Posted by6 months ago
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Hi everyone! I recently downloaded Oblivion from Steam and wanted to try the Kvatch Rebuilt Mod. I downloaded that mod along with OBSE. I believe I followed all the directions carefully and I made sure to put the correct parts in the correct folder, but the mod still isn't working. I added obse_steam_loader.dll, obse_editor_1_2.dll, and obse_1_2_416.dll to my Oblivion Data Files like the readme said. Kvatch Rebuilt.bsa and Kvatch Rebuilt.esp are also there. Initially I tried downloading OBSE from the Nexus Mod website, but then after reading the description (which says the Nexus Mod download wouldn't work) I went back and did the direct download.
I realize it takes at least a week in game for the quest to appear, so I waited for over a week and the location of the camp still didn't move. Not quite sure what I did wrong, or if there is something I'm missing. Thank you! Windows 10 action center won t open.
2 comments
The Battle for Castle Kvatch
Quest From: Savlian Matius;
After you retake the Kvatch Chapel, Savlian will ask you for further help in fighting for the city. Agree and follow him. Defeat some monsters and talk to him again. Go back to the Chapel and talk to Berich Inian about the key. Follow the map markers until you reach the mechanism that opens the castle gate - use it, and you'll meet up with Savlian's men again.
Forza horizon 3 pc download ocean of games. Defeat the daedra occupying the courtyard, talk to Marius again, and enter the castle. He'll tell you to find the count. Follow the map marker again, fighting off the daedra, and eventually you'll find count's body. Take the ring from it and go back to Matius in order to give it to him. You'll get a Kvatch Cuirass as a reward. |
Nexus requirements
Mod name | Notes |
---|---|
EngineBugFixes | Required if you experience crashes during Matius' speech. Recommended for everyone (must be installed manually, not through a mod manager). |
Oblivion Script Extender - OBSE | Absolutely required to even start the mod (must be installed manually, not through a mod manager). |
Mods requiring this file
Mod name | Notes |
---|---|
Kvatch Rebuilt 2- WW-LOTN 2 Patch | |
LOD Togglers for Mods | |
Oblivifall Losing My Religion Additional Patches | |
Oblivion Happily ever After 1.7.1 |
![Does kvatch ever get rebuilt Does kvatch ever get rebuilt](https://staticdelivery.nexusmods.com/mods/101/images/thumbnails/15412-3-1313758926.jpg)
Author's instructions
You may freely publish alterations, patches, and translations of this mod, granted:
- you notify me,
- credit is given to all contributors,
- you link back to the original mod,
- and you grant anyone these same rights.
File credits
Kvatch Rebuilt Team
Current:
Current:
- Zaldir - Project Lead / Level Design / Quest Design / Scripting / AI
- llde - AI / Scripting
![Kvatch Kvatch](/uploads/1/2/3/9/123953554/376675335.jpg)
Former:
- Chrissuit33 - Founder
- Elessar_VPR - Scripting / Quest Design
- Ionis - Project Lead / Level Design
- kanjadd - Texturing
- Warbirddeath - Level Design
- mhahn123 Modeling / Texturing
- marob307 - AI / Level Design
- greedo - Team Member
- dutchmam - Team Member
- Gez Waltherp58 - Team Member
- ghostwalker71 - Team Member
- Wolfen - Team Member
- vible - Team Member
- Lord Memphis - Team Member
- Maniac One - Team Member
- Radik - Team Member
Voice Actors
- Edouard (Ed Waldorph) - Lord Wethyl, Ayleid Commander, Count Hassildor
- Guinolas (João Guerra) – Ignar
- Lomekian (Matthew Wade) - Aranar, Savlian Matius, Caccia Macrin, Gaban Sele, Joncis Lamberte, Somutius Entius, male guards
- Zaf - Bagamu Azorku, Hallfred, J'ramku, Nalion, Sadean, Staron Hawker
- Sue - Belwen, Borwen, Miaren Arendu, Weedum-Ja
- Zaldir (Jostein Sikkeland) – Dunmer pilgrims, Godras, Wumbar, Ghost of Count Goldwine, Arnand, Solding, Fenand
Testers (from the old Kvatch Rebuilt website)
- AlphaUMi
- andalaybay
- askmax
- Aventhorn
- bathe_in_septims
- Black06
- Captain_Compost
- crodil56
- Doubler
- FragmentaryHorcrux
- giskard
- He-Who-isnot-There
- HMS
- It always rains at kvatch
- J. Woltz, the Celtic Swordsman
- Lucien Lachance
- milkshake
- mschmidt64
- OutSpokenHBW
- sim085
- Tayla_88
- t3h_noes
- TheDarkListener34
- thezeus18
- tomwvr
- tycorr ravenwing
- Ysne
- xbolt
Thanks to
- Molotox for hosting the old Kvatch Rebuilt website.
- Sandman53 for designing the old Kvatch Rebuilt website.
- Sainta117 for letting us use his poem in the mod.
- Pronam for letting us use his Ayleid Trapdoor resource.
- captainwolfos for the 2.0 Walkthrough.
- Vorians for continued support throughout development and for cleaning and optimizing the mod.
- Arthmoor for extended support in cleaning the mod.
- ElminsterEU for TES4Edit, help in cleaning the mod and for the OOO/FCOM patches.
- TeamGecko for TES4Gecko.
- MentalElf for TES4Files.
- OBSE Team for the Oblivion Script Extender.
- ShadeMe for the Construction Set Extender.
- Bethesda for Oblivion and the Construction Set.
Donation Points system
This mod is opted-in to receive Donation Points
Translations- Spanish
- German
Translations available on the Nexus
Oblivion Kvatch Rebuilt Underground
Language | Name |
---|---|
Spanish | Kvatch Rebuilt v3b6 - Castellano |
German | Kvatch Rebuilt DV |
Spanish | Kvatch Rebuilt Spanish Translation ESP Only |
Does Kvatch Get Rebuilt Engine
Version 3.0RC2
- Hopefully fixed an issue after Bashed PAtch creation with the UOP. (Ilav Dragoner was missing a critical AI package)
- Killing/assaulting wethyl bodyguards or the Wethyl aspects before doesn't count as crime anymore
- Fixed some instances that the mannequin script was operating on a null or invalid reference.
- The ayleid companion should no more give I HAVE NO GREETING. (But the companion interface is still not implemented)
Version 3.0RC1
- Synced MS48 with UOP.
Increased disposition for the KvatchGuards faction
FrostcragSpire Teleport is activated and properly placed/resized. (It should also work with Frostcrag mods).
Fixed the erratic beheviour of Ignar that would costantly try to compenetrate the player. Also fixed an instance on Savlian Matius
Fixed OnActivate script condition on the Frostcrag Portal that now should prevent the portal to be used by NPCs
Waiting times are now modular (controlled by global variable)
KRPhaseSwitcher Script doesn't execute anymore when the player is IN Kvatch.
Fixed CTD when Talking to Procis in Kvathc Exterior
Edited the position of the Lord's heart to be more easily pickable
Edited the position mist cloud effect on the button in Wethyl Fortress to prevent being inactivatable
- Synced MS48 with UOP.
Version 3.0Beta
- The ending to the rebuilding phase has been remade, and the Arena quest has been made a side quest instead.
A new pre-invasion version of Kvatch has been added, with both old and new NPCs.
Voice Over for most characters.
A better bridge between the rebuilding phase and the Underground questline has been introduced.
Full native support for Oblivion XP and Creature Diversity, as well as partial native support for FCOM and OOO.
The Paradise manor has gotten a full overhaul.
Total rewrite of most scripts for better performance and reliability.
Changes & additions to reflect lore information from Skyrim.
Dead NPCs now has a gravestone in the graveyard.
Ignar should now more reliably find you.
Arena champion fighting fixed.
Statue CTD fixed.
Moving statue bug fixed.
Quest updates that triggered at the wrong time fixed.
Improved the boss fight with Lord Wethyl.
Added a quest marker toggle for those who do not wish to use Quest Markers.
Moved Wethyl fortress, to avoid comatibility issues with popular mods (Frostcrag, Fort Akatosh, Werewolves: Legends of the North).
Removed all landscape changes outside Skingrad, to avoid compatiblity issues with Unique Landscape: Skingrad Outskirts.
Added partial native support for Frostcrag Spire (untested).
Changed the roof texture of the Kvatch houses to a more unique design (thanks to mhahn123).
The mod no longer directly edits Janus Hassildor in any way, which may fix the issues people have had with him (most notable his poor AI).
Edited the conditions on Janus Hassildor's new dialogue, to make sure that his vanilla dialogue will play when it should.
Fixed the Ayleid Companion's AI package, and gave her a follower interface.
Further changes to Ignar's AI to make him even more reliable in finding you.
Fixed the AI of the NPCs in the celebration scene. They should now leave once the celebration is over.
Internal handler for 'Kvatch Devastation' (all 4 variants).
Arenar now join the fight against the undead after the celebration, and stay to defend the barricade with Savlian.
The Paradise Portal spell can now be used to travel back to Tamriel.
Fixed The AI package for celebration that was missing the 'Must complete flag'.
Fixed KRMain05Script so that certain part are run only once.
Fixed KRUMain01Script. Now parts that are supposed to run once now run once. This also fixes the AI package not executing properly and the console message spam.
Restored stage 90 of KRmain01 to recreate the proper behavior.
Ignar no longer starts to search for the player immediately at the end of KRMain04.
Starting a conversation with Ignar doesn't start KRMain05 before the 7 days are passed anymore.
KRUMagicManor now fire stage 30 properly (The elseif never played because the if condition were always true).
Now clicking on the Lord and the Lady after you give them the hearts doesn't open a message box with 'You must find the .. heart'.
Fixed one book were the symbol ' ' ' was not displayed properly.
Fixed KRMain04IgnarNote that was saying that Savlian was in the castle when the castle was still not accessible.
The castle guards no longer passes near the player during Savlians speech, thus overriding the subtitles and the Voice.
The Paradise Portal spell can no longer be used in combat.
The mannequins in the main room should no longer go down from their pedestals after leaving and coming back to the manor.
Added new stables to the pre-Invasion city.
The Book that opens the bookcase now has no Havok.
Added native support for Frostcrag teleportation (both Pre- and Post- Invasion).
Temporary Castle Makeover.
Added more lights to the Kvatch castle.
Tweaked (and increased) the lighting of Wethyl Fortress, Old Kvatch Ruins, and the Ayleid Ruins.
Fixed the pathing inside the castle.
Fixed some horrible pathing in the final stage of Kvatch.
Tweaked the shopkeepers' AI, so they should open their shops more reliably.
Possible fix for Wumbar spawning outside the barrier (and player getting stuck).
AutoTurrets in Wethyls Fortress should no longer hit you while in 'cinematic mode'.
Wethyls body should now stay where it is supposed to be (it could, in rare cases, disappear).
Made the interaction with the ghost of count Goldwine better.
Added pathing to the Crypt of Lords.
Fixed count Hassildors greeting.
The magical door in the Lord and Lady manor can now be opened again after leaving and coming back.
Removed the 'It always rains at kvatch' override for the Pre-Invasion city.
The stables are no longer called 'Great Gate Stables' before the invasion.
The stone fence outside the city now makes more sense.
Optimized the meshes with PyFFI.
- The ending to the rebuilding phase has been remade, and the Arena quest has been made a side quest instead.
Version 2.1.2
- Included a missing mesh that when missing rendered the mod unplayable during the underground quest.
- Hotfix: Fixed the teleport spell bug, and replaced the entire spell with a more interesting one.
- Hotfix: You can now enter the Kvatch barracks/Gate house without trespassing.
- Hotfix: The Ayleid Commander will now fade away once you have the soulstone, and the secret stone door will open properly.
Version 2.1.1
- Added two more puzzles in the Ayleid Ruin.
- Optimized the teleport to Paradise spell, so slight lag won't cause it to strand you in paradise forever.
- Made the Shades weaker for low level players, and made them evil, so you should no longer get a murder for sneak killing them.
- Decreased the size of the trees in the arena, to make it easier to watch the matches.
- Made the purple combatant stronger during arena spectating.
- Fixed the confidence of the Ayleid fighters so they won't run away, made them stronger, and added Ayleid mages to the list.
- Moved the ring in Molvirian's cottage so it will be easier to spot, and will no longer sink into the ground.
- Fixed a trigger in the Ayleid Ruins, so that you won't have to pass by a locked door to proceed.
Version 2.1
- Overhauled parts of the Ayleid Ruin with new puzzles, fights and events.
- Fixed the journal update when receiving the Underground note.
- Fixed all voice files, so they should now finally play.
- Fixed an issue causing the game to crash when using the Paradise spell, and overhauled the script to make it run smoother.
- The soulstone is now removed from inventory when first used, as to not confuse people or clutter the inventory.
Version 2.0.2
- Fixed the misaligned tile in the Wethyl fortress cellar.
- Fixed the bug with the Paradise script, which made the teleporter not work back again.
- Added some clues as to where the Wethyl fortress is. (Aside from the Map Marker)
- Corrected some punctuation in a few messages.
- The Flames in Wethyl Fortress will now be disabled after a while.
- The Paradise Spell can no longer be used without the soulstone.
- The Ayleid Ruin Key will no longer be a quest-item after completing the quest.
- The Secret door by the Ayleid Commander will now open if you negotiate with the commander.
- You can no longer enter Wethyl Fortress without being on the appropriate quest stage.
- The Aylied Commander will now disappear once you have the soulstone.
Version 2.0.1
- Fixed the Heir Assassination bug which made the quest loop.
- The Castle Portcullis will now always be open in the last stage.
- The Underground quest now updates correctly when receiving the note from Ignar, as well as when entering the castle dungeons.
- Other minor fixes/changes.
Version 2.0
- New Story to delve into in the ruins beneath Kvatch.
- Fixed Grammar issues from vanilla Kvatch Rebuilt.
- Cleaned the .esp & .esm (Thanks to Arthmoor)
Version 1.1
- Fixed MQ check for fourth quest not always reading status.
- Fixed Athrelor packages.
- Made the purple combatant more powerful.
- Added message for when fight ends, when you are watching.
- Player should no longer be regarding as trespassing in the barracks, gatehouse or dungeon if Count(ess)
- Statue should now stay still (hopefully)
- Candles and effigy removed once contract made.
- Removed flaming plank in castle Great Hall.
- Added dummy mp3 files for GREETINGS to the bsa
- Fixed path grid in Molvirian's Cottage Basement.
- Fixed bed ownership when renting a room at 'The Wolfs Head'.
- Fixed the issues with Arnand not being where he should in 'Sticks and Stones'. Also made him the quest target.
- Added 'nVidia Black Screen Fix' to all KR added cells.
- Fixed the counting of the creature spawns in the Arena.