Zaldir Posted November 6, 2013 Share Posted November 6, 2013 the last piece of the puzzle that is called "complete oblivion experience" would be a great new year's present :smile:That is what I am aiming for. Working hard to make that happen. Getting some off-time here and there to finish up the work that is left.The most annoying thing is trying to get it compatible with earlier versions of the Kvatch Rebuilt. I can't get it 100% compatible, but I can at least make it so you won't have to start all over again. :) By the way, if someone here is an expert on scripting, and would be willing to help me out with a certain script I am working on, please PM me! :D Link to comment Share on other sites More sharing options...
kili202 Posted November 6, 2013 Share Posted November 6, 2013 (edited) keep up the awesome work! question though, once you are done with this update do you plan on doing anything for skyrim? it would be about time a really good modder got on that games case Edited November 6, 2013 by kili202 Link to comment Share on other sites More sharing options...
Zaldir Posted November 6, 2013 Share Posted November 6, 2013 Other than doing some level design for Beyond Skyrim, I don't think I will be doing any Skyrim modding. Most of the things I had planned but never got to, is already done, so I guess I'll be waiting until the next TES before I do some serious modding again. Who knows though - I might change my mind. Only time will show. ;) Link to comment Share on other sites More sharing options...
lonewolfkai Posted November 7, 2013 Share Posted November 7, 2013 the last piece of the puzzle that is called "complete oblivion experience" would be a great new year's present :smile:That is what I am aiming for. Working hard to make that happen. Getting some off-time here and there to finish up the work that is left.The most annoying thing is trying to get it compatible with earlier versions of the Kvatch Rebuilt. I can't get it 100% compatible, but I can at least make it so you won't have to start all over again. :smile: By the way, if someone here is an expert on scripting, and would be willing to help me out with a certain script I am working on, please PM me! :D I'd ask some of the folks at TESAlliance for help on this. There's several experts there that might pick up the script. Link to comment Share on other sites More sharing options...
Zaldir Posted November 7, 2013 Share Posted November 7, 2013 Yeah, that's a good idea. :) Link to comment Share on other sites More sharing options...
JustBarbaric Posted December 7, 2013 Share Posted December 7, 2013 Can't wait for the re-release of Kvatch Rebuilt! Oblivion was my first Elder Scrolls game and I am going through them again while I wait for Elder Scrolls Online :D I have never tried rebuilding Kvatch and it was always something I wanted to see! Link to comment Share on other sites More sharing options...
lonewolfkai Posted December 17, 2013 Share Posted December 17, 2013 For anyone who would want to test the mod for me, you can now download the beta. It will be a short beta, and I am hoping we won't run into any major issues, so that I can have it released for the 24th.REQUIRES OBSE AND SHIVERING ISLES! Download BetaDownload Beta Tester files Edit: Oh, and if anyone has a savegame with Kvatch Rebuilt 2.x installed (and started/finished the rebuilding), could you please send it to me? Thanks! :smile: Edit2: I am currently working on remaking some compatibility patches (some may be included in the main mod). So far, there is Frostcrag Spire, FCOM/OOO, Unique Landscapes Cheydinhall, and (possibly) Werewolves - Legends of the North 2. If anyone has any requests for patches, please shout out, and I'll get on it as soon as possible.Great news! Thanks Zaldiir! Just one question, you mentioned Frostcrag for patching, is that for the teleportation pad? Link to comment Share on other sites More sharing options...
Zaldir Posted December 17, 2013 Share Posted December 17, 2013 Yeah, I'll be using the IsModLoaded function from OBSE to check if the mod is loaded, and if it is, teleportation is enabled. I'll be using that function for FCOM/OOO as well. The Unique Landscapes and Werewolves patches are more landscape incompatibilities (land tears), so hopefully, the existing ones still functions, but if not, I'll be making new ones. Link to comment Share on other sites More sharing options...
drbadmind Posted December 19, 2013 Share Posted December 19, 2013 (edited) Here's what I've got from playing for a little while. Everything was fine up until the city was reopened after some building was complete. Then I started seeing things like this https://i.imgur.com/o1fbNKf.png https://i.imgur.com/zwxD1sA.png https://i.imgur.com/2a4J9hv.png https://i.imgur.com/TixUgBK.png https://i.imgur.com/ZyePSJj.png So a bunch of buildings are missing and the refugee place has no floor and no walls and when I go in there everyone's just sort of falling endlessly. Also gold, when dropped as an item, is purple. Edited December 19, 2013 by drbadmind Link to comment Share on other sites More sharing options...
Zaldir Posted December 19, 2013 Share Posted December 19, 2013 It seems to cause a lot of strange issues for people. Everyone have reported the same missing static meshes, and odd behaviour. But when I try to reproduce that in my game, I don't get any of it, and everything seems to work fine. *sigh* I guess I will need some expert help on this one. I am pulling the beta for now, as it seems to be the same case for everyone. I guess it is also time to say goodbye to the pre-Christmas release... :wallbash: Link to comment Share on other sites More sharing options...
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