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 Post subject: Kvatch Aftermath Quest Guide
PostPosted: Sun Feb 22, 2009 12:54 am 
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Kvatch Aftermath Quest Guide

Quests and timers.

From 6.0 onwards all build quests (less stated else where) complete on 7th or 14th or 21st or 30th of each month. This means it is possible to accept and complete a build quest in the same day if you time it right. The reason for this is I had to stop using Gamedayspassed due to it skipping quest stages randomly. I started using gameday instead, which is much more accurate and causes less problems but does lead to some very quick quest completion times.

Find the Heir

Patched Beth Quest

This quest was changed slightly so Kvatch Aftermath would work from the start of the game with Beths Plot line. Martin impossible is to find until AFTER you save Kvatch. This helps maintain compatibility with other mods by not needing massive quest stage reworking. The Stages that exist are the stages Beth created. Starting the mod after becoming the Hero of Kvatch Skips this change.

You may need to wait in the chapel for 1 hour to make Martin turn up after 6.4 due to fixed to prevent the daedra disappearing during the battle for kvatch. Martin is a little slow to wake up and move to his new position.

Aid for Bruma

Patched Beth Quest

The Kvatch Aftermath Savlian has been added to Beths Savlians Aid for Bruma Quest so you can now ask the Kvatch Aftermath Savlian to send Aid to Bruma. Starting the mod after becoming the Hero of Kvatch DOES NOT Skip this change.

Breaking the Siege of Kvatch

Complete rewritten of the Beth Quest.

This Quest has been rewritten to allow Kvatch Aftermath to work from the start of the game. The Beth Stages are used to maintain max mod compatibility. In this version you are no longer restricted to specific areas of Kvatch and there is no need to enter the Cathedral unless you want too (for healing purposes etc). The Oblivion Gate sections have not been changed. Starting the mod after becoming the Hero of Kvatch Skips these changes.

Also Martin has been delibrately hidden so you must finish the Kvatch Quests before he will reappear.

In 6.7, Martin is transported to the correct spot and should appear as if by magic in the chapel on time, every time.

The Battle for Castle Kvatch

Complete rewritten of the Beth Quest.

This Quest has been rewritten to allow Kvatch Aftermath to work from the start of the game. In this version you battle your way through the streets towards the Castle. At various stages new Daedra appear that you must kill to move on. The entire city is your battle ground, the bad guys higher levels than you. Your the under dog, there is no easy bad guys to kill here for new Characters. This quest ends when you give Savlain the Counts ring as usual but you no longer have to venture that far in to the castle because that would disrupt too many late game Kvatch Aftermath plots if I allowed that. Starting the mod after becoming the Hero of Kvatch Skips these changes.

Also Martin has been delibrately hidden so you must finish the Kvatch Quests before he will reappear. After completing this quest and giving the counts ring to Savlain, Martin is transported to the correct spot (6.7 feature) to replace the 1 hour wait of older versions.

Citizens Rebuilding Quest

NPC Offering the Quest = Automatic.

This is new quest that runs along side the "Breaking the Siege of Kvatch" quest and the "The Battle for Castle Kvatch" and bridges the gap between those and the Count of Kvatch Quest that happens later. This quest controls the battle, lights the fires, restores the city after the battle and allows the player to witness the city being partly rebuilt before he becomes count. Starting the mod after becoming the Hero of Kvatch Skips this quest completely.

Old Kvatch Aftermath Saved Games Start from here.
Players that are already the Hero of Kvatch Start here..

Count of Kvatch Quest

NPC = Offering the Quest = Ocato

Ocato briefs you on the situation with the old Count, and the position of Count and Duke and then tells you to talk to Savlian in the survivors in (this is a new 6.7 feature).

NPC Offering the Quest = Savlian

After Speaking with Ocato you must accept the position of count from Savlian and is automatically completed if you do. It enables the Count of Kvatch Quests but is only offered is you have completed the Kvatch Quests from the original game or by Kvatch quests. If you have not, all Count related quests are disabled and since many other quests require these be completed, that means most quests do not function.

Other parts of this quest include.

Hiring Guards
(Establishes the Barracks and Guards in the city). Completes on 7th or 14th or 21st or 30th of each month.

Restore the Castle
(Allows Access to the rest of the Castle).

The Hiring of Guards is the foundation stone for many other quests, it must be completed before a lot of other quests become active. The Restoring the Great Hall is less vital, except for missions or quests offered inside the castles private areas. Which are unreachable without the Restore the Castle being completed.

Kvatch Improve Main Gate Area Guest

NPC Offering the Quest = Savlian

This removes some rocks and adds some flower beds and other things to the Gate Area.

Kvatch Trading Company Quest

NPC Offering the Quest = Savlian

This appears after the player has hired some guards in the Count of Kvatch Quest. It sets up the Trading Company outside the main gate and opens the way to many future Quests involving that Trading Company. Also some quests become cheaper if this quest is done first.

Build Stables At Kvatch

NPC Offering the Quest = Savlian

This is a standard Stable that adds all the stuff you would expect and originally did sell horses but since I found out that the Horse Armour only works with the default stables, this has become mostly eye candy. It makes the gate area look nicer. It is still used by quest characters so be sure to take this upgrade.

Retrieve Stolen Property

NPC Offering the Quest = Malisa

Requires = You must have 10,000 gold on you for this quest to be offered.

Malisa only works office hours so do not expect her to offer you the quests outside office hours. This mod tries to be realistic about these sort of things.

This is a key mission, it requires the Hiring of Guards and the Trading Company Quest be completed. It is a combat mission involving 4 specially spawned guards. They demonstrate the need for a Order of Knights in Kvatch but initially just help the player do the mission. They actually form part of the fiction behind the mod in a small way.

This quest funds the Slum Upgrade then must be completed for certain other quests be available.

I have added back the topic that appears if you do not have 10,000 gold for the upgrade. This was removed by accident in one of the previous releases and not noticed until a player called Alex emailed me about this quest not appearing. So thank you Alex, hopefully this will solve the problem for new games at least.

City Improvements

NPC Offering the Quest = Malisa

This is the slum upgrade and is only available after the Retrieve Stolen Property Quest has been completed. It enables a lot of other quests, most notably the Necromancer Guild and its quests which are housed in the renovated buildings. Once complete, the entire Slum Area behind the Church is transformed in to a middle class housing area.

Kvatch City Patrol

NPC Offering the Quest = Berich Inian

After the City Improvements quest is complete, Berich offers you some options to hire additional guards. These guards can be hired or dismissed but if you own a low end system. You may want to avoid hiring more CPU hogging NPCs at least dismiss them when you do the Daedric Attack quest later.

Dinner Guests

NPC Offering the Quest = Lesa Tor

Lesa organises some dinner parties for you and your friends after you Restore the Castle.

Summon or Dismiss Court Added in 5.5.3B

NPC Offering the Quest = Savlian

Summons the Knights of Kvatch, the Routers and Snatches and the leaders of Kvatches 3 guilds as well as both of the Counts personal assistances to the throne room. Requires you have the Knights of Kvatch available or you will not get this option.

Delivery Jobs Added in 5.5.2B

NPC Offering the Quest = Various Warehouse men

Once the Kvatch Warehouse is complete, a new option appears in the location Cyrodiil Regional office begind the Fighters Guild. If you enable industry by taking to woman there then 7 new Workshops and Warehouses appear in the game near various cities. As well as 56 Traveling traders. IF you go to the warehouses and speak to the warehouse men, you will find a deliver job available. The distance has no relation on the fee, the fee is a reflection of how rich the city is.
Once you accept a delivery job, fast travel is disabled until you complete it.


About Kvatch

NPC Offering the Quest = Giskard

This is my way of getting vital info to players. I found many players do not read forum threads, or even read the last post in a thread. So they end up asking the same question others have already asked. This is not a minor problem in the Oblivion Community, it is a massive problem, as demonstrated in many Kvatch threads I have started where the same question was asked and answered 4 times on the same page of the same thread, not once but several times. As you might guess, I reacted badly to that, after than 500th time and just refused to answer any more questions from people who where not reading the answers I had already posted. So check out my NPC in the Survivors Inn if you have any common questions that you need answers. All the ones I got pestered with are included here.

Hostile Activity Updated for 6.0.

NPC Offering the Quest = Any Imperial Kvatch Citizen

Adds rumours about enemies about to attack Kvatch. There as information only, part of the enemy at the gates quests. The Ghosts now also hint at this too.

Going through the motions

(Also known as Enemy at the Gates Part1)

NPC Offering the Quest = Savlian

The Enemy at the Gates quests are actually a series of independent but linked quests, this particular one starts with the "Counts Duties" topic and takes the player on a tour of various locations such as...

Belletors Folly
Dasekmoor
Fort Istrius
Fort Wariel
Trumble


It lays down the plot for regular patrols as part of the enemy at the gates quest and leads directly to the founding of the Knights of Kvatch. This mission is actually a requirement for the Knights to be founded. The previous linked mission in this plot line was Retrieve Stolen Property quest that featured Guards doing a Knights Job.

The idea is the player "reluctantly" does the quest in a half hearted "I am not actually going to enter those ruins" fashion just to keep the Elder Council off his back. Upon hearing that at least 1 Count in Cyrodiil actually did as they asked, the Elder Council are so pleased with you that they establish an order of Knights in Kvatch as your reward. The Order of Knights actually answer to the Elder Council but they assign you as their commander so you can use them as you see fit.

You are supposed to wake up and realise that it is dangerous outside of the walls of Kvatch and so start clearing the ruins, mines and caves your self on a more frequent basis by actually entering the locations and doing it properly the next time. Which is the duty the Elder Council expects all Counts to do, but very few bother.

When you finally get the knights of kvatch, you will see them performing this job for you 3 or 4 times a week and can follow them and help them if you wish too.

This is a regular 3 or 4 times a week job that continues as long as you have Kvatch Aftermath enabled.

The Knights of Kvatch (renamed in 6.6)

(Old Name = Enemy at the Gates) (Part2)

NPC Offering the Quest = None.

This Quest is establishes the Knights of Kvatch inside Kvatch. The quests to complete the Workshops and the Enemy at the Gates Quest (part1) must both be completed. After which a 2 day wait occurs and then the Knights appear in Kvatch. The player receives a message from the Elder Council about this.

Mine Clearance

NPC Offering the Quest = Savlian

Requires the Slum Quest be completed before it will activate. This quest adds 2 mines and a mining camp outside kvatch. A fast travel icon also appears and patrols to and from the camp start once the quest is complete. Black Bow Bandits appear in the mines which the player must kill to trigger the Kvatch Export mission below. The Bandits are part of the Enemy at the Gates plot but serve as an introduction to the Export Quests below.

Before asking where the mines are and telling us you looked everywhere as thousands did before you, look at the picture below.



Kvatch Exports

NPC Offering the Quest = Malisa

Requires the Mine Clearance quest be completed first, this quest will then add several improvements to the gate area and setup a workshop for the player. In this workshop the player can make armour and weapons from various nuggets. It also sets up regular couriers between Kvatch and other Cities.

Other components of this quest and the NPC to contact.

Hire Armed Merchants Quest Component.
NPC Offering the Quest = Rondin (Fighters Guild)

Thinking like a God

NPC Offering the Quest = None

When the player finishes the Shivering Isles plot, this quest triggers automatically and adds a teleport between the Shivering Isles Palace and the Kvatch Courtyard. The line referring to what else got changed refers to other changes that occurred in kvatch in the version of the mod that introduced this quest. E.G. the Necromancer Guild magically appears out of no where. You where thinking about necromancers...what you was not...oh well, I was. Guess there can only be one God after all

Make Secret Room Evil

NPC Offering the Quest = Lesa Tor

This Quest is a simple repeatable quest that allows you to change the decoration of your secret room after you restore the castle. The choices are "I am Good", "I am Evil". Another little know change is the City Lighting changes between good and Evil too in some areas. Its worth going to Lesa in each new version and just selecting these options again because stuff I add later are not automatically enabled unless you answer Lesas question again. As I add more features, this may be used to customise kvatch along good or evil lines more extensively. So check this quest out once in a while, you may see changes to kvatch that you missed.

Daedra Attack Updated for 6.0.

NPC Offering the Quest = Savlian

This is the finale of the Daedric plot line that was hinted at in the Guide to Kvatch and again by the presence of Ghosts and various rumours. It is also part of the Enemy at the Gates Plot, be it a small part. As indicated by the mission, the dead rest easier after this mission is completed, e.g. the vanish from Kvatch.

To get this you must have completed the Enemy at the Gates Part1 & Part2, e.g. both must be either finished or active. Part 2 is an NPC quest that triggers when certain conditions are met. This then triggers a new quest Savlian offers the player with the topic "Under Attack".

Before clicking on the "Under Attack" topic. If you have a slow computer, talk too Berich Inian about dismissing the extra guards in Kvatch (Kvatch City Patrol Quest). This mission spawns a lot of bad guys and can lag our slower computers.

Once you click on the "Under Attack" topic the daedric attack will start. When it ends, so does the whole "Daedra attacked kvatch, how nasty" stuff. Its an end to the destruction and the start of rosie future.

The Ghosts of kvatch disappear at the end of this quest, their warnings are no longer needed and they can finally rest in peace.

Sisters of Hope

NPC Offering the Quest = Automatic

Requires several quests to be complete including the Daedra Attack Quest, The Castle Restoration and the Shivering Isles Campaign. Once these conditions are met a new church and lodge will appear next to the Kvatch Trading company. The lodge will be home to number Priestesses of Atatosh.

After this is completed the Kvatch Plot ends and the regular none plot features take over.

Kvatch chronicle (6.6)

NPC Offering the Quest = Floria

Time = at the Loredas Market.

This is a quest but not one you can do, you can use the results of this quest though. The Kvatch Chronicle keeps you informed of what happens around the city during plot by offering 1 News Story to explain background information at key points. Updating that 1 News Paper when you pass certain points in the plot. These News Papers are only available once a week at the Loredas Market from Floria. Because players rush through the plot, I have chosen not to offer too many news papers during these early stages.

After you finish the main Kvatch aftermath plot this quest really gets going and starts to offer you a wide variety of news once a week. The news varies a great deal and may concern Kvatch citizens, crime or game lore. But if you keep asking Floria for a paper once a week you will be introduced to the inner workings of Kvatch via stories designed to highlight who does what in the city.

Additional support material is planned to re-enforce this feature.

Key Stages for this quest to update are as follows.

Stage 1: Before you become count.

Stage 2: After becoming count but before the slum upgrade.

Stage 3: After the slum upgrade but before the last daedra attack.

Stage 4: After the last daedra attack but before the Sisters of Hope arrive.

Stage 5: The Kvatch Chronicle now works normally as i intended and becomes a peek in to the lifes of those in the city and the city it self.

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 Post subject: Re: Kvatch Aftermath Quest Guide
PostPosted: Thu Sep 17, 2009 6:08 pm 
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Joined: Thu Sep 17, 2009 1:29 am
Posts: 351
Wow, I never realized KA had this much in it. I DLd and played it once, but got stuck due to a bug, then had to re-install obliv due to too much bloat in my data folder (20gigs lol), and never re-installed due to compatability with my 'primary' mods.

But considering that TEC has replaced my old primary mods, Im glad I saw this and rememberd KA!

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 Post subject: Re: Kvatch Aftermath Quest Guide
PostPosted: Thu Sep 17, 2009 8:26 pm 
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glad for ya then mate, hope u can find it, its a fairly elsuvie mod these days....

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 Post subject: Re: Kvatch Aftermath Quest Guide
PostPosted: Thu Sep 17, 2009 8:56 pm 
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I DLd it a month or so back if I recall, maybe a bit longer. If I remember rite I got stuck at some point during or after the quest to get the stone from Skingrad.

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 Post subject: Re: Kvatch Aftermath Quest Guide
PostPosted: Thu Sep 17, 2009 9:00 pm 
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hm, stone from skignrad... dont remember that part :P but might be... i rememebr a gem from beletors folly, and KVATCH REBIULT had u go to skingrad for something... hehe

well either way, hope u get it working mate :)

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 Post subject: Re: Kvatch Aftermath Quest Guide
PostPosted: Thu Sep 17, 2009 9:28 pm 
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Scythe wrote:
hm, stone from skignrad... dont remember that part :P but might be... i rememebr a gem from beletors folly, and KVATCH REBIULT had u go to skingrad for something... hehe

well either way, hope u get it working mate :)



Ok, maybe I had a totaly differnt mod then, lol.

From what I recall: the dialouge stated that 'kvatch/skingrad always got along, we need stone to build, ask the count there for some'

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 Post subject: Re: Kvatch Aftermath Quest Guide
PostPosted: Fri Sep 18, 2009 1:14 am 
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ya, thats kvatch REBIULt created by... i forget the head modders name, but its kvatch rebiult team,

still an awsome mod, but completly diffrent than ka... KR focuses more on the rebiulding of kvatch, while KA focus more on the, running of the town now that u are count...

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 Post subject: Re: Kvatch Aftermath Quest Guide
PostPosted: Fri Sep 18, 2009 4:15 pm 
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Ah, well I suppose its an easy mistake to make considering I didnt play it too much.

Now to find KA

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