From Oblivion Mod Wiki
|Last Updated:||July 19 2011|
|Requires:||Oblivion 1.2.416, CURP V2.2, Shivering Isles|
|Download(s):||The Guild (http://www.4shared.com/archive/cgg-bidn/kvatch_rising_203.html)|
This is the first attempt I know about at a strict Kvatch Lore mod, dealing with facts taken from official sources and not Arenas taken from forum sources. What you will see in this kvatch is actual Colovian and Kvatch Lore presented in various ways from "Direct Quotes" to sub plots, quests and rumours. The idea is to completely immerse you in a lore friendly kvatch with a believable castle design and real city life.
To make this work, I did a lot of research first and my notes are included in this archive for you to read if your interested (Updated for V2.0).
Kvatch Rising is designed to auto update the city as you go through the Oblivion main quest but not present you with a finished city until AFTER the Daedric invasion of Tamriel has been defeated. But I know many of you will want the city right away so I have included an NPC that will allow you to choose the phase of developement you wish to use without waiting. Currently this can be anything from the original Kvatch, a No Fires Kvatch, A weed infested kvatch (very nice to see), a Kvatch in the process of being restored or a fully functional 4th era kvatch, you can choose which, but Lore fans will want to leave it up to my quest to update it so not to break the immersion of game lore created by the blivion main plot line.
As Kvatch falls in to ruining you will see refugees around Cyrodiil, with stories of that terrible night, as you start to beat back the Daedric and close the Oblivion gates, they will start returning to Kvatch and eventually help rebuild it.
Inside Kvatch during these dark days Bandits are looting the ruins, Wild life make their homes in the ruins and weeds, trees and bushes start to appear in this once proud city, leaving it with a realistic feeling of what was left behind when this city was destroyed. A feature added to support the main oblivion story line that also promotes more immersion and lore in the process.
At the end of the Oblivion main quest the city starts to be rebuilt without you, if you visit kvatch at any point you will see the state of repair it is in and will get messages updating you when the stages of decay and developement change. At the end of the main plot, scaffolding appears, workers are hammering and sawing and trying to get the city back in to shape. After a short time because I know you hate waiting too long the 4th Era Kvatch appears.
The city has a new count that lives in fear of assination and a plot line that lets chose to become count, support the counts nephew or leave Count Horis on the throne. It also has a Dark Brotherhood Cell that accept contracts from the count and his rivals and make a nice living out of killing off both sides in this story. The Mages Guild inside Kvatch dedicate them selves to Daedric studies to prevent any more invasions by any future Dagon forces and a Council of Battlemages appears in the city in the hope of preventing any further sackings of this great city.
As Archmage, visiting kvatch you will find your Guilds staff worried about the Necromancer issue and you will get the chance to put the whole Necromancer issue back on Trial and set policy for the Mages Guild just as Traven did. The feature fully supports Origin of the Mages Guilds own 4th era features and may be completely by passed if the Origin of the Mages Guild 4th Era features are completed before the Kvatch Rising 4th Era Features. Assuming they are not, you are given choices such as "ignore the necromancers" or "maintain the ban" and depending on your decisions, the world of the Kvatch Necromancers will either be revealed to you or stay hidden.
The Thieves Guild is fully supported in Kvatch already with respawning loot chests, prisons, guards and other things to make life as a thief interesting inside Kvatch. As a member of the Thieves guild you will get the chance to carry out contracts for a free or do a little freelancing of your own.
The Dark Brotherhood Cell mentioned above, also have contacts waiting to be done, your targets are inside Kvatch, they have routines of their own that you will have to learn before you can strike.
If you excell in these things, the people of Kvatch will read about it in the local paper, hearing about the crime wave or serial killer in their city.
Kvatch is a city of 2 halfs, one half is rich or middle class area, well patrolled and fairly safe. The other half is dark seedly area where thieves, murderers and necromancers rule. Just as the city is divided in to 2, so is the day and night cycles. The guards patrol during the day, guard enterances and exits and ensure everybody is safe, their are church meeting on Sundas, Arena days where the people of Kvatch get to see mythic dawn agents fight for their lives inside the arena. Not to mention the market day events.
At night the guards return to their barracks, leaving only 2 on guard at the main gate, the Castle Kvatch is locked down for the night, the port cullis dropped, nobody gets in or out until dawn. This is the time of the thieves, murders and necromancers for the night time in kvatch believes to them. Those who go out after dark risk their very lifes and those who fail to lock their door risk losing everything they own.
The residence of Kvatch use one of 3 pubs, a posh upper class pub, a middle class pub with a mage theme and seedly pub where assassins and thieves meet before they go out in to the night to earn their living.
Surrounding you is the game lore that makes Kvatch the city it always was, from the Colovian Leather maker proud of the fact he and his ancestors where once recognized as the best Armour makers in the whole of Tamriel, to the names of streets and pubs that reflect famous historical names from Kvatch's past. At every level, your immersed in to Kvatch and Colovian Lore and in case you miss it, there is a Lore Master waiting to give you some of the highlights in the Kvatch Library where the official sources can be found in game.
 Configuration Options
At the site of the old Kvatch Camp is a Khajiit NPC called "The Pro Choice Campaigner". This NPC has several configuration options you can choose from to customize how this mod works.
The default mode of operation for this mod is for it to walk you through the cycle of destruction, ruin and rebuilding in the correct order and restore the city some time after the main plot ends. All in a lore friendly and immersive way. If you leave the configuration alone, that is what happens and you get the full Kvatch Rising experience thrown at you 1 phase at a time. For those who want to skip most of the cool lore friendly goodness, you can use this pro choice campaigner to do so.
 These are your choices.
Option 1: Enable 1: Beth’s Original Kvatch Stage This option restores and keeps Beth’s original Kvatch as your permanent Kvatch selection. It is also the option to choose of you wish to uninstall Kvatch Rising since it restores the game to the default state.
Option 2: Enable 2: Kvatch No Fires Stage. This option enables the NO Fires version of Kvatch permanently.
Option 3: Enable 3: Kvatch Nature Stage This option enables the nature phase of Kvatch permanently.
Option 4: Enable 4: Kvatch rebuilding stage This option enables the rebuilding phase permanently
Option 5: Enable 5: Kvatch in the 4th Era This option gives you the fully working 4th Era city permanently
Option 6: Restore Automatic Stage Selection This option hands control over to the Kvatch Rising Control Quest which cycles through all of the above quests in a lore friendly way. This is the default setting for the mod; it is how the mod is intended to be run. If you choose another option and later want to hand control back to the main quest controller for Kvatch Rising, just choose this option, it will cycle through the phases until it reaches a phase that matches your current Oblivion plot progress.
If you have already completed the main quest and want to experience the earlier phases in full, including any quests offered, just choose the phase you want to try and it will enable most of its features for you.
You can safely swap between each phase at will; you are free to choose to do this at any time. But each phase is set to support a specific part of the main oblivion plot so by re-enabling a phase out of sequence you get support for a phase you might have already completed or not done at all yet.