Kvatch Rebuilt: Underground BETA

Post » Wed Mar 30, 2011 12:02 pm

While opening up your Beta 2 ESM file in TES4EDIT, it generated the following error message during the background loading phase:

[00:14] Background Loader:
Just thought you'd want to know.
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Christie Mitchell
 
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Post » Wed Mar 30, 2011 5:21 am

Edit: Sorry...double post
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Stephanie Nieves
 
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Post » Wed Mar 30, 2011 2:41 am

In the ESM file for beta 2, Ref 01018BA4 is invalid and needs to be deleted.
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Evaa
 
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Post » Wed Mar 30, 2011 9:44 am

Ignar is still coming too soon. I've only completed the first quest in rebuiding the city (getting the help from Skingrad) and I've been given the Underground quest already.

Also, the master and plugin still need a cleaning.
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Mandy Muir
 
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Post » Wed Mar 30, 2011 7:15 am

Ignar is still coming too soon. I've only completed the first quest in rebuiding the city (getting the help from Skingrad) and I've been given the Underground quest already.

Also, the master and plugin still need a cleaning.

I confirm andalybay's report of the mod needing to be cleaned.

Does this mod alter the Skingrad courtyard (other than the first quest) or the Cheydinhall bookstore interior? Ever since I installed this beta, both of these interiors have been empty space, with the exception of NPCs and statics.
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GPMG
 
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Post » Wed Mar 30, 2011 12:57 am

I'd be glad to help you out with voice acting. :)
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Paula Ramos
 
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Post » Wed Mar 30, 2011 4:55 am

Re the resources from beta 1 a total replacement for the bsa that was with the original mod? ... or are they in addition to them?

thanks
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Melanie
 
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Post » Wed Mar 30, 2011 8:12 am

Psymon: Replacement

Vereta: That would be great! I'll send you the dialogues tomorrow.

----

I will look into the persistent problem with Ignar coming too soon, and I will also try to clean the mod. :)
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leigh stewart
 
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Post » Wed Mar 30, 2011 8:11 am

Thanks, Zaldir. I have only played the first Kvatch Rebuilt mission. Will the subsequent quests still trigger, even though Ignar has already approached me concerning the dungeons?
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Ernesto Salinas
 
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Post » Wed Mar 30, 2011 10:37 am

Another FYI - The castle that's up in the Jeralls east of Frostcrag has a nasty conflict with an Ayleid ruin mod called http://www.tesnexus.com/downloads/file.php?id=11345. The castle and the ruin clash directly for space and with load order the way I've got it right now, the landscape sags underneath the main gate while at the same time burying the door to the interior. Looks like it will be quite the challenge to unravel, because swapping the load order doesn't really help much.
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dav
 
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Post » Wed Mar 30, 2011 12:53 pm

Oh well that spot is a busy one. I can think of two castle mods that add um ... castles there (Dracula Castle is one and the other is a super fancy one I forget the name of.. Then Fort Akatosh Redux adds a guard tower near there.

That spot and the whole valley behind the Jerral mountains get really busy with many popular mods in play. Like it is the spot most people think of for adding out of the way/hidden stuff.
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Kanaoka
 
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Post » Wed Mar 30, 2011 4:03 am

Heh, well that's because it was out of the way and hidden at one time. That's why I stuck Feldscar back there too. Not so isolated now these days though, and I'm not helping matters with Frostcrag Village going into the same general area :P
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Flesh Tunnel
 
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Post » Tue Mar 29, 2011 10:11 pm

New job posting: Oblivion Real Estate Agent. Hours are long and pay is lousy :P
Description: Create a map detailing all occupied space...
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lucile
 
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Post » Wed Mar 30, 2011 1:00 am

Someone tried once, the end result was that it would be faster to assume all cells are occupied and then mark those that aren't :P
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Trish
 
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Post » Wed Mar 30, 2011 9:55 am

Well we have the UL grids and I do recall that someone at one point did map all the locations in mods like bgintegration.

I think another grid of popular quest mods would be good. As much as I like the Oblivion Real Estate site - it is very much lacking in the visual layout of house mods. If we had grids on those too that would be the bulk of it.

I'm not volunteering.
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:)Colleenn
 
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Post » Tue Mar 29, 2011 9:18 pm

Someone tried once, the end result was that it would be faster to assume all cells are occupied and then mark those that aren't :P


That's exactly what I was thinking as I typed that!
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roxanna matoorah
 
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Post » Wed Mar 30, 2011 10:35 am

BETA 3 is now ready, and as always, it requires the resources from BETA 1 to work.
http://www.zaldir.net/Download/KRU%20b3.7z

Changelog:
Fixed the Worldspace Bug, which caused vanilla Worldspaces to act weird. This seems to have been caused by some children cells being left over in the .esm .
Ingar should now only come when finished with the vanilla Kvatch Rebuilt Quest. This issue was caused by a misplaced "OR" in his Package Conditions.
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Jesus Duran
 
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Post » Wed Mar 30, 2011 5:27 am

BETA 3 is now ready, and as always, it requires the resources from BETA 1 to work.
http://www.zaldir.net/Download/KRU%20b3.7z

Changelog:
Fixed the Worldspace Bug, which caused vanilla Worldspaces to act weird. This seems to have been caused by some children cells being left over in the .esm .
Ingar should now only come when finished with the vanilla Kvatch Rebuilt Quest. This issue was caused by a misplaced "OR" in his Package Conditions.

Thanks for the update, Zaldir. How will this affect those of us who already received the new quest notification?

Also, if I do a clean save, will it reset Kvatch to 'post-oblivion attack' Kvatch?
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Siobhan Thompson
 
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Post » Wed Mar 30, 2011 12:40 pm

Those who have already gotten it should just ignore it until they are done with Kvatch Rebuilt.

Clean Save will reset Kvatch.
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Avril Louise
 
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Post » Wed Mar 30, 2011 4:37 am

Will the original Kvatch Rebuilt questline continue after getting the new quest? I ask because Ingar found me out in the wilderness and after telling me about the underground, he just stood there. He usually runs back to the Imperial City after delivering a message. I removed Underground because I don't want to break the original KR questline (pre beta 3 version - I haven't tried beta 3 yet).
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Sheila Reyes
 
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Post » Wed Mar 30, 2011 12:02 pm

Okay, to reset the Underground Quest:
Replace the .esp with the original Kvatch Rebuilt.esp, load the game, save, then replace Kvatch Rebuilt.esp with the underground .esp and load the game.
This should reset KRU without breaking any vanilla KR progress. :)
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GRAEME
 
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Post » Wed Mar 30, 2011 7:18 am

Okay, to reset the Underground Quest:
Replace the .esp with the original Kvatch Rebuilt.esp, load the game, save, then replace Kvatch Rebuilt.esp with the underground .esp and load the game.
This should reset KRU without breaking any vanilla KR progress. :)


Ok, that's basically what I did. I think you should have Ingar return to Kvatch after giving the player the underground quest message though - a nice touch at the end.
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Madeleine Rose Walsh
 
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Post » Wed Mar 30, 2011 4:30 am

Andalaybay - should one use the OblivionXP patch with version 2?

Then also the esp for this still has 894 identical to master records and 6 deletions of master records.
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Jessica Nash
 
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Post » Wed Mar 30, 2011 9:20 am

The Oblivion XP patch will be fine with this but I haven't added the extra quest(s) if there are any. I was waiting until the bugs were worked out :)

When cleaning, the master should be cleaned as well. I don't think zaldir has done that. Zaldir, if you are having problems with that, please pm me and I can give you a hand.
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Darrell Fawcett
 
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Post » Wed Mar 30, 2011 2:33 am

I tried cleaning the master first - didn't find anything. Did you?
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Rachie Stout
 
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