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Kvatch Stuff


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Posted

This may be the wrong forum; if so, someone please move it to the right one.

 

I'd like to fix Kvatch up a bit after the gate is closed.  Yes, I'm aware there are a few mods that purport to do this, but according to their forum posts on "that other site" most of them are extremely buggy.

 

I don't want to do anything earth-shaking (Tamriel shaking?).  What I want to do is:

 

1 - Put out all the fires

2 - Exchange rubble and burned trees for rocks, patches of grass, and growing trees

3 - Restore the Temple building

4 - Exchange the rubble, burned out trees, and burned out houses in the town for rocks, growing trees, and the tents from down the path (Or duplicate those tents) and move the residents up there

5 - Clear out the rubble and rebuild the load-bearing columns in the Great Halll

6 - Clear out the rubble, put out the fires, and turn the furniture rightside up in the Dining Hall, Sleeping Quarters, Count's Quarters (and put the books back on the shelves, that sort of thing)

7 - Change the weather (exterior of castle, exterior of temple, exterior outside the walls) back to the usual random Tamriel weather

 

I know more or less how to do all that stuff in the CS, but I don't want it to happen until a few days (say 3 game days) after the gate is closed and the Count's ring is given to Savlian Matius -- and I definitely don't want it to happen while the player is still in those cells / world spaces.  (I mean magic is cool, but that would be just a little crazy, for stuff to change while you're standing there!)

 

So... I mean... You know... How do I make that happen?

 

Would I do a quest, for instance, that requires "The Battle For Castle Kvatch" to have been completed, and then maybe have a rock or something the player could kick (Okay, activate) that could initiate the quest?  Other than kicking the rock, the player wouldn't actually *do* anything; the changes would just occur.

 

Again, I know there are "Kvatch recovered, reborn, rebuilt, re-fixed" mods out there, but they all do way more than what I'd like.  I don't want the player to have to do anything but initiate the quest (or initiate the script that does the laundry list up there).

 

Any advice, suggestions, or links to a "how to" tutorial are greatly appreciated.

Thanks!

 

 

Posted (edited)

Create a new Quest. 
Create a quest script
I would create a new world space, a copy of the kvatch world. ! there are 3 parts , I think all of them have the full city wall. Check in the CS and choose the best one.

A new world space is the only way to remove the burned ground textures. So the first time you can enter your new kvatch you have new grass and paths.

Or you create more  new kvatch world cells and you slowly remove the burnt ground.

If you use only use one new world cell you can keep some burned ground in places that you won't see later.  Hidden by houses, sidewalks,...

The weather you can change... but it is much easier with a new world space.

Your new kvatch world  ID : myNewKvatchWorld


Add a new Kvatch Entry Gate in the Tamriel world. Flag:  Persistent reference , Initially disabled 

And add a ID name:  MyNewKvatchGate
Should be placed exactly in front of the original gate.

Or you enable and disable new gates if you have more kvatch worlds

 


Quest:

Quest ID: MyKvatchRebuiltQuest
stages 5 , 10, 15, 20, 25, 30, ...
Flags: Start game enabled
Conditions:
GetPlayerInSEWorld = 0
GetIsPlayableRace = 1

 

QuestScript ID : MyKvatchRebuiltScript

  You know a ; in a script is a "block", nothing behind it is used in the script, but you can add notes in a script

Spoiler


scn MyKvatchRebuiltScript

short myKvatchDays

 

begin gamemode


if getstage MQ03 == 100 && getstage MyKvatchRebuiltQuest == 0   ; if "Find the Heir" quest is finished. Stage 100 is set during MQ04 (Weynon Priory) stage 10, so you are not near kvatch, the Weynon Priory is under attack.


; I would not rebuilt Katch during the war/Oblivion Crisis. You can start the rebuilt after the main quest
; if getStage MQ16 == 100 && getstage MyKvatchRebuiltQuest == 0 ; Martin is dead  
;or  
; if getStage MQDragonArmor >= 10 && getstage MyKvatchRebuiltQuest == 0 ; the start of the Imperial-Dragon-Armor quest

 

Set myKvatchDays to gameDaysPassed   ; it sets the first day you start the rebuilt
setstage MyKvatchRebuiltQuest 5
endif

 

 

If Player.GetInWorldspace KvatchPlaza == 0  && Player.GetInWorldspace KvatchEast == 0 && Player.GetInWorldspace KvatchEntrance == 0 && Player.GetInWorldspace KvatchEntrance == 0 && Player.GetInWorldspace myNewKvatchWorld == 0
if player.isininterior == 0 && Player.GetDistance KvatchMapMarker > 10000 ; so you can not be in a house,tent, chapel in kvatch  or near the kvatch tents
; the two above line are "active" until the end of the quest. New updates never when the player is in kvatch

 

If getstage MyKvatchRebuiltQuest == 5 && gameDaysPassed > (myKvatchDays +3)   ; 3 days after rebuilt start
MyNewKvatchGate.enable   ; your new gate to your new kvatch world
; here add ???? e.g. new AI package for some kvatch NPCs,
setstage MyKvatchRebuiltQuest 10
endif

 

If getstage MyKvatchRebuiltQuest == 10 && gameDaysPassed > (myKvatchDays +7)   ; 7 days after rebuilt start
???? .enable   ; your new houses or trees. You know you can enable one as Quest-item/Persistent-reference  which has an ID and add all other things as EnableParent or opposite Parent, so you can enable and disable the other things you want. enable one new wall/house and set trees/walls/houses to EnableParent and burnes trees/walls/rocks to  opposite EnableParent.
; you can disable the first or all kvatch tents
setstage MyKvatchRebuiltQuest 15
endif

 

If getstage MyKvatchRebuiltQuest == 15 && gameDaysPassed > (myKvatchDays +10)   ; 10 days after rebuilt start
???? .enable   ; enable - disable the next things. Disable a building site and enable a house. Or unlock a door to an house and enable the new residents, . . .
setstage MyKvatchRebuiltQuest 20
endif

 

; add more stages if you want.  Of course you can do it all in one step. No access to Kvatch during construction/rebuilt. Then disable the tents and enable the new kvatch gate to your new kvatch world. That way you can create one new kvatch world cell without burned ground.

 

endif   ; end of the GetInWorldspace check
endif   ; end of the interior and Distance check

end

 

add the script to the quest. done.

 

You can create new dialogues that are part of the new quest, With conditions : e.g.  getstage MyKvatchRebuiltQuest >= 15

So the dialogue ist not used before you have reached the stage

 

You can use a new esp or you use a Mod/esp you always have in your game, that saves an esp in the game.

 

Tutorials:

https://cs.uesp.net/wiki/Category:Tutorials

and use google.

Some good tutorials with pictures are gone. I was to lazy to search.  Only some german tutorials ( I'm german )

And you can check the kvatch rebuild Mods how they add quests and scripts and new kvatch worlds. Many things I learned from mods because there are too few, or too few good, tutorials.

 

 

Edited by fejeena
Posted

@fejeena -- I should have known you'd be the first to offer suggestions!  Thank you, I now have a good starting point!

I've done little quests before, where the player finds something, then has to find something else that isn't there until he finds the first thing, then gets a nice item at the end of the treasure hunt, but I wasn't sure that sort of thing would work for this.

I did do some googling but mostly what I got was "why bother making your own mod?? just download an existing mod??"

Which doesn't help me figure out how to do it myself, so I figured my best starting place was right here.

Now... to get started!

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