[WIP]Oblivion Prelude: Kvatch

Post » Mon Nov 01, 2010 9:39 am

Zen, have you considered starting the main quest the first time the player is arrested in the Imperial City? Or at least making that an optional start point?
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Ymani Hood
 
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Post » Mon Nov 01, 2010 6:25 pm

So... How's it going...? :)


Sorry for the lack of updates. Having some RL issues but that hasn't stopped me from working on this mod.

Im sure this may have been brought up before, but have you ever though about integrating, or at least making compatable, Kvatch Rebuilt. This way the player can see the city before its destroyed and then rebuild it. It would really make for an exciting experience overall. Something I wish Bethesda would have done in the first place. If anything it would have made a great DLC.


The player will definitely see the city before it's destroyed. This mod prevents the death of the Emperor until certain condition have been met (usually in the form of finishing the Kvatch main quest, but there will be other methods as well). As for KR compatibility, the only issue I can think of right now is the terrain at the main gates. I altered the land to accommodate stables, a stable house, and two farms. So most likely if any KR structures are placed by the gates or the surrounding areas, they may end up floating or sunk under terrain. As for the city interior, there shouldn't be issues since they're different worldspaces.

This looks really good, would love to see it finished.

And it's cool that there's a place called "Lupine's Den Inn", as Lupine is the name of my character :D What a wonderful coincidence.


Well, since Kvatch's emblem is a wolf, some of Kvatch's establishments should have wolf-like names. For example: Lupine's Den or The Gaping Maw weapons store (imagine a wolf's mouth wide open and showing it's teeth ready to bite).

Zen, have you considered starting the main quest the first time the player is arrested in the Imperial City? Or at least making that an optional start point?


I am definitely considering that option, but as of right now I haven't implemented it.



Ok, here's a small update. I am currently redoing a quest because I wasn't truly satisfied with the result. It's a minor quest, but it has to deal with two rival farmers and a cursed Dwemer bone (those who played Morrowind should have an idea where this is going =) ). But I decided to add a twist to it.

Well, that's I have to update you all with for the moment, but I will try more updates when I can =)
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yessenia hermosillo
 
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Post » Mon Nov 01, 2010 8:16 pm

I really want this. The reason why I didn't download the MOE version was because it is incompatible with Alternative Start, which is a mod I can't live without. It would be very nice for this to be compatible with Alternative Start- for it to get the journal entry of the player. If you haven't picked up the amulet yet from the dungeon rat, then Kvatch will still be restored. I have no intentions of activating the main quest on my game, so having a destroyed Kvatch in it really ruins the atmosphere.

I hope all goes well!
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Chloe Botham
 
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Post » Mon Nov 01, 2010 12:35 pm

Are Uriel Septim's sons alive too?

I don't know why that was the first thing to come to my mind.

It'd be cool if you could try to save Uriel Septim's sons, but that would require so much voice acting, it wouldn't be funny. So I guess that's out of the picture. But still...
Maybe at the end of the quest your character can be arrested for doing nothing wrong (Act of the Nine?) and then thrown in the prison and then the main quest starts?

Like, framed for the murder of... somebody, or after you run away and down the hill, the Guard arrests you by mistaking you for somebody else.

Just my ideas, but I'm 100% sure you're probably past that by now.
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jesse villaneda
 
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Post » Mon Nov 01, 2010 5:45 pm

This mod sounds pretty cool. Knowing that the whole thing is a loss, I think it'd be awesome to be there for the siege. Especially if you can play up the sympathy for all those poor characters that you know won't make it out alive and give players an inkling of hope that they might, just maybe be able to save someone (if it were me, I'd make it at the expense of someone who normally makes it out alive haha).

Have you thought about just making it so that the player can't do the main quest if they do this? Maybe when you start a new game you choose whether to do the prelude or not. If you do the prelude, then the character you're playing is not the champion who does the main quest. You might even be able to sort of close the entire scenario off by forcing the PC to sacrifice himself to get Savlian Matius out alive. Or then subsequently open it back up again by having the player come to inside a cage in the oblivion gate that the champion closes, then make his way out while the champion is simultaneously closing that gate.

Another thing that popped to mind regarding the issue of what date to start on - have you thought of doing a groundhog day type scenario? Maybe the PC gets ahold of some artifact that lets him rewind time and he repeatedly tries to stop the destruction of Kvatch and repeatedly fails. This could also offer a solution to the main quest, maybe at the end the PC finds out that there is no way to stop the destruction of Kvatch, but if he gets himself arrested and sent to the imperial prison, he might be able to bring an end to the invasion of Cyrodiil as a whole.

Combining the previous two, you could make it so that the PC is in two places at once. He makes a futile attempt to stop the invasion. He finds out that he wasn't supposed to be in Kvatch. He should've been arrested and thrown in jail and by avoiding that fate, he has ensured that Mehrunes Dagon will take over the world. Maybe he even sees it happen (possibility for a much larger mod here - a sort of post-apocalyptic Tamriel, with Mehrunes in charge). Then the PC finds out about an artifact that can affect reality (hello warp in the west) or send him through time and uses it to send himself to the Imperial Prison on the day the invasion happens. You could then either make a rewrite to the few living Kvatch NPCs so they recognize the player and are confused about how he got out alive or something, or you could just make it so the artifact alters the past so the player was thrown in jail before ever getting to Kvatch - so no one from Kvatch even knows who he is.

Of course, this is all assuming there's some way of reversing time in the game, which I'm not too sure there actually is. If there isn't, I'd go with either making it impossible for the character in question to do the main quest or using Evrae's alternate start (I think it was his) method of tossing the amulet of kings in the sewers and letting the player have a dream where he sees that the emperor has been assassinated and someone needs to get the amulet and take it to Jauffre.
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Flutterby
 
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Post » Mon Nov 01, 2010 4:30 pm

It would be especially cool if you were to make this mod compatible with Kvatch aftermath mods. So you could see it before the invasion, see it destroyed and then once again see it rise to its former glory. Just my two cents.
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Far'ed K.G.h.m
 
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Post » Mon Nov 01, 2010 2:34 pm

I really want this. The reason why I didn't download the MOE version was because it is incompatible with Alternative Start, which is a mod I can't live without. It would be very nice for this to be compatible with Alternative Start- for it to get the journal entry of the player. If you haven't picked up the amulet yet from the dungeon rat, then Kvatch will still be restored. I have no intentions of activating the main quest on my game, so having a destroyed Kvatch in it really ruins the atmosphere.

I hope all goes well!


Hmmm...aren't alternate start mods incompatible with each other? Since this mod has its own alternate start scenario, chances are there will be conflicts with how and where the player will begin a new game.


Are Uriel Septim's sons alive too?...
...Maybe at the end of the quest your character can be arrested for doing nothing wrong (Act of the Nine?) and then thrown in the prison and then the main quest starts?...


Yes his sons are alive but I have to leave them out since they were pretty much absent from the game and only referenced at the beginning of the game. As for how the main quest starts, I'm still debating on whether or not the player can start it from the Imperial dungeon. But the alternate way of starting it is currently in progress.


It would be especially cool if you were to make this mod compatible with Kvatch aftermath mods. So you could see it before the invasion, see it destroyed and then once again see it rise to its former glory. Just my two cents.


This mod should be compatible (well mostly) with any Kvatch rebuilding mods as long as those mods are activated after the Kvatch gate quest is finished.
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Robert
 
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Post » Mon Nov 01, 2010 9:21 am

Yes his sons are alive but I have to leave them out since they were pretty much absent from the game and only referenced at the beginning of the game. As for how the main quest starts, I'm still debating on whether or not the player can start it from the Imperial dungeon. But the alternate way of starting it is currently in progress.

Ah ok. Don't mind me and my weird ways though, I usually obsess over the things that aren't important, and in the process I'll end up skipping the important things.
:shrug:

P.S. Adding survivors that we get to know would be awesome. And ones that don't survive too, just to pull at our heartstrings.
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Tracey Duncan
 
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Post » Mon Nov 01, 2010 11:14 pm

P.S. Adding survivors that we get to know would be awesome. And ones that don't survive too, just to pull at our heartstrings.



There will be survivors. I already have a questline in mind that determines who survives depending on the player's choices during that quest.
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Floor Punch
 
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Post » Mon Nov 01, 2010 8:18 pm

What would be really awesome, coming from someone who doesn't know what quest kvatch will have in your mod, would be you, the hero, coming to the aid of Kvatch to help an issue that effects the entire town's populace, and then everybody is cheering you on and full of happiness and joy. As you leave to aid the city you become knocked unconcious. Perhaps the count of Kvatch didn't want you to interfere with his city? Maybe you just made a few bad enemies? Who knows, but now your waking up in the Imperial City's prison, far away from Kvatch. The player meets the emperor and escapes the prison, quickly heads back to Kvatch to find that it's been unlucky enough to be destroyed by deadra... the city you promised to save, the people who were once looking upon you as a hero, all dead.
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Lauren Dale
 
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Post » Mon Nov 01, 2010 10:55 pm

I simply cannot wait for this mod! I'm glad to see you're still working on it. Keep up the amazing work! :flamethrower: :obliviongate:
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Alkira rose Nankivell
 
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Post » Mon Nov 01, 2010 11:51 am

I simply cannot wait for this mod! I'm glad to see you're still working on it. Keep up the amazing work! :flamethrower: :obliviongate:


I love how this mod Sounds. Hopefully it'll come out soon!
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Emma-Jane Merrin
 
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Post » Mon Nov 01, 2010 9:27 am

OK sorry for not updating lately, so here's a small one:

I've been re-doing one of the quests I had finished before (I think I may have mentioned it in one of my earlier posts, if not it's about a cursed Dwemer bone). It took forever to restart and finish (pretty complex script for someone who hasn't modded in a year =p). But I'd like to say that quest is 90 -95% complete. I'm currently working another quest that continues off the one I finished. The quest shouldn't take too long to finish now since I've gotten my modding groove back :thumbsup: .

I also plan on adding updated screenshots sometime this week. Oh, and a poll too regarding alternate start mods. Will post again when I have those ready :)
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sally coker
 
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Post » Mon Nov 01, 2010 1:10 pm

OK sorry for not updating lately, so here's a small one:

I've been re-doing one of the quests I had finished before (I think I may have mentioned it in one of my earlier posts, if not it's about a cursed Dwemer bone). It took forever to restart and finish (pretty complex script for someone who hasn't modded in a year =p). But I'd like to say that quest is 90 -95% complete. I'm currently working another quest that continues off the one I finished. The quest shouldn't take too long to finish now since I've gotten my modding groove back :thumbsup: .

I also plan on adding updated screenshots sometime this week. Oh, and a poll too regarding alternate start mods. Will post again when I have those ready :)


Any word on this?
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[ becca ]
 
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Post » Mon Nov 01, 2010 12:01 pm

This is AMAZING! I've always wanted an alternative start mod that allowed you to start the game before the Emperor's death! My only gripe deals with the way you'll handle the death of the Emperor. For example, it's known that he died on the 27th of Last Seed, year of Akatosh 433... Perhaps you should allow the player to choose on what day he arrives to Cyrodiil and then if the player goes to jail somewhere between 21st through 27th of Last Seed, the regular tutorial will begin. Otherwise, the Emperor will just die and you'll need to stumble upon the Amulet of Kings somehow.

Really though, this mod would have a likely place in my load order if you could just keep the lore intact (Emperor dying when he's supposed to) and give options for characters who don't want to start in jail. Nonetheless, this sounds like my dream mod come true.

By the way, how will this mod affect Kvatch revival mods? Perhaps you could make this mod one of those as well, though it does seem a tad bit unrealistic to have a city built exactly the same way it was before its destruction.



I'm anticipating this soooooooo much. So very, very much.

Now, to GangstaWolf's original post.



I believe that it could be worked that, as in the regular main quest, where you and Baurus stay with the emperor in the dead end, the events still unfold without you. As is usual, you having almost no sway in the battle, the other blades die, and they had originally handled all combat for you too. When that assassin popped out of the wall, I NEVER managed to kill him. Baurus always did. So, Baurus takes the amulet to Jauffre. Jauffre, in turn, puts out a bulletin for worthy adventurers or mercenaries to aide him in escorting someone from county Kvatch to the Priory. As you eventually arrive at the Priory, a terrified monk walks up to you, pvssyring about a terrible siege, and hands you a copy of the Black Horse Courier before walking away. You read it (Journal update for those lazy buggers), and head upstairs to Jauffre. Jauffre recognizes you from descriptions given by Uriel Septim, as they were in close correspondence. The Main Quest takes off from there as per usual.


Now, a question.

I have a mod, you may know of it, called Enhanced Daedric Invasion. While I don't use it to full settings, it DOES come into play immediately after you close the Kvatch gate. Would your mod effect this at all?

EDIT: Also, willing to beta test if you want. I've got a sturdy comp.
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Michelle Serenity Boss
 
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Post » Mon Nov 01, 2010 8:04 pm

Any word on this?


Don't worry, this project is still alive. :D Sorry, for not posting any updates. Been busy trying to improve and optimize content I already have in the mod. I would say the most noteworthy updates I have so far are:

This should now be compatible with weather mods. When I started this mod more than a year ago, I made the cell to the "living" Kvatch its own parent cell. That meant that weather did not sync properly with the world outside and I made my own fix for that. But the fix only touched vanilla weather. So more than a year later I realized the error of my early modding ways. Now "living" Kvatch has the same weather as the region outside of it. A job that I expected a week to finish was done in two days. So...yay!

I am in the process of making this mod compatible with T.I.E. Originally I made duplicates of the vanilla Kvatch characters. Since T.I.E. (or TNR) won't touch them without a patch, I decided to modify the originals. I added new schedules for each character without removing or altering the original packages, since they will be used should Kvatch be destroyed.

I also tweaked some dialogue settings so Kvatch residents will not talk about death and destruction, well until the invasion is over that is. Also added new dialogue.


I promised a poll in my earlier post. I will get on it as soon as I finish tweaking one of the quests I'm working on. Should be done by tonight.

Ok, back to work for me. So much to do...
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Noraima Vega
 
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Post » Mon Nov 01, 2010 9:45 am

Wow.

A year ago, really? That's nuts...

Guess it's good to have work established to show...and it does!
(Incase you missed it, I made a post at the end of the last page while you were posting. Whoops.)
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jaideep singh
 
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Post » Mon Nov 01, 2010 11:45 am

I believe that it could be worked that, as in the regular main quest, where you and Baurus stay with the emperor in the dead end, the events still unfold without you. As is usual, you having almost no sway in the battle, the other blades die, and they had originally handled all combat for you too. When that assassin popped out of the wall, I NEVER managed to kill him. Baurus always did. So, Baurus takes the amulet to Jauffre. Jauffre, in turn, puts out a bulletin for worthy adventurers or mercenaries to aide him in escorting someone from county Kvatch to the Priory. As you eventually arrive at the Priory, a terrified monk walks up to you, pvssyring about a terrible siege, and hands you a copy of the Black Horse Courier before walking away. You read it (Journal update for those lazy buggers), and head upstairs to Jauffre. Jauffre recognizes you from descriptions given by Uriel Septim, as they were in close correspondence. The Main Quest takes off from there as per usual.

Now, a question.

I have a mod, you may know of it, called Enhanced Daedric Invasion. While I don't use it to full settings, it DOES come into play immediately after you close the Kvatch gate. Would your mod effect this at all?

EDIT: Also, willing to beta test if you want. I've got a sturdy comp.


I have a scenario like this in mind for one of the ways to start the main quest. One idea I had is similar to how the way you started your suggestion, like how the battle was already over, the Emperor is already dead. Except when the player finds Baurus, the quest continues on the vanilla way (player gets Amulet and goes to the Priory)with some minor dialogue and script editing.

As for the Enhanced Daedric Invasion mod, I think it may affect this mod if loaded before Kvatch is destroyed. I'll tinker with it when my mod gets to the "destroyed" Kvatch phase.

Beta testing won't be ready for a long while, but do keep an eye on this thread. I'll definitely need testers when the time comes.

Wow.

A year ago, really? That's nuts...

Guess it's good to have work established to show...and it does!
(Incase you missed it, I made a post at the end of the last page while you were posting. Whoops.)


Yea, I started this mod around March of 08. Worked on it till August of 08, until real life took over (got a job). Because of that this project went on hold until August of this year, when I realized I missed doing game design stuff. That and I lost my job recently, so I have a lot of time on my hands now.
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kat no x
 
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Post » Mon Nov 01, 2010 3:10 pm

Is there any word on this?
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~Amy~
 
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Post » Mon Nov 01, 2010 5:22 pm

Is there any word on this?


Project's still alive. I listed a few updates a few posts earlier. Still need to set up that poll though...
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Eileen Müller
 
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Post » Tue Nov 02, 2010 12:05 am

How about, a few days before the attack on Kvatch, an NPC (supposedly the guy the Emperor met in the dungeon) turns up outside the city, fatally wounded by the Mythic Dawn, after the player has initiated the quest. He gives you the amulet and says something like "Now I understand. He said... I wasn't the one from his dreams..." and dies. The quest tells the player to give it to the head of Kvatch's city watch, but shortly after the attack begins?
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Stefanny Cardona
 
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Post » Mon Nov 01, 2010 4:04 pm

looks awesome, but i have to ask, will there be compatibility for Kvatch rebuilt, or do the two not conflict at all?
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Matt Bee
 
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Post » Mon Nov 01, 2010 3:42 pm

Not sure if anyone has mentioned this, but we already know you can have a spirit world set up (ala Knights of the Nine) So why not have the game go as it goes, emperor is dead, hear that the "Dragon fire" has gone out, and if you decide to investigate the Temple of the One (I believe that is where the dragon fire was from) In IC, have the character pass out, then have a scene with the spirit of the emperor talking about the heir and the amulet, and have him hand it to you, there by triggering the start of the pre-Oblivion Crisis Kvatch destruction.

The "I'm not the one" sounds cool too. I mean we already know the gods gave Uriel a vision (Or maybe it was just his magic) maybe they took pity on him and let his spirit stick around with a small bit of Otherplane magicka to materialize the amulet to give to the "One who could help."
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Andrea Pratt
 
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Post » Mon Nov 01, 2010 8:23 pm

Slight change of Topic: There's a problem with the vanilla Mages Guild Recommendation quest in that it should have had a sub-quest for Kvatch - after all, they don't neccessarily know about the sack at the time they send you off around the guild halls. There should have always been a point at which you get told that you can't get a recommendation from Kvatch because the guild there is destroyed.

I can only see two ways to fit in - the first being that Kvatch didn't have a Mages Guild presence, and the other being to incorporate a Kvatch guild hall into the Recommendations quest line. I think you mentioned one of the survivors getting some back-story in the Kvatch guild, so it looks like you may have to try and work with the latter. That would mean one path for doing the Recommendations before the sack, and another for after, unless you can come up with another reason for not including Kvatch, (maybe the guild head was dead at the time, and no replacement has been selected?)
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Yonah
 
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Post » Mon Nov 01, 2010 7:10 pm

Hmmm...what if you just said that the guild hall was 'closed for renovations' and that the guild members had gone to other guild halls to stay temporarily, you could add something like one NPC in each guild hall (except Bruma because of what happens there) with a bit of dialogue to make it believable.
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Amysaurusrex
 
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