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xenogearslucas

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xenogearslucas

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About this mod

Cleans up Kvatch Rebuilt's unfinished pre-invasion state to make it more presentable.

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Cleans up Kvatch Rebuilt's unfinished pre-invasion state to make it more presentable.

Details
One of the latest additions to Kvatch Rebuilt is a version of the city, pre-daedra invasion. This addition is so late, in fact, that it was never finished!
If the player visits the city before delivering the Amulet of Kings to Jauffre, they can view it in a pre-invasion state. 
However, since the place is unfinished, they will find all kinds of weird things there: floating objects, incomplete side walks, doors that open up into voids, completely empty houses with no lighting, NPCs that all clump up in the center of town, ect.
This bothers me a lot, so I took it upon myself to clean the place up and get it into a presentable state. I repeat, a PRESENTABLE state.
The pre-invasion city is still very much incomplete, it just doesn't look like an under construction mess anymore.

List of changes (I have lots of pics of the "after" state, but didn't feel like taking pics of the "before" state. You'll just have to trust me bro)
- The NPCs all had a custom AI package that ordered them to clump together in front of the town church. They have been spread throughout the city and given new vanilla wander packages that allow them to travel around and look more occupied. The only exception is guards Jesan and Mirandil, who have been moved close to the front gate and given smaller wander packages.
- Athrelor's pre-invasion version was unused. He now wanders around the garden behind the houses to the left of the front gate.
- Some houses had finished interiors, but many are completely empty and pitch black. For the sake of consistency, I have closed all houses, even the finished ones. Its better to not be able to enter the building at all, than to enter it and find a creepy empty dark room. The active doors have been sunken beneath the ground and inactive doors have been added in their place. The only exception is the Fighter's Guild and Mage's Guild buildings, which can still be entered.
- There were doors in the guild halls that led nowhere, but where locked. The locks have been removed.
- The Fighter's Guild building didn't belong to the Fighter's Guild faction. Now it does.
- There were some burnt logs/trees in the courtyard around the castle keep. They have been replaced with normal trees/logs.
- There were some floating barrels/trees/other objects that have been lowered.
- The random mess of floating tombestones/stonewalls/graves near the center of town have been organized, straightened out, lowered, and tidied up.
- The floating planters along the side of the church have had the earth beneath them raised.
- The entrance to the arena was floating above ground, so the ground has been raised to meet it.
- There were some unfinished sidewalks toward the back of town that have been completed.
- An uneven amount of lanterns were hanging from the ceiling of the church. Missing lanterns have been added.
- Candles have been added to each of the altars in the church.
- Post invasion barrels and furniture in the church have been deleted or moved down to the basement area.

Again, the purpose of this mod is just to bring pre-invasion Kvatch into a PRESENTABLE state, NOT FINISH IT.
It would require much more work to COMPLETE the city: completing all interiors, adding more trees/bushes/clutter/rocks around the city to make it look more lived in, assigning real AI schedules to the NPCs, adding some more variety to the ground textures, adding interiors to doors that never led anywhere, and turning some of the interiors into shops. Doing something of that magnitude is not worth my time.
Hopefully, if anyone ever DOES want to finish pre-invasion Kvatch, hopefully this cleaned up pre-invasion state that I have created can help them get started.

Requirements
Kvatch Rebuilt  .  My .esp will replace the original mod's .esp. Which is not how I wanted to implement this.
I originally created this mod for personal use, so I edited Kvatch Rebuilt's .esp directly.
When I decided to release this publicly, I tried to "copy as override into" the edited pre-invasion worldspace into a new .esp via TES4Edit.
However, some of the changes I made showed up as italicized "injected records". I don't know what that means, but it resulted in a lot of the objects that I moved or deleted getting duplicated, with the original objects still in their old spots, with duplicates sitting next to them in the spot that I tried to move the original to. I couldn't figure out how to fix this and release it as an add-on .esp that contained only my edits, so I had no choice but to release it as a .esp replacer.
Hopefully if Kvatch Rebuilt ever gets updated again (and the update doesn't include any improvements to pre-invasion Kvatch) the team includes my changes in their new .esp.

Installation
1. Download and install Kvatch Rebuilt  
2. Download my mod, unzip the file, and drop the folder titled "data" in your Oblivion directory. Say "yes" to any requests to overwrite files.

Special Thanks:
Kvatch Rebuilt Team and Zaldir for creating Kvatch Rebuilt. Without them, this mod would not exist.