[WIP]Oblivion Prelude: Kvatch

Post » Mon Nov 01, 2010 9:27 am

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?)

Watch the screenshots people! One of them showed a part of a letter telling that the Kvatch Mage Guild was banned for the use of necromancy, i think :deal:
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Jaki Birch
 
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Post » Mon Nov 01, 2010 1:39 pm

My post was more about the base game's problem. Beth dropped the ball in not accounting for Kvatch in one way or another. This mod has the chance to rectify that.

I had read that screenshot as just the initial edict and warning to all members. Of course, it's quite likely that the guild head would have been a Necromancer and need replacing, but the screenshot only shows that the guild events are being noted, rather than how it fits the Recommendations quest. Hopefully it will leave that post vacant at the right time, and tie up the loose end.
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Alyna
 
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Post » Mon Nov 01, 2010 12:28 pm

My post was more about the base game's problem. Beth dropped the ball in not accounting for Kvatch in one way or another. This mod has the chance to rectify that.

Ah i see my bad :foodndrink:
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lucile davignon
 
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Post » Mon Nov 01, 2010 11:38 am

Is anyone going to answer my question? :confused:
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Monika Fiolek
 
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Post » Mon Nov 01, 2010 8:34 am

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?)


My post was more about the base game's problem. Beth dropped the ball in not accounting for Kvatch in one way or another. This mod has the chance to rectify that.

I had read that screenshot as just the initial edict and warning to all members. Of course, it's quite likely that the guild head would have been a Necromancer and need replacing, but the screenshot only shows that the guild events are being noted, rather than how it fits the Recommendations quest. Hopefully it will leave that post vacant at the right time, and tie up the loose end.


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.


Thank you for all the valid points. I am aware of the MG Recommendations quest not including Kvatch. The screenshot of the decree (http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion%20Prelude%20-%20Kvatch%20WIP/Oblivion2008-07-0219-38-15-20.jpg) was actually a non-spoiler preview of the situation within Kvatch's MG. The part of the decree I left out is here: http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion%20Prelude%20-%20Kvatch%20WIP/Oblivion2008-07-0219-38-19-95.jpg. It was the best idea I came up with without having to modify the vanilla MG Recommendation quests or any of its dialogue.
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Adrian Morales
 
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Post » Mon Nov 01, 2010 8:59 am

looks awesome, but i have to ask, will there be compatibility for Kvatch rebuilt, or do the two not conflict at all?


But what about this, my main question seems to have been pushed back amongst the posts.
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Sophie Payne
 
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Post » Mon Nov 01, 2010 10:17 am

But what about this, my main question seems to have been pushed back amongst the posts.


You're right, I definitely missed this question myself. So here it is:

The only conflict I can think of deals with the region outside the city. I modified the land so I could put in the two farms, stables, and other static objects to cover up any Oblivion-based landscape textures. I'm not sure how Kvatch Rebuilt rebuilds the same area after the invasion, so that's something I have to look into. If anyone has any info on that, please let me know. :)

But as for the city worldspace itself, there should be no conflicts at all (since they're both separate city worldspaces).

I definitely plan on making this compatible with KR (cuz I plan on using that mod myself when I start playing Oblivion again full-time). I will start on that after I finish revamping the alternate-start scenario for OPK. :D
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Lil'.KiiDD
 
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Post » Mon Nov 01, 2010 6:11 pm

thx for answering :)
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stephanie eastwood
 
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Post » Mon Nov 01, 2010 1:25 pm

That's how it should have been in the first place. Who cares about the destruction of a city one never had the chance to visit before it was razed to the ground? Unfortunately the devs choose the easy way out.

Kudos on the good work.
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Jack Moves
 
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Post » Mon Nov 01, 2010 6:23 pm

I posted a poll regarding alternate start mods. Since I am planning to revamp the starting scenario for this mod, I needed info on what the community likes to use. I am also requesting a little help from anyone who knows how to make textures for houses(specifically Chorrol houses). Please check out this thread for details: http://www.gamesas.com/bgsforums/index.php?&showtopic=1065681&mode=show&st=0

OK, for those really wondering about Kvatch Rebuilt compatibility, I have some good news. I finally D/Led Kvatch Rebuilt and compared OPK's changes to theirs. I would say the biggest issue would be floating/sunken trees on the east side of the gates, where one of Kvatch's farms is located. It's not a lot of trees though. Maybe around 2-4 trees. Also, the burned structures and rubble I placed myself will remain, but I can always disable those thru a background running quest.

That's it for now. Will update when I have an alternate start scenario developed.
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Arrogant SId
 
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Post » Mon Nov 01, 2010 1:49 pm

Ok since we have been talking about Optinal starts How about this. Can the Dungeon altogether for main Quest start. I seem to remember in them there Olden days a King would sometimes tour his provinces with a retinue of course. It would require a change of Schedules for Some Blades and some say Battle mages, as well as the Main Quest He would Periodicaly get attacked say, but it would give the Player the Option to be Goody Two Shoes, Or Knife in the Dark, Or even The Ever Popular Whats in it for me? Also I don't remember anything about the king having to die on a particual day only that he forsaw it in his visions, Maybe I missed something but does a single day truly mean that much after all the other mods have changed some lore based & some not even close. :foodndrink:
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FLYBOYLEAK
 
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Post » Mon Nov 01, 2010 10:06 pm

I need someone who may be able to re-texture Chorrol middle class architecture. Chorrol houses look like this: http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion%20Prelude%20-%20Kvatch%20WIP/Oblivion2009-12-3119-19-32-50.jpg and http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion%20Prelude%20-%20Kvatch%20WIP/Oblivion2009-12-3119-20-06-15.jpg. For Kvatch, I want them to have a grayish tone, similar to Skingrad buildings: http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion%20Prelude%20-%20Kvatch%20WIP/Oblivion2009-12-3119-21-54-73.jpg.

Hey there, you should be able to quite easily open up any Chorrol exterior mesh in Nifscope and change the texture paths to Skingrad textures. Open up a Skingrad exterior mesh to get the correct texture paths. This should work pretty well without any actual UVMapping work in Nifscope or 3D program. And it should only take mere minutes to do. Hope that helps. You can contact me or reply here if you need more info on what I mean.
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Rachel Cafferty
 
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Post » Mon Nov 01, 2010 11:59 pm

Thanks for the advice. I'll give it a shot after dinner. God, I hate doing UV mapping. My first experience with it left a bad impression on me :yuck:
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Makenna Nomad
 
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Post » Mon Nov 01, 2010 8:31 am

Hey there, you should be able to quite easily open up any Chorrol exterior mesh in Nifscope and change the texture paths to Skingrad textures. Open up a Skingrad exterior mesh to get the correct texture paths. This should work pretty well without any actual UVMapping work in Nifscope or 3D program. And it should only take mere minutes to do. Hope that helps. You can contact me or reply here if you need more info on what I mean.


Thank you so much for your help. I managed to finish the retexture phase of this project a few hours, instead of a week or two I originally estimated.

And here are some screenshots of the building retexture:

http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1323-45-39-09.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1323-45-54-96.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1323-46-20-76.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1323-46-42-03.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1323-46-51-23.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1323-47-46-68.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1323-47-21-46.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1323-47-27-84.jpg

Kvatch no longer looks like Chorrol(well...somewhat). Even though the buildings are Colovian, the Skingrad textures now give the city some uniqueness to it.
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Darlene Delk
 
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Post » Mon Nov 01, 2010 11:05 pm

They look really awesome, very high quality textures too. I only wish the roof tile was a different colour, even if just a bit different from Chorrol's
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Miss K
 
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Post » Mon Nov 01, 2010 11:26 pm

Reading about this project only now, it's a fabulous idea! If it's only half-working eventually, I'm going to play it. :drool:
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Sanctum
 
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Post » Mon Nov 01, 2010 11:37 pm

Wow, those architecture screenshots are startlingly good. Kvatch is looking great. Suddenly I'm excited.

Are you using a high rez texture pack? If so which one?
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Emily Jeffs
 
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Post » Mon Nov 01, 2010 12:42 pm

sounds like an awesome mod, I was wondering if you will make a rebuilding section to the mod as well, I know it's been done, but it would be great to have just one mod that replaced everything for kvatch. No invasion w/quests then the daedra come and afterwards you rebuild it.
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amhain
 
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Post » Mon Nov 01, 2010 9:25 pm

Wow, those architecture screenshots are startlingly good. Kvatch is looking great. Suddenly I'm excited.

Are you using a high rez texture pack? If so which one?


Thanks. :) I'm using CorePc's Vibrant Textures and Bomret's Detailed Normals for the screenshots.

sounds like an awesome mod, I was wondering if you will make a rebuilding section to the mod as well, I know it's been done, but it would be great to have just one mod that replaced everything for kvatch. No invasion w/quests then the daedra come and afterwards you rebuild it.


Unfortunately, I won't be doing a rebuilding Kvatch scenario. Re-creating Kvatch alone is already an epic task for me so making a rebuild scenario will just delay this project further. I believe Kvatch Rebuilt and Aftermath already do a fine job with that.

OK, more screenies. This time, interiors:

http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1410-10-18-90.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1410-13-30-92.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1410-13-45-03.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1410-14-46-81.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1410-14-37-03.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1410-15-57-32.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/Oblivion2010-02-1410-16-08-12.jpg
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Nienna garcia
 
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Post » Mon Nov 01, 2010 10:09 pm

Unfortunately, I won't be doing a rebuilding Kvatch scenario. Re-creating Kvatch alone is already an epic task for me so making a rebuild scenario will just delay this project further. I believe Kvatch Rebuilt and Aftermath already do a fine job with that.


Okay, just curious. I shall just keep Kvatch Rebuilt then :) Keep up the good work
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Haley Merkley
 
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Post » Mon Nov 01, 2010 12:19 pm

It's been a long time coming, but I've finally managed to make a teaser video for OPK. Enjoy! :D

http://www.youtube.com/watch?v=1Jd5cM1DPxM
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Tania Bunic
 
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Post » Mon Nov 01, 2010 2:17 pm

I had enough material to make another teaser video. It's uploaded so please check it out.

http://www.youtube.com/watch?v=LhB2dss4MX8

OP also updated with the links to both teaser videos.
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SEXY QUEEN
 
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Post » Mon Nov 01, 2010 8:49 am

wow those vids look great. The textures are awesome and the city looks beautiful
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Katie Louise Ingram
 
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Post » Mon Nov 01, 2010 6:16 pm

The city's looking good. Keep up the good work.
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Rob Davidson
 
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Post » Mon Nov 01, 2010 11:24 pm

Will the Kvatch teleporter from Frostcrag Spire work again? :o
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liz barnes
 
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