[WIP]Oblivion Prelude: Kvatch

Post » Mon Nov 01, 2010 1:16 pm

Hey Zenshin!

If you need some houses, I have made a small set (4 houses + 2 towers), maybe it could be useful for you. http://www.gamesas.com/bgsforums/index.php?showtopic=1076151&hl=

The set could easily be expanded by applying textures to more Skingrad lower, Cheydinhal and Chorrol middle and maybe some Leyawiin houses.
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sophie
 
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Post » Mon Nov 01, 2010 6:36 pm

Hey Zenshin!

If you need some houses, I have made a small set (4 houses + 2 towers), maybe it could be useful for you. http://www.gamesas.com/bgsforums/index.php?showtopic=1076151&hl=

The set could easily be expanded by applying textures to more Skingrad lower, Cheydinhal and Chorrol middle and maybe some Leyawiin houses.


Thank you for the offer, but I am done with Kvatch houses. Brumbek suggested I use Nifscope for house retexturing and I did. It definitely got the job done for me. :thumbsup:

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


Haven't played for a long while, so I totally forgot about the Spire's teleporters. But chances are I may not make a teleporter for the spire. If you look through one of my screenshot albums on my OP, you'll see the reason why.
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Rex Help
 
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Post » Mon Nov 01, 2010 11:47 am

Two questions:

1. Will I be able to delay the MQ for as long as I want? (as in: Never start it if I don't want to)
2. Will it be compatible with FCOM?

If the answer is yes to both, this is a must-have. The teaser looks fab. :D
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Lady Shocka
 
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Post » Mon Nov 01, 2010 11:34 pm

Two questions:

1. Will I be able to delay the MQ for as long as I want? (as in: Never start it if I don't want to)
2. Will it be compatible with FCOM?

If the answer is yes to both, this is a must-have. The teaser looks fab. :D


Yes, the MQ may be delayed as long as you want.

As for FCOM: I haven't used any large overhaul mods so I'm not entirely sure what FCOM does. But as for what OPK does, it only adds an alternate start , recreates Kvatch, and changes conditions for some dialogue(mostly Kvatch and Emperor assassination related). So if FCOM doesn't modify any of these things, then I would say, yes it is FCOM compatible.
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Milagros Osorio
 
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Post » Mon Nov 01, 2010 9:39 am

Update:

I added a few new NPCs: a drunk beggar, two skooma addicts hiding somewhere in Kvatch, and a shady merchant that sells potions, poisons, and thief related items(like Shady Sam).

Also here is a http://www.youtube.com/watch?v=8eCOSS97SJY of Kvatch vandals in action.
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liz barnes
 
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Post » Mon Nov 01, 2010 5:27 pm

this looks really cool i need to remember to check it out regularly
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Euan
 
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Post » Mon Nov 01, 2010 7:22 pm

Any updates for this mod??

So far this mod looks fantastic and it's an great idea...really hope it'ill live to completion
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Petr Jordy Zugar
 
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Post » Mon Nov 01, 2010 12:47 pm

Here's an update!

I've been working on a scenario that may be of interest to some of you. :obliviongate:

Here are some CS screenshots:

http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/TESConstructionSet2010-03-2512-29-4.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/TESConstructionSet2010-03-2512-28-5.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/TESConstructionSet2010-03-2512-30-0.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/TESConstructionSet2010-03-2512-30-3.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/TESConstructionSet2010-03-2512-31-0.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/TESConstructionSet2010-03-2512-31-2.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/TESConstructionSet2010-03-2512-33-2.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/OPK%20Album%202/TESConstructionSet2010-03-2512-33-5.jpg

I haven't tested them in-game yet, that's why they are all CS shots. I still need to make a portal that leads to there, and that's the next thing I'm gonna be working on. This scenario is nowhere close to completed though. I still need to add more details, such as more rubble, proper collision boxes, creature spawn points, and of course, dead bodies. :D
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Rex Help
 
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Post » Mon Nov 01, 2010 8:06 pm

Your mod looks absolutely great!

It looks great all ready, do you have a release date in mind?

I skip the main quest on most of my characters, so not starting it is even better :P

And the latest screens look awesome! The destruction of the whole city has much more impact if you have spend time there before it was destroyed, and by the looks of it you are going to make the destruction even better than just that :D
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Kellymarie Heppell
 
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Post » Mon Nov 01, 2010 10:02 pm

This looks great!

So we're able to actually be present during the sacking of Kvatch?
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Alexxxxxx
 
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Post » Tue Nov 02, 2010 12:20 am

Your mod looks absolutely great!

It looks great all ready, do you have a release date in mind?

I skip the main quest on most of my characters, so not starting it is even better :P

And the latest screens look awesome! The destruction of the whole city has much more impact if you have spend time there before it was destroyed, and by the looks of it you are going to make the destruction even better than just that :D


Sorry, but I have no definite release date. The mod is nowhere close to finished. I still need to implement the Kvatch main quests, which I think is a very big part of OPK.

This looks great!

So we're able to actually be present during the sacking of Kvatch?


Yes, the player will be part of the invasion, IF they choose to be. :)
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Stacey Mason
 
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Post » Tue Nov 02, 2010 12:24 am

Oh, ok. Though a MQ might not be necessary for a version 1.0. It's your call off course :P
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dav
 
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Post » Mon Nov 01, 2010 11:16 am


I haven't tested them in-game yet, that's why they are all CS shots. I still need to make a portal that leads to there, and that's the next thing I'm gonna be working on. This scenario is nowhere close to completed though. I still need to add more details, such as more rubble, proper collision boxes, creature spawn points, and of course, dead bodies. :D


Ok, small update. I have created a way to get into the Kvatch invasion world. So that means I have in-game screenshots.
Enjoy! :obliviongate:

http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion2010-03-3022-30-41-17.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion2010-03-3022-31-06-12.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion2010-03-3022-31-06-12.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion2010-03-3022-31-06-12.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion2010-03-3022-33-57-04.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion2010-03-3022-34-05-68.jpg
http://i311.photobucket.com/albums/kk447/xcentric_14/Oblivion2010-03-3022-34-14-06.jpg
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Rachel Cafferty
 
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Post » Mon Nov 01, 2010 3:41 pm

Looks great.
I agree with crow though, a first version does not need to include MQ support. Heck, this combined with your alternative start i might just never initiate the MQ
Speaking of alternative start, have you decided what your take on that is going to be?
I rememeber this being discussed earlier but i dont know if anything was set in stone
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Rachel Tyson
 
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Post » Mon Nov 01, 2010 10:02 am

Looks great.
I agree with crow though, a first version does not need to include MQ support. Heck, this combined with your alternative start i might just never initiate the MQ
Speaking of alternative start, have you decided what your take on that is going to be?
I rememeber this being discussed earlier but i dont know if anything was set in stone


The reason why I need to include a MQ is because there are others that may want to experience why Kvatch was the first city to be sacked, or may want to play through the invasion. Since there is not much lore describing the events in Kvatch before the invasion, I do hope my interpretations are good enough. Besides, what's a city mod without epic quests? ;)

As for the alt-start, it has been completed some versions ago. It combines the dream-like aspect and starting places from Alternate Start Revamped and Tungol Starting Options with the character backgrounds from Alternative Start by Ship mod. I think I'm gonna do a short demo video of the alt-start scenario today. So expect it either later today or tomorrow.

While I'm here, I might as well post a 'lil update.
Kvatch invasion is mostly complete, just missing NPCs, the quest, & scripted events that go with it. I cannot finish this part without the Kvatch MQ and the mega-dungeon, which are huge tasks for me to tackle so I need to get to work on them. Right now, however, I'm mulling over what to do with the Elder Council. I created some council members but they're pretty bland and generic. I was thinking about integrating (with permission, of course) The Elder Council mod (non-DC version) and improving on that. I would appreciate any feedback on that matter. :D
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Rachyroo
 
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Post » Mon Nov 01, 2010 8:24 am

OK, here's a demo video of the alternate start scenario for OPK. Not my best video, but I hope you enjoy. Please, any comments or feedback would be great.

http://www.youtube.com/watch?v=TrCisna5nwk
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Haley Merkley
 
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Post » Mon Nov 01, 2010 4:30 pm

Awesome mod!!! :goodjob: I cant wait for its release!!!!! B)
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Francesca
 
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Post » Mon Nov 01, 2010 3:03 pm

This looks amazing, the best take on alt.start I've seen so far.
How are you solving the emperor's death?
personally I would prefer that the dragonfires are burning, stop all rumors and black horse courier regarding the emperor's death, and even places uriel in the palace. For the initiation of the MQ you could be arrested for a crime in the imperial city.

How are you planning to include the elder council?
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Noraima Vega
 
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Post » Mon Nov 01, 2010 9:48 am

If im honest, i think it would be really cool if you could somehow end this mod with the main char being framed for something to do with kvatch and then getting carted off to the imperial prison, to where the start of vanilla is


But these kind of ideas completely destroy one of the key points of the mod.

Being able to experience the invasion first-hand!

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Matt Fletcher
 
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Post » Mon Nov 01, 2010 2:48 pm

This looks amazing, the best take on alt.start I've seen so far.
How are you solving the emperor's death?
personally I would prefer that the dragonfires are burning, stop all rumors and black horse courier regarding the emperor's death, and even places uriel in the palace. For the initiation of the MQ you could be arrested for a crime in the imperial city.

How are you planning to include the elder council?


Since this is a MQ delayer, the Emperor will be alive and will in the Council chambers early in the day. He will be guarded by the Blades at all times. And yes, the Dragonfires will burn while he is alive. As for dialogue and news regarding the Emperor's death, I already set a condition for them to be disabled until Uriel dies and Kvatch gets sacked.

As for starting the MQ, getting arrested is not the only way to start it. I want "good/lawful" characters a choice to play the MQ without being branded a prisoner first.

For the Elder Council: I thought about integrating TLB's Elder Council plugin. Then I realized all or most of the added characters from that mod were from Morrowind only. So I decided to make the Council characters on my own. Few characters are based off TLB's Elder Council, but others will come from other ES games. The only problem I have right now is that there are many council seats, and not enough people. I'm gonna go play through Arena and Daggerfall just so I may have ideas on suitable characters to place in the council.

Here are the only characters I have for the council so far: Duke Vedam Dren (Duke of Vvardenfell and member of House Hlaalu.), Gortwog gro-Nagrom (Orc-lord of Orsinium), Lady Magnessen Brisienna (according to UESP, she's a Blade and a noble), and Caius Cosades (yea, I had to put him in). Unfortunately, there is not much info about important characters from other provinces other than Morrowind or High Rock (well, none that I've read so far). If anyone has ideas, please feel free to comment.
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luke trodden
 
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Post » Mon Nov 01, 2010 7:08 pm

Well, I understand that the elder council is composed of members from the aristocracy (implying some hereditary positions) and members appointed by the emperor.
I would assume that the aristocracy controls the majority of the seats, based on the fact that the elder council have in previous times effectively overruled the emperor or reduced him/her to a symbol figure.
Further I think I would assume that cyrodiilian aristocracy controls more seats than the poorer provinces such as valenwood etc. If we can assume that the positions are hereditary you could perhaps identify some of the more prominent aristocratic families in the late third era or even earlier...That should at least give you a last name.
There would probably be some seats controlled by new money...Powerful trade cartels, warlords etc that have coerced, bribed, lobbied their way to a position of power. Here you could just imagine some characters.
As for the seats The emperor controls....I would guess that those posistion would be people he deems loyal to his cause in order to have some control over the council, this would include blades, ministers, distant family, his generals etc.. His sons Crown Prince Geldall, Prince Enman and Prince Ebel should perhaps serve in the council as this would be part of their training in ruling an empire, gives valuable insight into the workings of the government.

Just my two cents on the composition of the elder council...Sorry I can’t offer any specific names, I just might dig into lore to try to identify some aritocratic family names and background or even just make something up, elder council lore seems to be quite sparse anyway....If I get the time this weekend that is.

What's TGL's elder council? same as the one written by giskard?

Edit: typos
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Alexxxxxx
 
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Post » Mon Nov 01, 2010 8:10 pm

Maybe try some of the kings from Daggerfell, and maybe, make up some names, or go on the uesp, and perhaps, just think of some of your characters from some of the other Elder Scrolls games, and pretend they have become councillors.
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Sherry Speakman
 
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Post » Mon Nov 01, 2010 11:38 pm

...you could perhaps identify some of the more prominent aristocratic families in the late third era or even earlier...That should at least give you a last name.


That sounds like a good idea.

There would probably be some seats controlled by new money...Powerful trade cartels, warlords etc that have coerced, bribed, lobbied their way to a position of power. Here you could just imagine some characters.
As for the seats The emperor controls....I would guess that those posistion would be people he deems loyal to his cause in order to have some control over the council, this would include blades, ministers, distant family, his generals etc.. His sons Crown Prince Geldall, Prince Enman and Prince Ebel should perhaps serve in the council as this would be part of their training in ruling an empire, gives valuable insight into the workings of the government.


There are already two Blades mentioned from my post above. I would assume they're retired though. People in charge of trade cartels would make great Council members. As for additional people, I could always add a few more Morrowind characters who were loyal to the Empire. And since I'm making characters from scratch, I might as well add the Emperor's sons too. It does make sense to have them in the Council.

What's TGL's elder council? same as the one written by giskard?

Nope. TLB's Elder Council is an improvement on the original Elder Council plugin by GandalfTheGrey.

Maybe try some of the kings from Daggerfell, and maybe, make up some names, or go on the uesp, and perhaps, just think of some of your characters from some of the other Elder Scrolls games, and pretend they have become councillors.


I did use UESP to look up people from Daggerfall. Thing is, since I haven't played Daggerfall (yet), I'm not sure which characters are even alive or relevant after the Warp in the West.
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JESSE
 
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Post » Mon Nov 01, 2010 10:17 am

Suggestion for the composition and members of the elder council

There are 30 seats in total to be occupied
I suggest that the emperor directly controls 5 seats
The empire/cyrodiil controls 10 seats
The provinces controls an additional 15 seats

Emperor:
Emperor himself, The crown prince, Caius Cosades, Brisienna and Warhaft (former general of the Guard, Trapped with the emperor by jagar tharn for ten years)

Empire/cyrodiil:
Chancellor Ocato, the Archbishop of The One in the Church of the Nine Divines, 7 imperial representatives for each province (loyal to the empire, not necessarily the province. This could be cyrodiilian aristocracy), that leaves 1 vacant position, maybe filled by the east trading company?

Provinces:

Morrowind : 3 seats
Duke Vedam Dren (of house Hlaalu),The Mouth of the Telvanni council, Maybe a representative from the Tribunal Temple? Or from house Redoran, Dres or Indoril.

Skyrim: 3 seats
King Thian of Solitude, Queen Jsashe controls Hrothgar and Whiterun, also the leader of the local witches coven, and a self-proclaimed priestess of Lorkhan.

Hammefell: 2 seats
Queen Akorithi of Sentinel

High Rock: 2 seats
Queen Elysana of Wayrest and Gortwog gro-Nagrom (Orc-lord of Orsinium)

Summerset Isle: 2 seats
Representatives from the syndicates of wizards

Elswheyr: 1 seat
Representative of the Mane

Black March: 1 seat

Valenwood: 1 seat
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Solène We
 
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Post » Mon Nov 01, 2010 7:09 pm

@schtan

That is an excellent suggestion! :thumbsup:

Thirty seats is a lot to fill IMO, and is a framerate killer (tried it with 25 generic councillors in the chambers all at once). Here's my take: Councillors come and go. They may stay for days or weeks, but may also end up leaving for business outside the Imperial City or even the province. While it does look much nicer to have a fully seated council chamber, I think it would seem more dynamic to have different faces pop in and out from time to time. Maybe no more than 15 councillors at a time within the chambers (plus Ocato, the Emperor, the crown prince, and the 3 Blades).
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Schel[Anne]FTL
 
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