris
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    K, so Vortex deleted my file right before I was going to upload 0.4.5, so now i'm working off of the downloadable version again which is absolutely lovely. Next update will take a while, but I'll go ahead and work on the models, so by the time I upload again it'll be 0.5. At the moment I have all the chorrol buildings i'm using with completely retextured .nif's (stone is kvatch base stone, plaster is white, accents changed to reflect city style) and some signs and stuff. If i took a screenshot before vortex did a bad I'd share with you the pure beauty that was the white plastered kvatch. Tho it's kinda good, because now i'll edit all the meshes and put the updated textures where I actually want them, and then once thats done and the mod is uploaded I can start working on npc's.
  10. olha2
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    Could we get some in day time and nice weather screenshots, It's hard to see.
    1. MsDarmeris
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      Updated version has some brighter pictures, though atm the nexus is being dumb and deleting most of them. They'll probably come around in a couple hours though.
  11. maczopikczo
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    Good luck on this modding adventure! I'm another one who hasn't used Kvatch Rebuilt because it's too heavy, and I guess it wouldn't behave nicely in company of my other mods. So I keep fingers crossed for the success of your mod, especially as you're attempting to follow a bumpy (but wonderfully rewarding) path of creating custom assets.
    1. MsDarmeris
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      Thanks for the wishes, yeah I know that pain, plus I think there was like multiple .esp's or something (haven't played it since it like came out lol). At most i'm going to do 2 .esp's, unless anyone knows a better way to edit the landscape textures outside of the city and switch them from vanilla to the modified version with an enable/disable parent. Back in the day when I was like 9 I did try to make my own sword, and it looked like crap and had no textures, but I got at least most of the way through the process lol.
    2. maczopikczo
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      You were only 9 and you already dabbled in making blender models??? Whoa, rispec! ;)