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Kvatch Aftermath (1.2v)
Filename: rs_kvatchaftermath12.zip

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Average User Rating: 9.1
Number of Votes: 21
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2 Other Files by Giskard:
- Kvatch Aftermath- FINAL (1.31)
- Kvatch Aftermath (1.1v)

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Kvatch Aftermath (1.2v) - File Description  

Before you skip this read me and totally mess the plot up for your self, read this warning if nothing else.

DO NOT RUN this mod until after you have completed the plot and have the Dragon Armour and are also the Hero of Kvatch. Unless you do not care about the plot of course.

If you ignore this warning the quest to find martin will be impossible, the aid for bruma quest will have problems and the Kvatch quests will show you a brand new town instead of the old burnt one and will be impossible to complete. So enable this mod only after you complete those quests or do not want to do those quests.

Now you can get on try the mod, what follows below is typical readme stuff.

This version is your basic town, imagine Chorrol once you have done all the interesting quests, that is this mod. Only there is a few pay to repair quests to be done here. Very simple ones at first glance but do not let that fool you. They are complex to write and keep track of and ive had to simplify them to get them working in a bug free manner.

Kvatch has been totally destroyed except for the castle, the church, the city walls and the statue. History teaches us that towns that recieve this much damage are not rebuilt exactly the same way as they where before. Some perfectly good buildings are often changed to suit the new town design. World war 1 and 2 saw the destruction of many towns that are perfect examples of this. The twin towers are another example. So I have adopted this princple when designing Kvatch, its not a medieval Clean and shiny Startrek scene either, its clean in places and dirty in others. It looks lived in and has over grown areas that have not been developed. Big expensive structions that the city could not afford to build are not present, so theres no arena. I have added stuff that might have realistically been built within 2 years after the destruction of Kvatch. The only exception is the Cathedral. I could not leave the spire in the center of the town so ive replaced it with a brand new Cathedral.

You will notice the outside of kvatch is still totally burnt, i found i have to proceed very carefully here since many items are main quest items. So in this version I have not tempered with any quest item outside the city walls.


1) The City and all its buildings are functional and all have NCPs living and working in them.
2) You can rent a bed in Kvatch.
3) The local Begger will ask for a few spare coins.
4) It features a Memorial garden thats part of my expanded kvatch storyline (read the guide to kvatch).
5) A Graveyard thats part of my expanded kvatch storyline (read the guide to kvatch).
6) Functioning Church, Fighters Guild and Mages Guild.
7) A mini quest to become Count and pay for repairs inside the castle.
8) Guards change at 7pm and 7am every day, you can see it happening.
9) The new door leading to the battlements offers a nice view of the city smile.gif
10) Functioning shops and Inns.
11) Made Kvatch a center for Alchemy.
12) No Uber stuff added anywhere in this mod.
13) All kvatch citizens are unique and members of new kvatch factions created by me.

Features of 1.2

1) Stables area revamped
2) NPCs tweaked, added plot messages, made them do more things.
3) Three new purchess quests for the stables area. One reduces upgrade costs. See 4 below.
4) New Kvatch trading company to handle kvatch business links with other cities, this is not a shop.
4) Imperial Legion now patrol the kvatch road and maintain a presence in the city.
5) Oblivion plants have started growing around the outside of wall.
6) New secret room for the Count, good for magic users (see wall without a light near the counts room, the on right is the switch but you sometimes have to be in exactly the right position to activate it).
7) New Good/Evil Toggle switch added for counts secret room and street lighting, speak to one of the women in the castle.

Kvatch Aftermath (1.2v) - Screenshots  
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Kvatch Aftermath (1.2v) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 31 | Last comment: 09-12-2007 at 14:48

 #1 - 10/10 - 09-26-2006 at 05:18
From: (Riga)
Joined: December 2nd, 2005
Posts: 3206
nice mod.
Two Thumbs Up!

BTW. What video card you recommend for me to play Oblivion, cause my FX 5200 cant run it fast frown

 #2 - 09-26-2006 at 11:42
Joined: May 20th, 2006
Posts: 11
it still crashes when i fast travel...this problem also came in V 1.1 of this mod...do you know how to solve this problem ?

 #3 - 09-26-2006 at 16:42
From: (WA)
Joined: February 20th, 2006
Posts: 501
Do you have OBLIVION PATCH v1.1.511

 #4 - 09-26-2006 at 20:37
Joined: September 18th, 2006
Posts: 16
Hi joelh.

Sorry Joe but i cannot answer your question because you failed to give me any good feedback on your problem. I asked in 1.1 for more indepth feedback in this issue from those who reported it and got ZERO replies, so this time around your pretty much on your own until you explain the problem in more detail. Then and only then will i attempt to help you or anybody else.


 #5 - 09-26-2006 at 20:45
Joined: April 4th, 2002
Posts: 214
Nice job, there is only problem i have though and that it feels somewhat empty, I dont mean with the populace so much as I do with the lack of any clutter. Its a city so you expect to have some crates or barrels around, some vendors on the street (dont have the sell anything), and just other things that give the town a more lived in effect. Theres something else I wanted to point out but I've forgotten what it was, If i remember I'll post later.

 #6 - 09-26-2006 at 21:56
Joined: September 18th, 2006
Posts: 16

I completely agree, i am already working on that very problem. Btw you will need your sword for 1.3. smile

 #7 - 09-27-2006 at 14:12
Joined: August 21st, 2006
Posts: 58
now if only they can do this for X-Box 360..... but still a good looking mod

 #8 - 09-27-2006 at 19:09
Joined: September 18th, 2006
Posts: 16
A little teaser for you.

Ghostly Goings On in 1.3


 #9 - 09-29-2006 at 01:49
From: (Hawaii)
Joined: July 19th, 2006
Posts: 17
this looks awsome... i downloaded it... it dosn't work... Cry Help Me! Cry

 #10 - 09-29-2006 at 07:39
Joined: September 18th, 2006
Posts: 16
da_smuggler: lol

"it doesnt work", thats the classic "your never going to get help from anybody" piece of feedback. If anything most mod makers would list you a noob that didnt read the readme and ignore you. So in future instead of posting as little as possible, try posting details i can work with. Then i will be able to help you.

For now, heres the generic fix all solution.

Remove all mods, enable only kvatch aftermath and test it on its own.


 #11 - 09-30-2006 at 15:20
Joined: August 21st, 2006
Posts: 58
how much longer till 1.3?

 #12 - 10-01-2006 at 09:14
Joined: December 10th, 2004
Posts: 178
it looks pretty sweet. but the cool thing about the cities in oblivion is that they all have different architechture, time consuming as it is, you should think about creating a completely unique atmosphere for the city.

 #13 - Hi all - 10-01-2006 at 10:41
Joined: September 18th, 2006
Posts: 16

Yes that is cool, but to be honest only the stone work differs between kvatch and chorrol and replacing the textures for those would make this mod huge. I just do not think its worth it. Not for a freebee mod anyway that uses bandwidth hosting sites pay for. Would be nice though i agree. If i ever decide to do it, i already know exactly what needs changing and it can do be done with some simple texture replacements and would match kvatch perfectly.


Not entirely sure mate, ive already made a lot of additions to it and i am testing those additions now. Im wondering if i should do the new guild before i release it or not. I have also done a lot of cleaning up in the mod and im hoping to sort out those quest messages that dont stay on screen for very long before releasing 1.3 too.

Have you noticed that the more i add to the mod, the smaller it gets smile
Weird but the next one will definately be bigger because theres new/more sign textures.

Lots of minor bugs fixed in the next one too, stuff you guys have not noticed or reported yet. Spotted them whilst testing other stuff.


 #14 - 10-01-2006 at 12:13
Joined: August 21st, 2006
Posts: 58
good luck i hope u get all the bugs and stuff and i think u should go for another guild

 #15 - 10-01-2006 at 19:55
From: (Kentucky)
Joined: August 20th, 2006
Posts: 228
i dont really want the official oblivion patch cuz apparently it takes away some of the blood & gore... can that b fixed w/ the blood & gore mod? if it can ill d/l it

 #16 - 10-02-2006 at 23:06
Joined: September 18th, 2006
Posts: 16
1.3 has gone in to testing.

It will be the final version except for bug fixes. After 1.3 there will be addons from my self and probably other mod makers. So you will be able to choose where kvatch goes from here. Consider 1.3 as a nice base for future improvements. big grin

Its nessessary to make this the final version so other mods dont break each time i upgrade it. But it does not mean this is the end, its just the foundation for a series of addons thats all.

Rens beauty pack is especially appealing, i may use it to beautify some of the citizens in an addon.


 #17 - 10-03-2006 at 11:35
Joined: August 21st, 2006
Posts: 58
cant wait and i think almost everybody likes rens mod

 #18 - 10-04-2006 at 09:46
Joined: September 18th, 2006
Posts: 16
The Vitally important warning will be reduced to "only start this mod after you safe kvatch" in the next version. All other considerations now have work arounds built in to the mod. No work required on the players part.

 #19 - 10-04-2006 at 09:47
Joined: September 18th, 2006
Posts: 16
Save even. Sorry typos.

 #20 - 1.3 Released - 10-04-2006 at 12:41
Joined: September 18th, 2006
Posts: 16
I have pm'd Master of Oblivion with a link to the new 1.3 release for Kvatch Aftermath over on the official forums. Im hoping this prevents it from going missing this time and leads to a speedy appearance on Filefront.

Watch the news page here for its arrival smile


 #21 - Qeustion and anserw to problems - 10-05-2006 at 13:25
Joined: April 19th, 2006
Posts: 97
So to anserw those problems with crashing when you instand travel just get the patch... And then on to my qeustion so if i get this then does that mean that when 1.3 comes out ill have to remove this from active mods and then get the other one and completley restart everything like become count and stuff again? Please anserw my qeustions because this looks like a great mod.

 #22 - 10-05-2006 at 14:30
Joined: September 18th, 2006
Posts: 16
Hi Nebulaoblivion

The crash whilst fast traveling or waiting has not reoccured in this mod since 1.2 fixed. It does however occure if you load OOO 1.3 or greater before kvatch aftermath or if your using creatures Alive. Ive tracked all the problems ive been given detailed info about down to one mod or another and cured them. I have not bothered helping those who just said it crashed and didnt explain further. No way i could you help them.

As for 1.3, 1.31 is out now. A link was sent to MOO so it should be on here soon.

And if you use 1.2, you will be fine in 1.3, just remember to wait outside kvatch in some other city when updating.


 #23 - 10-07-2006 at 15:58
Joined: April 19th, 2006
Posts: 97
Thank you for anserwing me. The reason why i thought it was cause they didnt have the patch is cause on the 1.1 version some one said that was the problem. Ill prolly just wait for the next version because i dont like updating much lol. :]

 #24 - suggestion - 10-08-2006 at 08:17
Joined: October 8th, 2006
Posts: 1
Why not put checks in place to see if the player has completed the main quest and then your mod kicks in? That way people could install it any time they want and it won't break the main quest.

 #25 - 10-08-2006 at 10:56
Joined: September 18th, 2006
Posts: 16
There are checks for that in the mod already. If enabled too early the quests wont start until you really do finish the vital default quests. The problems that stop it working are problems that would make you turn the mod off and delete it before kvatch ever got rebuilt. Its a question of ruining the burning kvatch feel so utterly as to make the mod look like some kid made it in 5 minutes.

 #26 - video card - 10-19-2006 at 11:55
Joined: October 19th, 2006
Posts: 1
u could just read your box or look at minimum requirements to find out..

I am running a pci-express x1300 512mb card and i get about 30-40 fps when on medium stick out tongue ( i got 1g ram and a amd athlon64 3500+)

if u have an AGP slot i would reconmend atleast getting a Nvida 6800 256mb+
Link: http://www.newegg.com/Product/Product.asp?Item=N82E16814121216

and make sure u got atleast 1 gig ram big grin

 #27 - NJ/sewers - 11-24-2006 at 14:59
From: (Colorado)
Joined: November 24th, 2006
Posts: 20
this is an awsome mod! just out of curiosity how hard would it be to add sewers to kvatch like the sewers from Tribunal?

P.S. keep up the good work!

 #28 - 11-25-2006 at 11:25
Joined: November 25th, 2006
Posts: 6
cool downloading now! stick out tongue

 #29 - 09-12-2007 at 14:40
Joined: March 7th, 2007
Posts: 30
Umm i have a problem with the signs, all the signs and placed all over the city have weird exclamation marks. how do i fix it?

 #30 - 09-12-2007 at 14:41
Joined: March 7th, 2007
Posts: 30
Now for comments, Nice city, the guilds are identical to the chorrol ones. Also the counts castle has a weird haze in it. Also should add a buyable house. Nice city overall though 9/10

 #31 - 09-12-2007 at 14:48
Joined: March 7th, 2007
Posts: 30
sorry bout TP but i also notice that when the gurads bust you you get taken to anvil? also try to add voicing for the kvatch quest because the test goes by at super fast speeds without voices. Also in the Note from the elders there are several spelling errors. The words regognize is spelled "receognise" and orginize is spelled "orginise"

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