Sergio1992 Posted January 10, 2014 Share Posted January 10, 2014 Hi Zaldir, I see you are doing a great job as always. May I ask if you were able to squash the "disappearing objects" bug, and to what it was related? Link to comment Share on other sites More sharing options...
Zaldir Posted January 11, 2014 Share Posted January 11, 2014 The disappearing objects are gone, and the mod functions as expected (or better, I would say). I don't know the exact reason for the bug, but after scouring through the esm looking for what could have caused it, without really knowing what to look for, I decided to try and just remove the esm altogether. So, I merged the esp into the esm (after tweaking a few things, copying back and forth, etc.), then converted it into an esp. this fixed the disappearing objects instantly. Of course, I had to change quite a few things to make it run with just an esp, but that was simple enough. :smile: The current beta is more stable than 1.x and 2.x was, so for anyone wanting to play with Kvatch Rebuilt for their next playthrough, give the beta a go. And once the final release is out, you can simply update it, without having to do anything extra. :wink: Link to comment Share on other sites More sharing options...
askmax Posted January 11, 2014 Share Posted January 11, 2014 Hey one question, I have the older beta version and just cleared kvetch and it is still in ruins but are some walls towers etc suppose to be totally missing? If not is there a way I can fix this? Link to comment Share on other sites More sharing options...
Zaldir Posted January 11, 2014 Share Posted January 11, 2014 If you have the older beta which had both an esm and an esp, then the only way to fix it is to uninstall it, install the new beta, and load an older game. Link to comment Share on other sites More sharing options...
askmax Posted January 11, 2014 Share Posted January 11, 2014 (edited) f***. Thats 10 hours of gameplay lost.Edit- Saved by autosave I have one right before I officially save kvatch when I need to find the count will it still work? Edited January 11, 2014 by askmax Link to comment Share on other sites More sharing options...
FragmentaryHorcrux Posted January 11, 2014 Share Posted January 11, 2014 Hmm, I'm getting a 404 Page Not Found error when I click on the download link. Link to comment Share on other sites More sharing options...
qwertywun Posted January 12, 2014 Share Posted January 12, 2014 (edited) Setting up a new oblivion for next weekend since i finally got a system that will hopefully handle mods. Glad to see the Beta is here now been looking forward to it. is it worth me plaything through the beta or would it be too incompatible with other big mods (UL,FCOM) at this stage. Edited January 12, 2014 by qwertywun Link to comment Share on other sites More sharing options...
Zaldir Posted January 12, 2014 Share Posted January 12, 2014 Hmm, I'm getting a 404 Page Not Found error when I click on the download link.A slight error (case sensitive links are a pain..) it works now though. Setting up a new oblivion for next weekend since i finally got a system that will hopefully handle mods. Glad to see the Beta is here now been looking forward to it. is it worth me plaything through the beta or would it be too incompatible with other big mods (UL,FCOM) at this stage.It shouldn't be incompatible with UL or FCOM to any extent which cannot be fixed easily with a patch. FCOM will only be an issue if you want to start up the Kvatch Arena (which is no longer part of the main quest), and the Unique Landscape issue is very minor. Link to comment Share on other sites More sharing options...
FragmentaryHorcrux Posted January 12, 2014 Share Posted January 12, 2014 (edited) Thanks, I'll give it a try! I'm also running UL, BC, Fort Akatosh, OOO, Oblivifall - LMR, All Natural Weather and Animated Chimneys and Windows. I know you've mentioned KR 3.0 will be compatible with FA and UL (and I believe OOO too) but I was wondering if there was included compatibility for the ACM. Also, I know Oblivifall had a KR patch from a several years ago (for the cave between Gottshaw and Brina Cross as well as use of the Akatosh chapel in Kvatch) and I'm also wondering if 3.0 will be compatible or if it will even still be compatible with that patch. Also, I found that ANW also has a patch for KR and I'm wondering if that would still be compatible too. Still, I'll try it in my heavily modded game and see though (hopefully nothing will explode!). EDIT: Just noticed in Wrye Bash that all the old KR patches require the KR .esm file to work... so I gues new patches might need to be made... EDIT 2: So far I've noticed that KR 3.0 is incompatible with Frostcrag Village (Wethyl Fortress is now directly on top of that settlement). EDIT 3: And the conflict between the fortress and UL is not big but it definitely needs a patch to fix the land tears and floating rocks/tower. Also, I just wanted to note that I'm just making a list to record my findings and don't necessarily mean that you, Zaldiir, should make all these patches for other mods since I know how much you've been working on this project and quite frankly I'm just excited that it's almost done! Edited January 12, 2014 by FragmentaryHorcrux Link to comment Share on other sites More sharing options...
qwertywun Posted January 12, 2014 Share Posted January 12, 2014 It shouldn't be incompatible with UL or FCOM to any extent which cannot be fixed easily with a patch. FCOM will only be an issue if you want to start up the Kvatch Arena (which is no longer part of the main quest), and the Unique Landscape issue is very minor. Is Kvatch Arena a part of FCOM or Kvatch Rebuilt? I have never came across this before. Link to comment Share on other sites More sharing options...
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