Kvatch is a MASSIVE and hugely complex city mod. It already exceeds many cities found in Tamriel, Shivering Isles and especially Morrowind in terms of features and is still growing day by day. Every NPC has a life, a home, a hobby and a job. The guards change at 7pm each night and the list available quests and sub quests grows with each new version.
Kvatch Aftermath V3.2
Requires = The Eldar Scrolls IV: Oblivion.
Requires = OBLIVION PATCH v1.2 and Shivering Isles
Creator's = giskard
Signs By = kalikut (thanks bud) :)
Website = http://www.respawn.co.uk
This mods official forum Thread =
http://www.mechstorm.net/forums/index.php?showtopic=3770
Kvatch Aftermath NPC Guide
http://www.respawn.co.uk/modules/newbb/viewtopic.php?topic_id=72&forum=9&post_id=352#forumpost352
WARNING: VITALLY IMPORTANT.
Only Run this mod after you have completed the Kvatch Quests and are the Hero of Kvatch. It is now safe to run Kvatch Aftermath right after you have saved kvatch. So you no longer have to finish the entire plot to use this mod.
About Kvatch Aftermath.
Introduction Rewritten for 3.1 onwards.
Kvatch is a MASSIVE and hugely complex city mod on a scale I have not seen before for Oblivion. It already exceeds many cities found in Tamriel, Shivering Isles and especially Morrowind in terms of features and is still growing day by day. Every NPC has a life, a home, a hobby and a job. The guards change at 7pm each night and the list available quests and sub quests grows with each new version.
Already the mages guild, fighters guild and necromancers guild are all represented in kvatch. Various merchants trade unique items such as weapons, armour, cloths and spells in kvatch. A new system of lich magic has appeared that drains your magicka over time to extend a spells life, allowing you to keep light spells going, water breathing spells working, and others active for longer or even stack a few up if you do not mind using all your magicka up in order to keep those shields and reflection spells active.
Summoning of creatures that will stay until you kill them is possible in the necromancer guild. They will follow you around like companions but be warned, these creates are real, they are no always under complete control. Such is the risks involved in summoning undead creatures in the Necromancer Guild.
The Counts get his own secret room, his own bed chamber and assistant in his quarters to help with various choices like how he should decorate the secret room or should he have guests for dinner. Savlian helps you with other more vital city affairs, some forced on you by the Empire, others more option. As count you choose to either take the job seriously or just make a token guesture. You have your own Trading company that deals with outside contracts where jobs for other cities will appear.
So there is lots of room here for role play fans and more support coming in each new various for those types of players.
You can have fun designing a new uniform out of what ever cloths mods you installed and have for your guards or citrizens wear those cloths. Guards change out of their uniforms when off duty so do not forget their civilian kits. You can add different weapons knowing they will get to use them on a frequent bases because the city is still not safe and is still being attacked.
Every citizen is immortal for a reason, you can customise them to your hearts content without losing the kit every 3 days as would normally happen, but you must repair their damaged armour, put food back on the tables after they have eaten it and many other every day duties, or you can ignore all that and focus on your own castle rooms and the displaying of your prizes. Using mods like toasters says share, you can move guards about, assign them to guard any part of the world, not just kvatch. Using the imperial furniture mod, you can add desks, new beds, chairs, chests and other things to your rooms. Even add a bar to you great dinning hall to old all those rare vintage wins you find in various ruins. Both of this mods are supported directly, certain features in kvatch expect and even need you to have these mods installed to work. EG the Personal guards for example. OTherwise they become simple decorations
You can sneak off to the secret room and make potions or enchant new armour or visit the nercomancer guild and stock up on your magical items. Its even possible to collect new armour for all your guards and enchant their armour before giving it to them to use. This way when the bandits and daedra show up, your guards are prepared and Bandits and Daedra will both show up :)
All this and much much more is possible in this living breathing city and like all cities its growing all the time in each new version that is released.
Enjoy the Adventure :)
OC (open city) version differences.
The OC version of his mod uses the Tamriel world Space and hense the city can have other mods made for it providing the mods ADD to the streets. Rooms are not modable in either version, nor is it possible to change existing features in the streets. So the word ADD is exactly what I mean.
The open city version contains several enhancements over the old Kvatch mod. One of which is you can know walk around the walls of the city. I'll let you find the other differences. New features added since 2.0 have not been added to the open city version of this mod.
Installation:
Just extract the zip in to your oblivion folder (NOT THE OBLIVION DATA FOLDER). Any textures or meshes added are found in the kvatchaftermath folder inside oblivion/data/textures and oblivion/data/meshes. So you can easily find them and delete them if you want too. DO NOT USE A SAVE MADE INSIDE THE OLD KVATCH. Leave Kvatch and then save before installing this mod.
If your updating, say yes to any requests to overwrite files. Only Kvatch Aftermath's own files will be overwriten.
Updating from previous versions:
Warning, Kvatch Aftermath OC and Kvatch Aftermath V2 are not compatible. They are a completely different mod even though the city is almost identical.
Before updating this mod, move your character to any town other than KVatch and save you game, then enable the mod. Wait for 24 hours then return to kvatch. During the first Game day after the update you may experience a few problems until the updates take place. After that the game should run smoothly.
Change Log
UPDATE: 1.31 Final (not so final as it turned out lol) fixes some early quests that broke as a result of 1.3. If you started using this mod in 1.3 and have done some quests, disable kvatch, load and save your game anywhere except kvatch and then enable kvatch again. Sorry but its the only to ensure the quests will run correctly. Alternatively, just an earlier save, works just as well. If you have already done the stables quest in an earlier version you should be ok, just update the mod normally.
UPDATE: 1.32 fixes some slum doors that broke in 1.31 and restores the Imperial Guard that broke when I was setting up the Kvatch imperial guard patrol in Version 1.
UPDATE: V2 Hopefully fixed the Ghost Shrine Dialog. No way to test this so Gstory has been helping here, thanks bud :)
Update: 2.1 Fixed some minor issues, added more stock to the kvatch weapons smiths.
Update: 2.2 Increased the float in the mages shop to 800, changed some of the cloths the fighters guild members ware
in kvatch.
Update: 2.3 Made all citizens of Kvatch essensial so they cannot die, this means what ever item you give them using the toastie says share mod, stays with them forever. Also added a new character in the Survivors Inn.
Update: 2.4 Added new Voice samples for all Kvatch plot characters. Unfortunately it looks like the 1.2 version of the editor has broken the lip sync function so the characters do not speak. Also my voice acting is far from perfect. Oblivion 1.2 Patch required from this version onwards.
Update: 2.5 More new kvatch Rumours, Some new encounters and a new one off quest to get you in the count mood. Kvatch is not such a friendly place anymore and you will need to use the Toastie says share mod to repair your guards and the citizens armour from time to time.
Update: 3.0 Major Update to add a lot of shivering Isles content, weapons, armour, cloths etc. This does mean you need Shivering Isles to use this mod from this version onwards. Changes include, A teleport to the Shivering Isles, several new Quests of various types and a New Guild. Merged my Necromancer mod with this mod and improved upon it, fixing the staff issue it had in the process. Also there are several new merchants in this release as well as set of spells that I call Lich Magic that operate in a slightly different way to normal spells but are cast in the same manner, the change helps with the role play elements. Lots and lots of changes in this version, including some tweaks to the hostiles introduced in 2.5.
Update: 3.1 Various Plot changes to increase performance but shutting down old plots correctly. Added Counts Dinner Guests event/quest to make the castle feel homely. Added some of Rens Beauty pack hair as found in the Cosmetic Compilation mod directly in to kvatch so the hair can be used with kvatch NPCs. Updated several NPCs to use the hair and correct minor package issues. Full credit goes to Ren for the fancy Hair now being used on some NPCs, Rens hair was built in to the mod so it will not conflict with Rens own work.
Update: 3.2 Added options to recruit or dismiss guards by talking to Berich Inian. Created a weekend market in the town center, stopped the 2 merchants in the club selling anything except at the weekend market. Improved the looks of city of kvatch generally. Replaced the old screenshots in this archive to show the changes that have occured in this version.
Mod compatibility:
OOO1.3 Users
Tip from WalterGr for you, use the mod manager to make Kvatch load before OOO1.3 to avoid a crash. Walters issue was a crash whilst leveling but I do not see that being the only issue likely to come up because of this. So its good advice.
Unofficial Oblivion Patch
This mod is known to cause some minor problems in Kvatch Aftermath V1.32 and some major problems in Kvatch Aftermath OC.
BUG Reports.
Any Bug report that does not come with the following info or any user that demonstrates they did not read the readme will be ignored, even if i can help, im not going too.
1) Read the readme for the current version of mod (at least if trouble appears even if you do not normally).
2) Post Version of kvatch aftermath being used (hardly anybody tells me this believe it or not, DUH, thick or what).
3) A FULL list of mods your using, a shortened list will not helpful at all.
4) Always try the broken mod on its own first before posting bug reports.
5) Only post bug reports on my respawn site. If you do not want to do that, do not post any at all because i'll ignore your report anyway.
Making the mod work seemlessly with the plot.
This is not possible because the world spaces are shared and painting one bit of terrain, paints it in all worlds so the burning kvatch suddenly looks brand new. The buildings could be hidden and revealed but the burned ground cannot be swapped out later and i wanted to make a rebuilt kvatch look newish with rubble tidied up.
Shivering Isles Fringe region avoids that problem by making the fringe a 2 separate worlds and swapping between them. For example, when you attack the gate guardian, let your friend get killed. His body will remain where it is forever because it is a quest object. Come back when the order has take over and check for the body, you will see its missing because your not in the same world anymore. Also Beth killed off or moved all the NPCs from the fringe because they knew they would not move to the new world without a lot of work and they new they would have to move them back again later. When i updated the slum in a quest for kvatch, i faced a similar problem and it was nightmare of planning to get right.A real bug fest waiting to happen, thankfully it worked well and has not had any issues.
To do the same world swap as shivering Isles, id have to swap the whole of tamriel, including all the other cities and that means remaking the game from the ground up. Simply to fix the terrain in and around kvatch. Which just is not going to happen given the work load, final 1`gig download size of the finished mod and that this mod is made by one guy and not a team of thousands.
REcommended mods
I actually designed some parts of kvatch solely with these mods in mind. So if you do not have them, some tips or tricks or aspects of the mod may simply not be possible.
Companion Share and Recruit Mod
(or by its other name "Toaster Says Share" mod).
This mod allows you to turn any NPC in to a companion. I have supported this mod directly by adding 4 personal Guards next to the Counts Throne that are safe to use as Companions. I have also made changes to all other the kvatch castle residence and all guards so you can dress them or equipe them as you see fit using this mod. And the changes stay forever.
Link to the Companion Share and Recruit Mod (Toaster Says Share mod).
http://www.tessource.net/files/file.php?id=3066
Imperial Furniture mod.
(look on Tesssource.net for this)
This allows you to completely decorate your own houses the way you want them to be decorated by buying and placing furnature and stuff. Theres lots of space to add bars and stuff to the castle using this mod and you can even decorate your streets with those waystones as markers using stands found in this mod. Looks dead cool when you do but varla stones just are not that common so you cannot do it with those even though they do fit the stands.
Elements taken from Rens Beauty pack have beeb built in to this mod so they will not conflict with rens own mod. But the good looking hair found in this mod is all Rens work. All thanks go to Ren for those
Thanks to all who supported this mod so far.
Thank you to all those who took the time to post their thoughts on the various sites.
Especially these guys who actually provided more than i could have asked for.
WalterGR
The Exile
Kamoba
Kion Gealrion
GStory
Thanks all.
Giskard
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