Rebuild Kvatch, become the new count(ess) or find the rightful heir of the throne. Get your own statue in the city and fight in the arena to become the new champion! And just as you thought it was all done, uncover the dark secrets of old Kvatch!
You may freely distribute alterations, patches, and translations as long as you notify me, credit all contributors, link back to this page, and grant anyone else these same rights. You may not include this mod in a compilation.
File credits
Kvatch Rebuilt Team Current:
Zaldir - Project Lead / Level Design / Quest Design / Scripting / AI
Frostcrag portal no more send player to the Pre Invasion city after rebuilding if the mod was activated before delivering the amulet to Jauffre
Fix a critical issue with Molvirian Quest if the player acquired both of quest specific items before talking to Molvirian or start the quest
Version 3.0RC2
Hopefully fixed an issue after Bashed PAtch creation with the UOP. (Ilav Dragoner was missing a critical AI package)
Killing/assaulting wethyl bodyguards or the Wethyl aspects before doesn't count as crime anymore
Fixed some instances that the mannequin script was operating on a null or invalid reference.
The ayleid companion should no more give I HAVE NO GREETING. (But the companion interface is still not implemented)
Version 3.0RC1
Synced MS48 with UOP.
Increased disposition for the KvatchGuards faction
FrostcragSpire Teleport is activated and properly placed/resized. (It should also work with Frostcrag mods).
Fixed the erratic beheviour of Ignar that would costantly try to compenetrate the player. Also fixed an instance on Savlian Matius
Fixed OnActivate script condition on the Frostcrag Portal that now should prevent the portal to be used by NPCs
Waiting times are now modular (controlled by global variable)
KRPhaseSwitcher Script doesn't execute anymore when the player is IN Kvatch.
Fixed CTD when Talking to Procis in Kvathc Exterior
Edited the position of the Lord's heart to be more easily pickable
Edited the position mist cloud effect on the button in Wethyl Fortress to prevent being inactivatable
Version 3.0Beta
The ending to the rebuilding phase has been remade, and the Arena quest has been made a side quest instead.
A new pre-invasion version of Kvatch has been added, with both old and new NPCs.
Voice Over for most characters.
A better bridge between the rebuilding phase and the Underground questline has been introduced.
Full native support for Oblivion XP and Creature Diversity, as well as partial native support for FCOM and OOO.
The Paradise manor has gotten a full overhaul.
Total rewrite of most scripts for better performance and reliability.
Changes & additions to reflect lore information from Skyrim.
Dead NPCs now has a gravestone in the graveyard.
Ignar should now more reliably find you.
Arena champion fighting fixed.
Statue CTD fixed.
Moving statue bug fixed.
Quest updates that triggered at the wrong time fixed.
Improved the boss fight with Lord Wethyl.
Added a quest marker toggle for those who do not wish to use Quest Markers.
Moved Wethyl fortress, to avoid comatibility issues with popular mods (Frostcrag, Fort Akatosh, Werewolves: Legends of the North).
Removed all landscape changes outside Skingrad, to avoid compatiblity issues with Unique Landscape: Skingrad Outskirts.
Added partial native support for Frostcrag Spire (untested).
Changed the roof texture of the Kvatch houses to a more unique design (thanks to mhahn123).
The mod no longer directly edits Janus Hassildor in any way, which may fix the issues people have had with him (most notable his poor AI).
Edited the conditions on Janus Hassildor's new dialogue, to make sure that his vanilla dialogue will play when it should.
Fixed the Ayleid Companion's AI package, and gave her a follower interface.
Further changes to Ignar's AI to make him even more reliable in finding you.
Fixed the AI of the NPCs in the celebration scene. They should now leave once the celebration is over.
Internal handler for 'Kvatch Devastation' (all 4 variants).
Arenar now join the fight against the undead after the celebration, and stay to defend the barricade with Savlian.
The Paradise Portal spell can now be used to travel back to Tamriel.
Fixed The AI package for celebration that was missing the 'Must complete flag'.
Fixed KRMain05Script so that certain part are run only once.
Fixed KRUMain01Script. Now parts that are supposed to run once now run once. This also fixes the AI package not executing properly and the console message spam.
Restored stage 90 of KRmain01 to recreate the proper behavior.
Ignar no longer starts to search for the player immediately at the end of KRMain04.
Starting a conversation with Ignar doesn't start KRMain05 before the 7 days are passed anymore.
KRUMagicManor now fire stage 30 properly (The elseif never played because the if condition were always true).
Now clicking on the Lord and the Lady after you give them the hearts doesn't open a message box with "You must find the ... heart".
Fixed one book were the symbol " ' " was not displayed properly.
Fixed KRMain04IgnarNote that was saying that Savlian was in the castle when the castle was still not accessible.
The castle guards no longer passes near the player during Savlians speech, thus overriding the subtitles and the Voice.
The Paradise Portal spell can no longer be used in combat.
The mannequins in the main room should no longer go down from their pedestals after leaving and coming back to the manor.
Added new stables to the pre-Invasion city.
The Book that opens the bookcase now has no Havok.
Added native support for Frostcrag teleportation (both Pre- and Post- Invasion).
Temporary Castle Makeover.
Added more lights to the Kvatch castle.
Tweaked (and increased) the lighting of Wethyl Fortress, Old Kvatch Ruins, and the Ayleid Ruins.
Fixed the pathing inside the castle.
Fixed some horrible pathing in the final stage of Kvatch.
Tweaked the shopkeepers' AI, so they should open their shops more reliably.
Possible fix for Wumbar spawning outside the barrier (and player getting stuck).
AutoTurrets in Wethyls Fortress should no longer hit you while in "cinematic mode".
Wethyls body should now stay where it is supposed to be (it could, in rare cases, disappear).
Made the interaction with the ghost of count Goldwine better.
Added pathing to the Crypt of Lords.
Fixed count Hassildors greeting.
The magical door in the Lord and Lady manor can now be opened again after leaving and coming back.
Removed the 'It always rains at kvatch' override for the Pre-Invasion city.
The stables are no longer called "Great Gate Stables" before the invasion.
The stone fence outside the city now makes more sense.
Optimized the meshes with PyFFI.
Version 2.1.2
Included a missing mesh that when missing rendered the mod unplayable during the underground quest.
Hotfix: Fixed the teleport spell bug, and replaced the entire spell with a more interesting one.
Hotfix: You can now enter the Kvatch barracks/Gate house without trespassing.
Hotfix: The Ayleid Commander will now fade away once you have the soulstone, and the secret stone door will open properly.
Version 2.1.1
Added two more puzzles in the Ayleid Ruin.
Optimized the teleport to Paradise spell, so slight lag won't cause it to strand you in paradise forever.
Made the Shades weaker for low level players, and made them evil, so you should no longer get a murder for sneak killing them.
Decreased the size of the trees in the arena, to make it easier to watch the matches.
Made the purple combatant stronger during arena spectating.
Fixed the confidence of the Ayleid fighters so they won't run away, made them stronger, and added Ayleid mages to the list.
Moved the ring in Molvirian's cottage so it will be easier to spot, and will no longer sink into the ground.
Fixed a trigger in the Ayleid Ruins, so that you won't have to pass by a locked door to proceed.
Version 2.1
Overhauled parts of the Ayleid Ruin with new puzzles, fights and events.
Fixed the journal update when receiving the Underground note.
Fixed all voice files, so they should now finally play.
Fixed an issue causing the game to crash when using the Paradise spell, and overhauled the script to make it run smoother.
The soulstone is now removed from inventory when first used, as to not confuse people or clutter the inventory.
Version 2.0.2
Fixed the misaligned tile in the Wethyl fortress cellar.
Fixed the bug with the Paradise script, which made the teleporter not work back again.
Added some clues as to where the Wethyl fortress is. (Aside from the Map Marker)
Corrected some punctuation in a few messages.
The Flames in Wethyl Fortress will now be disabled after a while.
The Paradise Spell can no longer be used without the soulstone.
The Ayleid Ruin Key will no longer be a quest-item after completing the quest.
The Secret door by the Ayleid Commander will now open if you negotiate with the commander.
You can no longer enter Wethyl Fortress without being on the appropriate quest stage.
The Aylied Commander will now disappear once you have the soulstone.
Version 2.0.1
Fixed the Heir Assassination bug which made the quest loop.
The Castle Portcullis will now always be open in the last stage.
The Underground quest now updates correctly when receiving the note from Ignar, as well as when entering the castle dungeons.
Other minor fixes/changes.
Version 2.0
New Story to delve into in the ruins beneath Kvatch.
Fixed Grammar issues from vanilla Kvatch Rebuilt.
Cleaned the .esp & .esm (Thanks to Arthmoor)
Version 1.1
Fixed MQ check for fourth quest not always reading status.
Fixed Athrelor packages.
Made the purple combatant more powerful.
Added message for when fight ends, when you are watching.
Player should no longer be regarding as trespassing in the barracks, gatehouse or dungeon if Count(ess)
Statue should now stay still (hopefully)
Candles and effigy removed once contract made.
Removed flaming plank in castle Great Hall.
Added dummy mp3 files for GREETINGS to the bsa
Fixed path grid in Molvirian's Cottage Basement.
Fixed bed ownership when renting a room at 'The Wolfs Head'.
Fixed the issues with Arnand not being where he should in 'Sticks and Stones'. Also made him the quest target.
Added 'nVidia Black Screen Fix' to all KR added cells.
Fixed the counting of the creature spawns in the Arena.
DESCRIPTION Rebuild Kvatch through a series of quests spanning several weeks of building and adventuring. Become the new count(ess) or help the rightful heir find his way back to the throne. Get your own statue in the city and fight in the arena to become the new champion!
Uncover the dark secrets of old Kvatch! Fight through large dungeons and solve various puzzles. Two unique boss fights and fantastic locations to explore!
Experience Kvatch before the Oblivion invasion. Are the fires still lit, is the emperor still alive? Then Kvatch stands as the magnificent city that it is!
Key Features:
Rebuild Kvatch through a series of quests.
Become Count(ess) of Kvatch or place the rightful heir on the throne!
Become the new champion of the rebuilt Kvatch Arena.
Venture deep below Kvatch to uncover dark secrets of a time long gone.
Experience Kvatch before the Oblivion invasion.
(WIP) New, highly detailed companion with a compelling story.
Voice over for (almost) all characters.
What will version 3.0 bring? The city before the invasion will be highly detailed, filled with all the old characters and a whole slew of new ones. Visit Jiub as he writes his book, listen to a less insane Ilav, and pray with Martin in the chapel. We are designing the city with a new vision; not to match the cities of vanilla Oblivion, but rather to meet the standards of mods like Better Cities. We will make the pre-invasion city in this spirit, as well as update the rebuilt city with this vision in mind.
Along with that we are improving performance and fixing all the bugs we can.
INSTALLATION Vortex (recommended) Use the Mod Manager Download button. Install and enable the mod.
Wrye Bash BAIN Drop the archive into your Oblivion ModsBash Installers folder, then install and enable as usual.
Manual Extract Kvatch Rebuilt.esp and Kvatch Rebuilt.bsa from the archive to your Data folder. Activate the mod using whatever mod manager tool suits you.
As soon as you start playing you should see a message in the upper left corner telling you that Kvatch Rebuilt is being initialised. If no such message appears you have not intalled the mod correctly or your missing certain requirements (OBSE or Shivering Isles).
UNINSTALLATION Due to the way Kvatch Rebuilt is incorporated into the vanilla game it is never recommended to uninstall it mid-game. However, if you absolutely must do that, follow the uninstallation method as described below to possibly avoid the most game-breaking issues:
Go to an interior cell away from Kvatch, open up the console and enter [SetStage KRUninstall 10].
Wait 10 seconds.
Save and exit, then deactivate 'Kvatch Rebuilt.esp'.
Start the game and load the save you just made, then save again.
Delete 'Kvatch Rebuilt.esp' and 'Kvatch Rebuilt.bsa'.
Load the save you just made and pray to the nine that everything works.
If you are starting a new game you can uninstall like normal without this procedure.
COMPATIBILITY & PATCHES
Other Kvatch Mods: Kvatch Rebuilt is presumed incompatible with any other mod that changes Kvatch.
Oblivion Character Overhaul: AI and dialogue of vanilla characters does not function properly (Patch | load OCO before Kvatch Rebuilt).
OOO/Francesco/FCOM/Warcry/WAC/Creature Diversity: Fully compatible, must load before Kvatch Rebuilt.
Weather - All Natural: Kvatch Rebuilt's weather system causes issues with the weather in All Natural (Patch).
Unique Landscape - Cheydinhal Falls: Important Quest-Objects buried underground, as well as land tears (Patch).
Oblivifall: Landscape issues. Kvatch chapel does not have the visual/sound modifications introduced by Oblivifall.
Oblivion XP: Support for Oblivion XP is integrated into Kvatch Rebuilt (Oblivion XP version 4.3+).
The living and the dead: Conflict in some locations.
ShadeMe/ShadeMe enhanced: Possible CTD when playing the Underground part of Kvatch Rebuilt. Disabling during that part of the mod and enabling again after is a possible fix.
Open Cities: AI issues in Skingrad, landscape issues in Anvil (Patch).
QUEST START The mod itself kicks in from the moment you start the game, with a message in the upper left corner telling you that Kvatch Rebuilt is being initialized. If the Amulet of Kings has not yet been delivered to Jauffre, the city will be restored to how it would look before the Daedra attack. As soon as you deliver the amulet the attack will commence as usual. Once the quest 'The Battle for Castle Kvatch' is complete the Kvatch camp will be dismantled and its people will start moving into the city, and in about two weeks a messenger will come looking for you.
SUPPORT
Kvatch still looks burnt from the distance even after it's been rebuilt. This can be resolved by updating the LOD through TES4LodGen.
The ground is still burnt around the city even after it's been rebuilt. This is due to a limitation in the game engine. This can be resolved by loading the "No More Burned Ground" patch after 'Kvatch Rebuilt.esp'.
It is advisable to load Kvatch Rebuilt after OOO/FCOM and (Open-) Better Cities.
If you are updating from an old version of Kvatch Rebuilt (prior to 3.0) you must start a new game, as the old versions can not be directly updated. Also make sure to delete 'Kvatch Rebuilt.esm' if it is present in your Data folder.
To disable quest markers type [Set KRGlobal.QMarkOff 1] in the console.
The Pre-Invasion city is still a work in progress. Hopefully it will be fully developed for the finished release of 3.0.