Introduction
The Purpose of this FAQ is to provide a resource of information related to mods produced by the Dragon Captions Team. Any and all questions should be asked in this thread where they will be answered and posted for future reference. If you are having a problem with one of these mods, this is the place where you can find the help you need.
There are some things to consider before posting “Help me my oblivion is exploding,” questions:
1. Please remember to read any and all documentation before posting your problems here as your question may or may not have been answered already.
2. If you can't find the answer to your question, or there is some conflict you are still unable to fix, please post here with as much information as possible including:
Mod name
Version #
Circumstances pertaining to the problem
Where your problem occurred in the game
Load order
Operating System and Version
Providing this information will allow us to better help you.
Remember again, this is a resource. Therefore, any and all questions posted here can be updated to the FAQ along with their solution so that it will be easier for others to find the solutions they need in the future.
Table of Contents:
Section 1: Kvatch Aftermath
a: FAQ
b: Known Conflicts
Section 2: Fighters Guild Contracts
a: FAQ
b: Known Conflicts
Section 3: Origin of the Mage's Guild
a: FAQ
b: Known Conflicts
Section 4: The Elder Council
a: FAQ
b: Known Conflicts
Section 5: Temple of the One
a: FAQ
b: Known Conflicts
Section 6: The Necromancer
a: FAQ
b: Known Conflicts
Section 7: DC The Imperial Township of Sutch Reborn
a: FAQ
b: Known Conflicts
Section 8: DC Pride Of Wolf's Gate
a: FAQ
b: Known Conflicts
Section 9: DC Kvatch Guard Towers
a: FAQ
b: Known Conflicts
Section 10: DC Glory of Eagle's Pass
a: FAQ
b: Known Conflicts
Section 11: DC Fort Akatosh
a: FAQ
b: Known Conflicts
Section 12: DC Guards of Cyrodiil
a: FAQ
b: Known Conflicts
Section 13: Cyrodiil Upgrade Overhaul
a: FAQ
b: Known Conflicts
Section 14: Dragon Captions Cyrodiil Upgrade Overhaul Resource Pack (DC CUORP)
a: FAQ
b: Known Conflicts
Section 15: (DC) White Pass
a: FAQ
b: Known Conflicts
Section 16: In The Legion FAQ
a: FAQ
note: this FAQ is made by Orna
Section 17: General Questions
a: What to Ask
b: What Not to Ask
c: General Information
Section 18: Links Section
a: Links
Section 1
Kvatch Aftermath
A) FAQ
1) What are the requirements to run Kvatch Aftermath?
Oblivion and Shivering Isles patch 1.2.0416. Starting with version 7.0 requires Cyrodiil Upgrade Resource Pack V.1.4.8 or DC CUOResourcePack
2) Does this have to be used with a new character or can I start it with my existing one?
KA can be loaded from the start of the game. However, do not start Kvatch Aftermath during Beth's Kvatch Quests, before or after is fine but not during because it makes a lot of changes to those quests. If starting after Beth's Kvatch Quests, wait until martin reaches the cloud ruler temple.
3) Does this mod contain voice acting?
Yes, the mod is fully voice acted.
4) How do I switch between Kvatch Rebuilt and Kvatch Aftermath?
It's obviously not best advised to run any of the other Kvatch overhaul mods alongside Kvatch Aftermath. However to switch from one to another it is recommended to make a save somewhere away from Kvatch, deactivate the other Kvatch mod, load your save game and resave. Exit again and activate Kvatch Aftermath and load up your save. To go from Aftermath to Rebuilt it is recommended that you have finished the alternate Kvatch siege in Aftermath before switching (in the console ensure 'GetStage MS49' gives a value of 100).
Also, read below for uninstallation instructions
5) How do I uninstall Kvatch Rebuilt so that I can switch to Kvatch Aftermath?
Due to the way Kvatch Rebuilt handles certain things, it is recommended you follow the uninstall path below, rather than just deactivating the plug-ins (Especially after the quest 'Blood on the Road').
In game, go somewhere well away from Kvatch and not in any Kvatch Rebuilt locations. Open up the console (The ¬/` key to the left of the ‘1’ key) and enter the following:
SetStage KRUninstall 10
A message should appear asking you to save and exit. Do so, then deactivate BOTH the Kvatch Rebuilt esp and esm plug-ins. Restart Oblivion and load the save you made. Answer yes to the prompt about plug-ins having been removed. Once the game is loaded save again. That's it!
6) How do you initiate the main quest in Kvatch Aftermath?
You can either Load KA at the beginning of a new game, in which case, Giskard's quests will take over instead of Vanilla's quests and you can follow the story from this point or you can skip the initial steps of the KA mod by defeating the Vanilla quests and then loading up Oblivion with KA.
7) Will there be an Arena in KA?
No, there will not be an Arena.
8) How do you join the Necromancer guild in Kvatch?
To join the Necromancer's guild, you must talk to talk to the gentleman Necromancer who appears at the Survivor's Inn now and again and also comes
into the count's castle. His name is Bert Oddin.
9) During Kvatch Aftermath the quest box tells me I need to go patrol the lands around Kvatch. I went everywhere, closed like three Oblivion gates but nothing happens. What gives?
When the time is appropriate Salvian will have dialog about "Going through the motions".
10) I cleared out the mine but the quest isn't finished, why?
That is because there is a second mine. While facing the first mine look to the left for an opening between two rocks go through it and then take the first right and you will be facing the second mine.
11) I have forgotten which area I should go to for "going through the motions."
You should have written it down because it will not be told again in game but the list is:
Belletors Folly
Dasekmoor
Fort Istrius
Fort Wariel
Trumble
B) Known Conflicts:
1) Is Kvatch aftermath compatible with the order of the Nibenay?
The answer is yes and no. If you turn off the trading company, it will be compatible with kvatch.
The problem with this mod is that both of them tend to create building in the same spot later on. That is the only known incompatibility between these two.
2) Servant of the Dawn: One of the quests for Servant of the Dawn is to reopen the Kvatch oblivion gate but the NPC from SOTD will not reopen the gate there with Kvatch Aftermath active.
3) Streamline and repeatable quest
Streamline function Kill Corpses seems to cause a miscount for the number of dead corpses in repeatable quests so leave the function turned off. This bug will effect all Giskard's mods including Kvatch Aftermath, Fighters Guild Contracts, Origin of the Mage's Guild, The Necromancer as well as The Elder Council, so its a bad idea to have it turned on if you use anything made by Giskard.
4.)A Unique landscape patch "Kvatch Aftermath-UL Entius George" is provided by Vorians
5)The BrewHouse mod by AX conflicts with Kvatch Aftermath if you have the city-intra trade activated. The merchant's buildings are in the exact same location as the warehouse and workshop. The only flat land available. The mod adds a nice working farm and the farm itself doesn't conflict with anything else I have. Patch here http://www.tesnexus.com/downloads/file.php?id=22155
6) Better Cities: The warehouses added outside Anvil, Bruma, Cheydinhal and Leyawiin - pathgrids from BC will allow NPCs to try to walk through the buildings if any NPCs try to wander at their location.
The warehouse added outside Bravil may conflict with Nernie's River Shack and Village mod which was merged into BC Bravil. I checked compatibility with KA before we merged this mod in, and at that time there was no conflict. I haven't checked since.
The warehouse added outside Bruma has two trees from BC growing through the buildings.
The wall torches, wood posts, crates and cart added inside Bruma conflict with BC changes. These KA items can all be toggled off in-game, removing the conflict.
Section 2
Fighters Guild Contracts
A) FAQ:
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416. CURP V.1.4.8
or DC CUOResourcePack
2) Does this mod contain voice acting?
Fully voice acted.
B) Known Conflicts:
1) Streamline and repeatable quest
Streamline function Kill Corpses seems to cause a miscount for the number of dead corpses in repeatable quests so leave the function turned off. This bug will effect all Giskard's mods including Kvatch Aftermath, Fighters Guild Contracts, Origin of the Mage's Guild, The Necromancer as well as The Elder Council, so its a bad idea to have it turned on if you use anything made by Giskard.
Section 3
Origins of the Mage's Guild
A) FAQ:
1) Does this have to be used with a new character or can I start it with my existing one?
If enabled when you create a new character, this mod will slowly reveal areas of the guild that got shut down as a result of Traven's Policies. If enabled after you become Archmage, access to most areas is granted but if you lack the right skills, some areas may remain off limits until you reach at least Apprentice in all schools of Magic.
2) What are the requirements to run?
Oblivion and Oblivion patch 1.2 , CURP V1.4.8 or the DC CUOResourcePack
3) Does this mod contain voice acting?
Yes, fully voice acted.
4) How do you start the main quest of OMG?
After you complete the Mage's guild and you are named Archmage you will receive a journal entry which begins the quest.
2) I have become the ArchMage but have not received a journal entry for this mod yet, is there something wrong?
Don't worry, you may not received a journal entry yet. Try waiting for at least a week before you receive a journal entry. If after one week in game you still do not receive a journal entry, try waiting a little more. There is some issue having to do with the quest timers in game, it might not trigger right away.
3) How do we locate the vampires added in this mod?
Look for some notes dropped on the floor on the mages grounds.
4) My game crashes when i try to reload a save and it is definitely Origin of the Mages Guild causing it. Can you fix it ?
No, I have had this issue since the 1.2 patch came out and with zero mods installed. So I am not convinced it is OMG, I think it is related to the way the game tries to reload quests and reset quest vars. I know it has problems in this area because I deal with those sort of updates all the time when making the quests. I would imagine the 1.2 patch updated some of beths quests or how the quests are handled and that is why this issue appeared. Since OMG is a quest mod, I believe it is effected. I also believe that Kvatch Aftermath and all my other mods may also be effected but perhaps not to the same degree. Lost Spires is another quest mod with a similar issue. I should stress that this is a theory but it does seem to effect the topic heavy mods and OMG is very topic heavy.
5) How Do I Start The Quest To Build The Teleporter?
Talk to Archmagister Yola Brunafelt in the council chambers after you have restored the Bruma Guild.
6) I received the quest entry about Polus wanting to talk to me in the council chambers about the two missing mages, but even though all councilors appear, he doesn't. He stays in the tower lobby at ground level and doesn't offer the topic.
Running OMG last should always fix the issue. Once the OMG quests are done you can put the other mod after OMG again. No major issue other than the 2 NPCs used for that mod. I.E. NPC's Julienne Fanis and Raminus Polus are both used by this mod and should not be over ridden by other mods
7) When can you use the extra facilities and go into the new rooms in the Arcane University?
When you reach Wizard-rank in the guild.
(Tested for the Mages sleeping quarters and the Knights of the Lamp quarters, with no access to the Arcane University at all yet). A message appears about a shouting voice on the other side of the door.
8) Problem: I have completed the Restoring of the Bruma Guild, but Raminus Pollus doesn't have the topic of "Missing Mages"
Solution: Place Origin of the Mages Guild at the bottom of the loading order until at least the quest is done. There is a minor conflict with a few mods editing the same NPC's. After the quest is complete, load order can restored as needed.
9) What's this Traven_Cupboard_Fix_See_Readme_before_use file???
The fix makes the cupboard at the bottom of Traven's bed safe to use for the player's items (do not respawn). The OOO users shouldn't use this! This fix was removed from the original mod to support OOO users. Those with Unofficial Oblivion Patch don't need the fix either.
10) I rebuilt the Teleporter system, but every time I try to enter one of the doors I get a message saying that 'Nothing Happens' or similar. Help!
You need to advance your Mysticism skill to 25
B) Known Conflicts:
1) There is a known compatibility issue with Fcom, Origin of the mages guild and Slofs Oblivion Robe Trader. Download the compatibility patches found in the FCOM package.
2) Streamline and repeatable quest
Streamline function Kill Corpses seems to cause a miscount for the number of dead corpses in repeatable quests so leave the function turned off. This bug will effect all Giskard's mods including Kvatch Aftermath, Fighters Guild Contracts, Origin of the Mages Guild, The Necromancer as well as The Elder Council, so its a bad idea to have it turned on if you use anything made by Giskard.
3) I am having some problems with the origin of the mages guild mod. in cheydinhal's mages room basement one of the rooms duplicates. at least thats what I thought happened. further investigation proved that the responsible was hoarfrost castle. both OMG and HC edit the same room so that when both are active the stuff added by HC overlaps the stuff added by OMG. any ideas how to solve this?
No adjustments to load order will fix overlapping objects placed by multiple mods. However, if you go here, you can find a link to a compatibility patch I recently posted, resolving the conflict between Origins and Hoarfrost Castle.patch here http://rapidshare.com/files/199371131/HoarfrostCastle-OMG_Compatibility_patch.7z
4) Better Cities: Origins of the Mages Guild:
In the IC Market District, an Xmarkerheading is placed within a building mesh placed by BC, and one NPC (whom I believe to be totally unimportant) visits this spot daily when idle. Almost certainly this NPC will either keep trying to walk through the building mesh, or will just stand near beside the building.
No other conflicts at all
Section 4
The Elder Council
A) FAQ
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416 ,CURP V.1.4.8
or DC CUOResourcePack
2) Does this mod contain voice acting?
Yes, fully voice acted
3) How do you raise your rank in the Imperial legion faction?
You raise your rank by completing little side jobs asked of you or by completing patrols to various cities around Cyrodiil. Ask the Legion commander for a patrol route.
4) When does TEC's Main Quest begin?
The main quest begins once you have obtained the sufficient rank required.
5) Do I have to do the main quest in Oblivion to move up in rank?
No, you can do the repeatable quests in this mod and work your way up the ranks that way without EVER even starting the main plot for Oblivion.
6) During the TEC Legion quests I am not allowed to fast travel or "cheat", what about riding an Akatosh Mount or traveling via Midas Spells gate system?
Yes, you can use an Akatosh Mount or Midas spells, this is the way to 'cheat' these quests. The 'good' players will just walk the patrol routes.
The Elder Council mod is designed to reward different styles of play. For example, if you choose to play as corrupt legionnaire you will advance through the legion ranks much faster than if you really walked all your patrol routes. However you will not earn as many nobility points so your advance up the social ranks will be much slower than the 'honest' players.
7) Why is there a door locked and why can't I unlock the door?
The Second Door leading up the door is locked for a reason. Do not try and open it, behind that door is Beth's original quest areas for the Heist, every door in those areas triggers stage 75 of the heist early. So if you unlock that door and explore beyond it, you will totally screw up the heist quest and will cause the guards in this mod to assume your trespassing all the time. So do not go beyond that door unless your doing the heist quest.
8) Can I enchant my Legion armor in the TEC legion quests?
No, If you enchant the legion armor it will no longer be recognized
by the mod as the appropriate legion armor.
9) Can I enchant my sword and/or shield?
The Weapon and shield are the only pieces given to you by the Imperial Legion that you can enchant/drop.
10) Help, everyone is nude in the Valenwood city of Arenthia baths!
The baths are mixed sex baths and the NPCs do remove their cloths to use the baths, so if you have any body mods installed, this feature may become X rated suddenly. Currently it is PG and safe, again your choice, install the body mods, get nude NPCs, do not install the body mods, get the PG rated version. Child
friendly all the way if other mods are not installed that change these things.
11) Can I become the emperor with this mod?
No, but this fully compatible add on allows you to play as the emperor.
The Elder Council Add on Become the Emperor which can be found on TESNexus
12) I've killed all the rats on the Rat Infestation quest but the quest wont finish. I'm stuck!
The Streamline function, Kill Corpses, seems to cause a miscount for the number of dead corpses in repeatable quests so leave that function turned off.
B) Known Conflicts:
1) There is a known compatibility issue with Unique Landscapes: Fallenleaf Everglade. Download the compatibility patch provided by Vorians found on TESNexus.
2) Not compatible with The servant Of The Dawn mod once it has been completed. This mod replaces Ocato, therefore he will only see you as the leader of the Mythic Dawn and you will not be able to get any quests from him.
3) Streamline and repeatable quest
Streamline function Kill Corpses seems to cause a miscount for the number of dead corpses in repeatable quests so leave the function turned off. This bug will effect all Giskard's mods including Kvatch Aftermath, Fighters Guild Contracts, Origin of the Mages Guild, The Necromancer as well as The Elder Council, so its a bad idea to have it turned on if you use anything made by Giskard.
4) the legion quests are not compatible with any open city mods.. Vorians is providing a patch for this (found Open Better Cities on Nexus)
6) Better Cities: The Elder Council:
In the IC Market District, a skoomer user is placed in the same location as a BC tree. Oblivion typically snaps all NPCs to the nearest pathgrid node upon cell load, so this NPC should automatically get repositioned away from the tree anyway.
In the IC Arboretum, one rat spawn x-marker is placed over the pond added by BC. Since rats can swim, this doesn't matter.
No other conflicts at all
Section 5
The Temple of the One
A) FAQ:
1) Why have I not received a message about the temple of the one starting to rebuild? When does the temple of the one begin to be rebuilt?
Its waiting for you to collect the dragon amour/finish the dragon armor quest
2) How do I update the quest, it says I have to go the Black Horse Courier?
There is a piece of paper in the Black horse courier building that pertains to this quest. The paper you pick up in the black horse courier is called 'The Blood Of The Last Septim' However, the quest will not update and this was left in their in case Giskard wanted to advance on this quest more.
B) Known Conflicts:
1) No known major compatibility issues. There shouldn't be any compatibility issues unless something changes the temple of the one in someway.
2) Better Cities: The Elder Council: Temple of the One:
In the IC Temple District, one or two pieces of scaffolding from TECTotO placed around the temple suffers very minor clipping with light posts added by BC. Barely noticeable.
No other conflicts at all
Section 6
The Necromancer
A) FAQ:
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416, CURP V1.4.8
or DC CUORP
2) What are the locations of the Necromancer towers?
One of the towers is south of cheydinhal, on the hill at the fork in the river. You can find necromunda east of the mage's guild quest's ayleid ruin. Just climb up the steps towards the huge imposing and foggy tower. The location of the towers is described in a book that can be found in the Kvatch Mage's guild and in several bookstores. It's called: Alessia's Towers.
3) Where can ( item within this mod) be found?
(Depends on which item) Ask about specific items. Usually the items can be found in crypts and tombs. Think about where a Necromancer might find what they need.
4) Who are the Necromancers and where can I find them?
Remely Flowturd - Chorrol at The Oak and Crosier Inn - Monday, Wednesday, and Friday
Hetty Wirtleg - Bravil at Silver Home on the Water - Monday, Wednesday, and Friday
Davius and Merryn - Cheydinhal - Wednesday
Fletchus Curdle - Bruma at Olav's Tap and Tack - Saturday, Sunday, and Monday
Volgin Greenflanger - ? - ?
B) Known Conflicts:
1) There is a known compatibility issue with Unique Landscapes: Entius Gorge and Stendarr Valley. Download the patches provided by Vorians located on TESNexus.
2) Moriarcis and The Tower of Imperfection are in the same place which makes it impossible to enter both places. No Patch AFAIK
3) Highrock Castle: This mod occupies the same spot as one of the Necromancer Towers and is therefore not compatible with the The Necromancer.
4) Willow Lake Village: This mod occupies the same spot as one of the Necromancer Towers and is therefore not compatible with the The Necromancer.
5) City of the Dead: Conflicts with the imperfection tower
6) CDM Necromancy: Conflicts with the imperfection tower
7) Streamline and repeatable quest
Streamline function Kill Corpses seems to cause a miscount for the number of dead corpses in repeatable quests so leave the function turned off. This bug will effect all Giskard's mods including Kvatch Aftermath, Fighters Guild Contracts, Origin of the Mage's Guild, The Necromancer as well as The Elder Council, so its a bad idea to have it turned on if you use anything made by Giskard.
8) Hoarfrost Castle has a minor conflict with The Necromancer; There's a land tear where Hoarfrost and World's End Tower meet. Easiest way to fix this is to load Hoarfrost after The Necromancer. You lose the walkway to WET, but that's it, and you can still make your way up to the tower with minimal trouble. Plus, once you're Master Hoarfrost, you have a neighbor"
Section 7
DC The Imperial Township of Sutch Reborn
A) FAQ:
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416
2) When does the main quest start?
After the main quest you will be visited by a messenger
3)Help Sutch is empty!!!!
You must do the rebuilding quests to enlarge the city.
4)What does <!> signs mean?
Sutch is not yet complete and still contains some missing meshes and textures, this will most likely be fixed in version 7.0+
5) I was traveling from place to place and ended up somewhere I shouldn't.
Sutch is not yet completed we are fixing the door link problems right now, report where you found the error to Biulding3015, CnC, or Doombuggie41 via PM to get it fixed next version .
6) Where can I find Sutch?
It is available on TES NEXUS, keyword: sutch
7) Is this mod voice acted?
It will be fully voice acted in 7.0
B) Known conflicts
1)Do not use this with any landscape mods that customize anywhere near fort sutch.
2)There is a patch for Unique Landscapes, The Lost Coast
Section 8
DC Pride of Wolf's Gate
A) FAQ
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416
2)Where is Wolf's gate?
At the foot of the Kvatch mesa
3)Why does everybody want to repair the sword?
This is a bug, hake sure you have the latest version from TES NEXUS
4) Is this mod voice acted?
The latest version IS voiced acted.
5) I have killed all the deadra in the city, what now?
Look harder to find the king of the deadra, he is in a building that resembles Castle Kvatch.
B) Known Conflicts
1) It is made to go with Kvatch aftermath, so load it after Kvatch Aftermath to prevent the ground from splitting
2) This is NOT made to use with Kvatch Rebuilt.
3) I do not think this works with Servant of Dawn.
Section 9:
DC Kvatch Watch Towers
A) FAQ
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416
2) Where are the towers?
There are 4 of them around Kvatch, they are already discovered on your map.
3) Are there quests?
Yes there are a few quests given to you by the guard captains (1 per tower), the fist one is at the east tower.
4)where can I find the latest version of this mod?
As usual on TES Nexus keyword Kvatch guard towers.
B)
1) This can be used with any other DC mod.
2) Try not to use this with UL The heath or any other landscape mod that changes kvatch county
Section 10:
DC A Saint's tale: The Glory of Eagle's Pass
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416
2) Why so many mistakes?
This mod is a released beta, it is not completed.
3) Where is eagle's pass?
In Colovian mountains
4) is this mod voice acted?
B)Known Conflicts
1) Do not use with UL the colovain highlands, or any other landscape mod that changes colovia
Section 11:
Fort Akatosh
A) FAQ
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416, The Elder Council, DC CUOResourcePack !!
2)Is this mod voice acted?
Yes it is voice acted
3) starting the mod...join the imperial legion at the department of justice (Tec)..as soon as you are listed on duty..you will get a message..follow the instructions...use fast travel to the Fa docks
4) ranks and privileges...state your current tec legion rank when asked...in the office chest you will find keys which will give you access to different areas of the fort depending on your rank...
trooper key..access to the recruits tents
corporal key ...access to the barracks and the secret temple
sergeant key... access to arsenal storage and supply chests
lieutenant key...access to officers quarters (private room)
captain key.... access private rooms of general esdrecus
B) Known Conflicts
1) Fort akatosh is not compatible with "Bella Moretta"...patches are planned
2) Vorians has greated created a very nice Compatibility patch for Fort Akatosh and New Roads and Bridges.
http://www.tesnexus.com/downloads/file.php?id=21856
Section 12
DC Guards of Cyrodiil
A) FAQ
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416
2) where is this mod?
All over Cyrodiil, Fort Hist is on the IC island
3) Does this mod have quests
Yes, and they ALL work
4) Does this work with TEC?
Yes it is recommended to run GoC, FA, and TEC together!
B) Known Conflicts
1) None (yet), it works fine with Weye Reborn
Section 13:
Cyrodiil Upgrade Overhaul
A) FAQ
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416, CURP V.1.4.8 or DC CUOResourcePack
2) What does this mod do?
It is a lore based mod that adds new items, new creatures, new NPC "taunting" voices, and new fighting styles for necromancers, bandits, maruderers, ect.
3) Help I'm Lvl 3 and just got killed by a lich.
With CUO we get rid of leveled creatures, dungeons are always different too.
4) Whoa, I just found a glass armor at lvl 2... is something wrong?
No we also get rid of leveled items altogether, you had the same chance of killing a lvl 5 boss with iron armor or a lvl 5 boss with glass, you have the same chance of both.
B) Know Conflicts
1) None, this mod can be used with Francisco's overhaul with no known conflicts,
Section 14:
Dragon Captions Cyrodiil Upgrade Overhaul Resource Pack
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416
2) Is this the same thing as CURP
it is an updated version of the old CURP..featuring a lot of new resources... but still compatible with all old CUO mods
3) I have DC CUO RP installed but my game continues to CTD, HELP?
make sure you have installed all packages properly...activate the
esm..don't use the old CURP esm and the new DC CUORP esm at the same time
4) Why do I need to update it frequently?
We are always adding new features to it
B) Known Conflicts
1) None, but bugs may exist, if they do PM Onra with details.
Section 15:
DC Weye Reborn
1) What are the requirements to run?
Oblivion and Shivering Isles patch 1.2.0416
2) Any Quests Yet?
No
3) Is this mod Voice acted?
No (not yet)
B) Known Conflicts
1) Verona house bloodlines: The Waterfront and a Verona house is in the same area! I have no way to fix this yet!
Section 16:
In the Legion FAQs
By Onra
Dragon Captions The Elder Council 2.0
Dragon Captions Fort Akatosh 1.2
Dragon Captions Guards of Cyrodiill 1.0
Requirements : Oblivion, Shivering Isles (latest patch
DC CUO Resource Pack V 1.5.4a (all packs !)
Recommended : all other CUO mods ( but not required)
Load order : DCCUORP esm
Fort Akatosh esm
CUO mods (incl DC The Elder Council)
Guards of Cyrodiil
New Roads and Bridges ( if used)
Fort Akatosh esp
Fort Akatosh New Roads and Bridges Comp, patch
Unique Landscapes (if used)
BBC/OBC/OC (if used)
Compatibility:
UL Fallenleaf Everglade /DC Tec 2.0 - patch is provided by Vorians
The Servant of the dawn / Dc Tec 2.0 - defenetely not compatible
New Roads and Bridges / Fort Akatosh 1.2 - patch (made by Vorians) V.1.1
The Bella Moretta / Fort Akatosh 1.2 - patch will be provided with the
next version of FA
Open Better Cities and Open Cities / DC Tec 2.0.3 is now fully compatible no patch needed anymore ( note the legion patrols end now in the castle main halls !)
Starting your life as a legionnaire:
Join the legion at the department of justice (The Elder Council mod) in the Imperial Palace. You will get a full set of legion armor. If you start with DC TEC V.2.0 you will get a unique cuirass with an attached black cape....if you are playing with an old save game you will of course still have the standard cuirass which you got when you joined the legion...should be logical
Put on your uniform (cuirass) ...after a few seconds you should get following messages: "the legion has listeded you on duty", "legionnaire you've got new orders"...and if you are wearing the complete set of legion armor..."legion armor bonus added".
If you are playing Guards of Cyrodiil as well, you should find also a new journal in your inventory ( it reports about the return of the swamp moth legion to cyrodiil).
If you start playing with an old savegame..you will find as well the journal (swamp moth legion) in your inventory and as soon as you are listed on duty you will get also the message from Fort Akatosh....(look in your inventory)
What now?
Play the TEC Quests (all infos about this you can find in the Tec readme and the Tec mod FAQ)
Visit Fort Akatosh!
Use the fast travel option to reach the fort akatosh docks...make sure that you are listed on duty and report to General Esdrecus.
Then speak to Sergeant Viculus and state your current legion rank.
Depending on your rank you will find different keys in the office chest (behind you ).
for example you state trooper...you will find the trooper key in the chest...if you state captain which is the highest rank you will find of course all 5 keys for all ranks (read the note, you will find in the chest as well !)
with every rank you will get a new key (don't forget to state your new ranks to sergeant Viculus !!)
Trooper key: Gives access to te recruits tents (tent 7 is yours)
Corporal key: Gives access to the barracks ( you really have to look for a free bed ;D) and the secret temple of akatosh ( read the note in the office chest about the sermon as well !!)
Sergeant key: Gives you access to the arsenal storage and the special chests at the Medicus and the imperial cult (supply chests like in morrowind).
Lieutenant key: Gives you access to your own privat room in the Officers quarters...
Captain key: Gives you access to the private rooms of general Esdrecus ( maybe you will find another key there )
As soon as you get back to the Imperial Palace District you will get new orders !
What to do now?
a) Look on you map; read your quest journal and maybe take your legion keys with you ...oh...don't forget a good sword and stock up your POTIONS.
b) Have a nice trip to the tower!
c) In the towers you must find the key for the trapdoor leading to
the roof...if..yes if you can reach the roofs..activate the signal fires...climb up the wooden stairs to the platform...don't forget a torch, it looks much better! Get close to the brazier, very simple. There are 5 towers read your journals and always have a look on your map, sorry but NO GREEN ARROWS.
Visit Fort Hist:
Read the journal about the return of the swamp moth legion. Maybe you remember the legion writer at fort akatosh told you about this as well, fast travel to Fort Hist.
Reading the Captains journal ( not too difficult to find) will start the
quest, follow the quest line (look for the green Arrows on your map)
Note: There is much more to explore, take it slow, speak to the different characters, read the notes, journals etc. to get more lore background!
About the new legion gear features:
When you join the legion you will get, as I told you before, a full set of legion armor, if you start a new game the unique one with the black cape...if you are playing with an old save game you will still have the original cuirass in your inventory.
Note from TEC V.2.0 on you will need the cuirass only to get listed on duty....this will allow you to create your own look for your char. By playing all mods together you will get different legion gears which are all fully compatible with DC Tec 2.0.
Snowmoth Cuirass (legion cuirass with an attached snow moth cape), Skyrim Legion Archer gear (full Set), Morrowind Legion cuirass and Caligae (roman style boots), Blackmarsh legion gear (full set), Nightblades cuirass (legion cuirass with an attached green cape) and Navy Cuirass (legion cuirass with an blue attached cape). For the higher ranks, if you prefer an light imperial watch armor, you will find it in your private room (Fort Akatosh officers quarters) .
You can wear each of this different cuirass and combine it with what ever you like, even pink nylons, as long as you are wearing a proper legion cuirass you are listed on duty.
Where can you find these new gear?
What do you think ?.Of course every food store is selling army gear!
Hmmm, not really. would say maybe in the arsenal of a fort maybe as a quest reward or maybe you will find chests on supply ships or in the camp of supply convoys maybe in your private rooms just keep your eyes open and think logical!
Legion Armor Bonus: of course a legionnaire wearing a full set of heavy armor is much more impressive than...a soldier wearing a light cuirass and pajamas, so wearing a full set of heavy legion armor gives you some nice bonus ( speechcraft and personality)!
Section 17:
General Questions
A) What to ask
1) Sample Question: Hi I am bob There is a (error) at (place)
Sutch Reborn
6.9
I was moving from place to place and ended up in the crypts
The Great Stone Keep
Oblivion.esm
SI.esm....
Microsoft windows XP it is a fairly good computer
B) What not to ask.
1) HELP MY OBLIVON IS EXPLODING BECAUSE OF KVATCH WATCH TOWERS!!!! HELP ME NOW!!!
2) read B-1
C)General Information
1) Team sheet
Biulding3015: Team lead and Modder
CnC: Co-lead Master Scripter
Otellino: Advanced Modder and website management
Misnomer: Proofing, support leader, moderating
Doombuggie41: Head Literacy Development, General modder, tester Onra: Advanced Modder DC CUORP manager
Firespark: Texture Artist, and General Modder
Portpower: Support
Euther: Head of Voicing
xXxJJxXx: Support and Moderating
Pickers101: testing
Koniption: support
lalwende: voice acting
Dzorro: support
Noweana: Support and voice acting
NPM78: support and voice acting
Old Book: support and writing
Purple Gandalf: Voice acting, writing and support
Kosh: Support and testing
Nakia: Support and writing
Vorians: Patcher
Section 18:
Links
1)Main Links
Team Website: http://www.Freewebs.dragoncaptions.com/
Team forum: http://www.forums-dragoncaptions.com/
Major Download site: http://www.TESNEXUS.com/
Thank you, and Rock on!
Doombuggie41
.
The Necromancer Quests:
These are not normal quests, for starters you can kiss good bye to the green arrow and log entries, that is not what this mod is about. This mod is about exploration, getting to know people, learning their ways and earning their trust.
There are 6 Necromancer towers in this mod and 1 big one in Kvatch aftermath known as Necromunda. 5 of the 6 in this mod have NPCs who's lives are complicated and detailed. The objective of this mod is for you to get to know them and through them, you learn about how the mages guild treated Necromancers.
This is achieved by selling them stuff they demand. Only 2 of these Necromancers demand anything and are prepared to give you a chance. If you find them, they will start by asking for Mummy Wrappings, then they will ask for Corprus Victims Skulls and finally Human Hearts. If you supply them what they need you will earn their trust and be invited to join them at the monthly meeting somewhere in the Imperial city. They will also have more to say.
The meeting takes place on the 31st of each month but its important you understand that not all months have 31 days in them. So you may have to wait a few months before the next meeting. It is worth turning up for this meeting since it's the only way to get the key to the Tower of dawn after you earn their trust.
Necromancer Tombs and Family Tombs
This mod features 2 types of tombs. Necromancer tombs which are a quick and easy source of low value lot and Mummy Wrappings and Family Tombs (Morrowind style) that may provide unique items, mummy wrappings and some high value loot for you find them.
Necromancer tombs may look similar only there is no chapel or shrine in them and anything of value has long since been taken and sold. These are found near or inside the Necromancer towers, except for the players, the player does not get one.
Family tombs are scattered around the Valus Mountains, no Marker is available for these, you will see the door on the wilderness map but you will never be able to fast travel to these. These represent sources of high value lot, all of which respawns if you take it from chests, coffins of mummies. They are my version of the Morrowind Ancestor tombs and have been placed along the border with Morrowind for that reason. These are also the only places where the 4 unique swords and the skeleton staffs can be found as loot.
New Weapons, Staffs, Cloths. Tombs and Ingredients.
The loot found in the Tombs mentioned below are random and in some cases rare but will appear if you are persistent.
Swords:
4 new swords have been added as rewards for exploration in various family tombs in the Valus Mountains. The swords are not enchanted but are leveled so the higher your level, the stronger they are. I have not made these super uber swords but they are unique and do not exist in Oblivion normally. So you will know you found one when you see one, that is for sure grin.gif
Staffs:
A brand new Skeleton staff made for this mod by Janix is also available. The staffs come in several flavours but the Staff of Unholy Terror is unique and only available from a chest in the Tower of Dawn. It is a powerful staff to make your enemies run away in fear. Fireball, Frost and Shock versions of that staff can be found on the family tombs in the Valus Mountains.
Necromancer Cloths.
Alienslofs Necromancer Robe and hood is used on all Necromancers added by this mod, the player will find a set of his own in the same chest as he finds the Staff of Unholy Terror.
Mummy Wrappings.
These are found on Mummies and in Coffins in any of the new tombs and are demanded by The Tower of Dawns Corpious Summonus device. They can also be sold to Hetty Wirtleg or Remely Flowturd for 100 gold each. Other times can also be sold to these two when they trust you more.
The Necromancer support for other mods.
The Necromancer supports or adds to other mods in many ways. Here are some of those ways.
Kvatch Aftermath
The Necromancer makes use of the Human Hearts that appear randomly in most Chapel uncrofts for those who have Kvatch Aftermath installed. These hearts are used by the Necromancer Guild in Kvatch Aftermath and the Corpious summonus device in The Necromancer. They allow you to create an army of Worm thralls to do your bidding if you choose too. This is an Uber Feature but it is an important part of being an Necromancer and as such you need to be able to BECOME an right evil git if you want to be one.
Kvatch aftermaths Necromunda Plot is explained in a book in The Necromancer called “The Lost Tower of Necromunda, if combined with “The Alessia Towers” book, they present a mystery for you to solve. Lich Master Kalidic is an NPC you meet in the Kvatch Aftermath mod, actually has a history now, you get to know what he did before, how he got to own Necromunda and who built it.
Origin of the Mages Guild.
Necromancers from this mod meet Mages from Origin of the Mages Guild in various places around Cyrodiil so you can now hear them talking about Mages vs Necromancy issues. It is random like all conversations.
Other Mages Guild Mods and Necromancer Mods
Necromancers from this mod add to the Traven banning Necromancy story found in the Main Mages guild plot and in so doing support all Mages guild or Necromancy mods by adding a side of the story that has not been told except by a few lines from Mannimarco during his final scene in the Mages Guild plot.
Lore, Kvatch Aftermath and The Necromancer.
Necromancy lore is basically the story of Worm King and a couple of other characters. No detail is provided about what Necromancy is for everybody else. So there are no details about how different a Necromancer Guilds a would be from the Mages Guild. This is why Kvatch Aftermath is Lore Neutral because it creates a Necromancy way of life where none existed before and avoids dealing with Mannimarco completely which is one of the few major sources of Necromancer lore and even here it is limited. The Necromancer has its foot in Kvatch's Necromancer Guild door, The Mages Guild Lore door and Necromancy Lore door all at the same time and it all works together nicely. You should find it explains what there is to know about Necromancy and fills in the gaps that exist in a seemless fashion But any reference to Necromancer Guilds by any mod, including this one is pure fiction.
The only facts we know is Mannimarcos order was called “The order of the black worm”, that is it, that is the sum of knowledge I have managed to find that explains anything at all about Necromancer organizations and their practices. A name hardly fills in the blanks as I am sure will agree and the automatic assumption that it is like the Mages guild is blown away by this little piece of information.
It is known that Mannimarco and Vanus were both members of the Psijic Order of the Isle of Artaeum. Vanus warned the order about Mannimarcos evil ways and the Order ignored him. Vanus was a bit of a Goody Goody type and Mannimarco was a big of a “who cares, im doing it type”. The Psijic Order where a “We busy protecting this island, go bother somebody else” type, only with slightly less morals than Vanus and slightly more Morals than Mannimarco.
So Vanus left to form his own order that became known as the Mages Guild and when Mannimarco was forced to leave, he formed the Order of the Black Worm.
So the Necromancer order was never part of the Mages Guild and never adopted it's working practises, it had it's own way of doing things. Mannimarco and Vanus were deadly enemies and neither particularly agreed with the others approach to magic anyway.
The Mages Guild invented the schools of Magic to help teach magic, no school of Necromancy exists because Vanus despised Necromancy. There is no written record of the Order of the Black Worm founded by Mannimarco adopting the teachings of its worst enemy and since Vanus's way of teaching magic avoids necromancy, even if they did adopt it, it would be missing the Necromancer elements they believed in and so be totally useless to them.
So you see the Necromancer guilds would have developed a totally different way of practising and teaching magic from those within the Mages Guild. Even the spells would probably have been different when the morality behind their creation was more relaxed on the Necromancers side. What is good for research becoming more important than your personal right to live would make the spells completely different in nature.
This leaves a massive gap in the Necromancy way of life that the game lore does not explain. Once you remove the stories about important Necromancers like Mannimarco from the game, you see there are only a few books on preparing corpses books left. Even the books on Mannimarco avoid details.
So Kvatch Aftermaths Necromancer Guild created that missing Necromancer way of life to fill that gap, it provided lots of unique spells. I wrote down some realistic rules for the way Necromancers would have operated and what spells they would have favoured as well as how they would fight their battles on my website to build it up even further. The whole thing being heavily biased towards “not chopping up or burning the bodies to bit” so they can be used later in experiments.
Creating and summoning creatures for defence was the direction I took for combat with an optional combat skill, preferably blunts or fists so the victims body is not too damaged. Leather straps can often tie bones together according the few books that exist in this area so this fits with the game lore.
This life style for Necromancers was heavily tested and works well on its own but is not designed for the pick and mix method most players use. My vision was to have the player ONLY BE A NECROMANCER, not battlemage or a warrior, though thiefs and assassins will probably work and may even help (Tomb Raiding etc). Getting others to fight for you was what you should be doing and so everything is geared up to allow you to make thralls of different kinds in Kvatch Aftermath to do your bidding. That is what the Corpious Summonus devices are for. Lich spells drain your magicka to work for an extended period of time, allowing you to maintain several shield spells for longer than normal mages, dispel is used to remove the spells when your done. The Mark of Lich leaches from stats on your character you do not need as a Necromancer to add to stats on your character you do need as a Necromancer, making you even more powerful as a Necromancer but weaker in other ways. The process puts the cherry on the top if the Necromancer way of life and you start to use Magic in daily life to do things like carry more lot and run faster. This is the life of a Lich with their weak bodies, you just became one by wearing the Mark of Lich.
I originally wanted this to be a change you could not reverse but i felt players that wanted to play it properly could just keep the amulet on, players who did not want to play it properly could take it off.
See the Kvatch Aftermath Necromancer Guild Guides for more information.
Defence is a key feature of Necromancer magic in my work and they get defensive spells earlier than other mages but get very few destruction spells. Fireballs are not good if you want to claim the body of your target after the fight.
That is the way of thinking behind Necromancy in my mods and it flows through every Necromancer feature I have created.
The Necromancer continues to support that idea via bonus material found in Tower of Dawn which you can eventually own but it is a bonus that assumes you have Kvatch Aftermath installed and only really works with Kvatch Aftermath since Kvatch Aftermath provides the details missing from this mod. If you do not have Kvatch Aftermath then it becomes just eye candy, but you still get a cool tower and some cool weapons and staffs smile.gif
The Corpious Summonus device in the Tower of Dawn uses terminology that is more Lore friendly than the phrases used in Kvatch Aftermath even though they do the same things. I called a Zombie a Worm Thrall basically, its more immersive I think. grin.gif
Compatability:
Currently the following incompatibility issues are known.
Highrock Castle
This mod occupies the same spot as one of the Necromancer Towers and is there for not compatible with the The Necromancer
Willow Lake Village
This mod occupies the same spot as one of the Necromancer Towers and is there for not compatible with the The Necromancer.
City of the Dead
Conflicts with the imperfection tower
CDM Necromancy
Conflicts with the imperfection tower I believe
The Elder Council Quests Guide
Legion Quests ( Note ! From version DC Tec Version 2.0.3 the patrols end in the castle main halls !)
These are offered by Imperial Legion Officer in the Department of Justice office inside the Palace and are important because they let you earn nobility points without doing the main quest of Oblivion. Also each week when you have been on duty at least once, you will be paid a wage but secretly you also earn 10 Nobility points too regardless of your good or bad status.
Legion Patrol Quests
These are patrols from the Imperial Palace to various cities around Cyrodiil. There is a patrol for every city in cyrodiil except for kvatch. The last patrol ends in Bravil and once completed you are given a bonus reward of Gold and extra Nobility points. If you do more than 1 complete tour of patrol duty, you gain a bigger bonus and even more nobility points. The council starts to notice you and your road to high office is made just a little easier.
After you complete your first tour of duty you earn 30 Nobility points upon arriving at the final patrol end in Bravil, if you complete a second or third patrol, that bonus goes up to 40 points. These points are given to all players good or bad that do a patrol.
Individual patrols earn you 10 Nobility points each, that means each tour will earn you 70 nobility points but only if your not a corrupt legioneer. Good legioneers have the chance to hear a max of 110 nobility points doing these patrols after the first time. It would take you about 6 Tours of duty to become Duke this way.
Rat Infestation Quests.
These are quick and easy quests that allow you earn points towards promotions within the legion and nobility points. But because they are easy, the points you earn are low. They good for earning legion promotions quickly without cheating.
Playing a corrupt legioneer.
By taking off part of your Uniform you can fast travel to cities and then prey away the infamy points you gained on the patrol by visiting the temple of the one after it has been upgraded. You can prey away 1 point of infamy per day this way. Doing patrols this way does not earn you nobility points but using the Origin of the mages guild Teleport system does.
As corrupt legioneer you only gain Nobility points from beth quests and any bonuses for completing tours of duty or set of quests, individual quest points are denied to you. But you usually have a much easier time rising up the imperial ranks and earn more money from opertunities that come up because your corrupt.
It is possible to enable the corrupt legioneer features and still be good if you keep your infamy between 15 and 19. This represents you being corrupt but nobody knowing it yet.
Judge Advocate General Quests
These quests are offered to you by the Judge Advocate General in side the Department of Justice office inside the Palace but to be able to accept these, you must be Sergeant rank or higher in the Legion.
The Skooma Trade
Enables a Corrupt Legioneer Feature if completed successfully.
This is a none violent quest were you have to investigate skooma dealer activities in Bravil. To do this you leave your armour and weapons in the chest behind the Judge Advocate General and put on the peasants clothing found in the chest. The cloths Peasants cloths found in the chest are the only cloths your allowed to wear on this quest, so do not take them off for any reason until after the quest is over or you will fail this quest (yes you can fail this quest).
Once in Bravil you must search for the dealer, the place most will look first is the skooma den but thats a little too public for my dealer so you will find her on the first floor of the Lonely suitor lodge.
Over the next week by 1 skooma from her each day, if you do not get the option one day to buy it, its because you waited too quickly after waiting the previous day, allow the game time to update the quest scripts before waiting again. 5 seconds on fast computers, 20 on slow computers should be enough. Eventually the Dealer will report she is out of skooma and to come back tomorrow. If you do, she will offer you a job.
The Job is simple, go to meet some Renrijra Krin Bandits on the border with Elsweyr and collect the Skooma from them. There is a green arrow for this so its easy to do. Deliver the skooma to the Dealer and then report back to the Judge advocate to complete this quest successfully.
You will be given 1000 gold as a reward.
At this point a Bonus feature for Corrupt Legioneers will enable it self quietly in the background, pay a return visit to the Renrijra Krin Bandit that sold you the Skooma in the first place if you have an infamy rating higher than 14, it will be worth your while.
Census and Excise Quests (V1.3 Beta10)
Tax Collector
The tax collection quests are available from the Accountant in the Tax office, she will ask you to collect a large sum of money from various Inns around Cyrodiil. The standard fee is 1000 gold with a payment of 100 gold to you upon completion of the quest. Corrupt players will find an option to charge 1200 gold is also available.
All taxes you collect are put in the safe behind the Accountant, I thought you might want to know that smile.gif
An honest Tax collector with infamy less than 14 will receive 20 Nobility points per tour. That means after you have been around all the inns, you get 20 Nobility points. A crooked Tax Collector has the chance to hear 200 Gold per inn for him selve but no Nobility points. To be an honest tax collector you must be completely honest at every inn you visit, no exceptions.
The Elder Council Main Plot 1.5 or higher
Quest 1: The peasants are revolting!
Offered by Ocato once the player is Count Rank or higher.
Ocato sends you down to Bravil to find out what some Khajiit are revolting in this quest, it is entirely green arrow driven and there for needs no real guide, but the lore behind would benefit from a few words.
A war between County Leyawiin and Elsweyr lead to a decision by the Elder Council to award some of Elsweyr land to County Leyawiin. I have assumed this is the area around Border Watch for the purposes of this mod since it is 100% Khajiit settlement and Elsweyr is the home of the Khajiit.
The Renrijra Krin are drug smugglers from Elsweyr that sell Skooma around the Empire, they took it upon them selves to fight Country Leyawiin and try and take back the land Elsweyr lost.
The Count of Leyawiin and The Count of Bravil are both against the Empire for one reason or another, one seeks independence it seems, the other appears to have his eye on the Imperial throne. At least thats how I judged them after listening to what they say about Ocato and the Empire.
Beth said they had intended to include an Elder Council feature with Dukes and others on the council. The Duke of Colovia and the Duke of Nibenay have been mentioned many as being part of beths plans. I know the Duke of Colovia was actually mentioned by Beth but I do not recall seeing any mention of the Duke of Nibenay. So that is more wishful thinking by fans but not an unreasonable assumption given what Beth wanted to do and previous statements about their regrets for not doing it.
So this Quest reveals the Lore based Elsweyr story to the player and its connection with Leyawiin and the story of a rebelious southern Nibenay and the Counts that control those regions. All of which is in support of existing game lore. So this quest will actually introduce many players to the lore surrounding that area and especially Elsweyr.
Quest 2: Open Revolt
Offered by Ocato once the player is Count Rank or higher.
This quest too is entirely drive by Green arrows so needs no real explaination. The player needs only clear a mine and speak to the counts, but this is where the Duke of Nibenay is introduced as the head bad guy. This quest also deals with a little Elder Council background info about the wheeling and dealing that often goes on around the council taken. It demonstates how the misfortunes of a couple of Counts benefits Ocato and shows Ocatos political side pretty well.
Quest 3: Going Native
Offered by Ocato once the player is Count Rank or higher.
The only green arrow found in this quest leads you to Arenthia, upon arrive all green arrows are turned off and you must search Arenthia for the information you need. The first thing you are told is to try and recruit one of 2 clans and the first thing most players will do is go to the clans and wonder why they have nothing to say.
The actual log says this and the clue is the word Sober, meaning Pub.
I have arrived in Arenthia. I heard a whisper on my way here that there are two local clans in Arenthia, one is Clan Cameron, the other is Clan Banchee. I should try and find out more about these clans and seek their aid if possible. But where is the best place to get information when your a stranger and no sober person will speak with you ? (Warning, this is a green arrow free quest, designed to introduce you to Arenthia NPCs).
So find the two pubs run by those clans and speak with the Bar keepers.
You will then be sent to Clan Banchee where you need to talk to Heffa Banchee or Rodolf Banchee. Bewarned, entering their homes is considered trespassing if your not a member of the clan. So wait outside the clans den between 8am and 10pm or go to the palace throne room and wait there until 8pm. All Nobles attend the palace 6 days a week at that time.
They will tell you to talk to Noddy Holder, a woodelf hunter, if you go to the Banchee Bar at around 8pm, you will catch him there, otherwise he is outside the city gates at Dawn and wandering around the city for the rest of the day.
Noddy Holder will tell you about the Wild Hunt and send you to a Priest in the Imperial Palace. The Priest is usually in the Chapel within the Palace. He will explain the Lore surrounding the Wild Hunt and tell you to go back to the Banchee nobles Heffa or Rodolf and tell them to send some men.
Once you do that, Quest 3 will end and Quest 4 will be available from the Priest.
Quest 4: Going Native
When the priest reaches the Wild Hunt Shrine, he will have a new topic called start the Wild Hunt. When you select that, Quest 4 will start and the Wild Hunt will begin. The Woodelfs will turn to Animals, charge through the portal and kill all the daedra at the other side. Leaving you free to find the Duke of Nibaney down below the city.
What you witnessed is my interpretation of the Valenwood Wild Hunt based on information taken from various sources.
Anyway, hack your way through levels filled with Undead and Daedra until you get to the Dukes Hideout, then you will have to fight several Cameron Clan members and the Duke. Once the Duke is dead, you will be told to return to Ocato and the main plot for this mod will end.
Main Quest Secrets
Wearing the Legion Uniform whilst doing these quests, especially at the end of each quest, will double the Nobility points awarded to you for finishing each quest.
Here is a list of Nobility points earned on each of the main quests.
Quest 1 = 20 (x2 for wearing the Legion Armour near the end)
Quest 2 = 20 (x2 for wearing the Legion Armour near the end)
Quest 3 = 20 (x2 for wearing the Legion Armour near the end)
Quest 4 = 30 (x2 for wearing the Legion Armour near the end)
These points like all Nobility points and special bonuses are not part of the actual main quests, they are separate, secret quests running that control all these little bonuses that can be tweaked by me at any time without effecting the quests above in any way.
Imperial Ranks.
Citizen of the Empire = 0 Noblility Points
Civil Servant = 10 Noblility Points = Tax Collection Quests become available
Knight of Realm = 20 Noblility Points
Baron = 40 Noblility Points = Added to the Watch Faction
Viscount = 80 Noblility Points
Count = 160 Noblility Points = Main Quests become available & Added to the ICfaction
Marquis = 320 Noblility Points
Duke = 640 Noblility Points = Added to the Imperial Palace Faction.
he Elder Council Mod Guide
What better way to start a guide then writing down things as I add them.
Thieves Guild Features
Treasure chests
The thieves guild fans out there will find chests in a lot of places in side the palace that require some locking skills to get in to. These contain treasure for you to steal but will be getting a more random prize added in the future. I would avoid stealing anything outside of the chests since those types of things do not respawn but anything in cupboards/chests or safes should respawn (in most cases).
Guards and Patrols.
Some locations have a perminant guard on duty, the Census office is one of those locations. All guards are on duty for a 12 hour period then they change. At those times you have your window of opertunity to get in and get out. The amount of time available depends on the location of the office.
Council Meetings.
Council meetings happen on and off all day but the big ones happen on Mondays, Wednesdays and Fridays between 10pm and 2pm. The Giant Monk starts to speak at 10.30am and stops speaking at 1.30pm. He has 5 REAL topics concerning current events before you finish the plot and 5 topics about current event after you finish the plot that play randomly. So all topics are based on real game lore here. It should give you a better idea of what is going on out side of Cyrodiil.
The Legion
You can join the legion if your infamy is less than 20. Once it rises above 19, the legion will be suspicious of you and will not allow you to join or give you quests. If you do join the legion will give you a suit of armour . Put on the cuirass and you will be considered on duty.Wearing the complete heavy legion gear will give you some nice extra bonus.
On Duty
Whilst on duty you will be able to take legion questions but when off duty, the quests will not be available. Also whilst you are working on legion jobs you are expected to keep your armour on. Once you remove it whilst on a job, you trigger the corruption features in the game and then you start to play a slightly different game from honest legioneers that involves regular visits to the temple to keep your infamy down.
Nobility or Corruption.
Infamy is a messure of your corruption, you are allowed up to 19 pts of infamy before the legion starts to treat you like a crook. Crooks can easily rise through the ranks of the legion very fast but nobility points can only be earned the hard way. That means sticking within the rules, keeping your uniform on when doing jobs and generally behaving your self.
Fast Travel.
Fast travel is disabled whilst you wear the cuirass of the Legion, if you take it off, you are marked down as off duty and fast travel is restored.
Some stats for you.
Promotions and jobs required to get them.
0 jobs = Trooper = 100 gold weekly wages
5 jobs = Corporal = 150 gold weekly wages
10 jobs = Sergeant = 200 gold weekly wages
15 jobs = Lieutenant = 250 gold weekly wages
20 jobs = Captain = 300 gold weekly wages
Special rewards at different ranks
Trooper = none
Corporal = Extra Quests become available
Sergeant = can do the Judge Advocate General Legion Quests (To do)
Lieutenant = Added to the Palace Faction allowing free movement around the palace.
Captain = Awarded the Palace Guard Armour
The Temple of the One (Mod)
Roughly 3 days after Dragon Armour is ready log entry appears the Temple of the one Restoration behinds. A few days after that it ends and the old temple of the one reappears in the temple district but inside you see a completely different location. Prior to the restoration starting 27 NPCs use the temple of the one. I say use, they just stand in the doorway, after the restoration none of them ever visit the temple again. This is work around to prevent me needing to edit 27 NPCs and break any mods that use them. It also helps prevent CTDs caused by the old temple not being available.
After the Restoration some of the Last Septim Monks head out and start spreading the word in other cities. Here is the list of times and places you will find them at each location. Remember to give them time to walk there, some are coming from the Imperial city remember, thats a long walk.
Reducing Infamy
You can prey to reduce infamy at the temple at a rate of 1 point per day, this is slow enough to stop abuse and to allow infamy to remain something in the game. Removing more than this would nullify the infamy system entirely and I wished to avoid that.
Last Septim Monks Time Table
The Monks spend all day at these locations after arriving. Leaving for the next one at midnight.
Temple of the one = always one there.
Anvil = Morndas outside the chapel.
Skingrad = Tirdas outside the chapel.
Chorrol = Middas outside the chapel.
Bruma = Turdas outside the chapel.
Cheydinhal = Fredas outside the chapel.
Bravil = Loredas outside the chapel.
Leyawiin = Morndas outside the chapel.
They all return to the Temple of the one on Sundas.
Monk Powers.
These Monks can heal you of a variety of illnesses if you ask them.
Lore Master
The Lore Master Offers lore based information, this is usually historic information based on books or updated by me to include recent information linked to topics listed in those books that has changed. Eg Uriel 7th, Martin etc. All the information on various Septim Emperors can be found in the Lore Masters office right now.
Province offices.
These offices tell you what current events are happening around the Empire, I use it in part to explain how the oblivion crisis is effecting the rest of the empire and partily to explain other problems within the empire. The information found here does influence the main plot i plan for this mod.
The Elder Council Compatibility information
This will list what is known about The Elder Council mods and compatiblity.
The Elder Council Mod.
The following edits where made to existing palace features that if edited by other mods may cause problems.
1) The door leading down to the basement (edit this and it breaks the mod)
2) The Guards positions (may have to edit these later but these are eye candy).
3) All the Councilors chairs (used by AI packages so kind of important).
4) The Council Chambers locked door was opened.
Thats all the stuff that The Elder Council edited that existed before. That means its got a very small area where compatibility may be a problem.
The Elder Council - Temple of the one.
The following NPCs where edited and should not be edited by other mods for that reason, neither are vital to the mod but both where sent to the new temple because they are the ones that usually stood in the old temple.
Tandilwe
Jeelius
The following NPCs have AI packages that where turned off after the temple was restored. That means they stop using the temple after the temple is restored but where not edited. Which is useful because Calindil is used by frostcrag and FathisUles is used by several quests. So not needing to edit these was a massive boost for compatibility of the temple mod.
AstiniaAtius
AlessiaOttus
CaulaAllectus
Carwen
Calindil +
Curtis
CiceroVerus
DraloraAthram
Elragail
FathisUles
Hagaer
Hassiri
Jair
Jmhad
MarinusCatiotus
MaroRufus
RochelleBantien
Srathad
StantusVarrid
SamuelBantien
SergiusVerus
TertullianVerus
TrenusDuronius
UzulGroGrulam
Winson
Other changes.
The 2 doors leading to the temple where disabled and need to be renabled via the Mr fixit quest if the mod is removed. Also the Dragon is disabled and that restores the old temple. I then added my own door to it and my own interior. This made things nice and clean and much safer for compatibility reasons.
Thats all the areas you need to worry about in these mods which deal with areas that may have been used before by others.
Kvatch Aftermath Quest Guide
Quests and timers.
From 6.0 onwards all build quests (less stated else where) complete on 7th or 14th or 21st or 30th of each month. This means it is possible to accept and complete a build quest in the same day if you time it right. The reason for this is I had to stop using Gamedayspassed due to it skipping quest stages randomly. I started using gameday instead, which is much more accurate and causes less problems but does lead to some very quick quest completion times.
Find the Heir
Patched Beth Quest
This quest was changed slightly so Kvatch Aftermath would work from the start of the game with Beths Plot line. Martin impossible is to find until AFTER you save Kvatch. This helps maintain compatibility with other mods by not needing massive quest stage reworking. The Stages that exist are the stages Beth created. Starting the mod after becoming the Hero of Kvatch Skips this change.
You may need to wait in the chapel for 1 hour to make Martin turn up after 6.4 due to fixed to prevent the daedra disappearing during the battle for kvatch. Martin is a little slow to wake up and move to his new position.
Aid for Bruma
Patched Beth Quest
The Kvatch Aftermath Savlian has been added to Beths Savlians Aid for Bruma Quest so you can now ask the Kvatch Aftermath Savlian to send Aid to Bruma. Starting the mod after becoming the Hero of Kvatch DOES NOT Skip this change.
Breaking the Siege of Kvatch
Complete rewritten of the Beth Quest.
This Quest has been rewritten to allow Kvatch Aftermath to work from the start of the game. The Beth Stages are used to maintain max mod compatibility. In this version you are no longer restricted to specific areas of Kvatch and there is no need to enter the Cathedral unless you want too (for healing purposes etc). The Oblivion Gate sections have not been changed. Starting the mod after becoming the Hero of Kvatch Skips these changes.
Also Martin has been delibrately hidden so you must finish the Kvatch Quests before he will reappear.
In 6.7, Martin is transported to the correct spot and should appear as if by magic in the chapel on time, every time.
The Battle for Castle Kvatch
Complete rewritten of the Beth Quest.
This Quest has been rewritten to allow Kvatch Aftermath to work from the start of the game. In this version you battle your way through the streets towards the Castle. At various stages new Daedra appear that you must kill to move on. The entire city is your battle ground, the bad guys higher levels than you. Your the under dog, there is no easy bad guys to kill here for new Characters. This quest ends when you give Savlain the Counts ring as usual but you no longer have to venture that far in to the castle because that would disrupt too many late game Kvatch Aftermath plots if I allowed that. Starting the mod after becoming the Hero of Kvatch Skips these changes.
Also Martin has been delibrately hidden so you must finish the Kvatch Quests before he will reappear. After completing this quest and giving the counts ring to Savlain, Martin is transported to the correct spot (6.7 feature) to replace the 1 hour wait of older versions.
Citizens Rebuilding Quest
NPC Offering the Quest = Automatic.
This is new quest that runs along side the "Breaking the Siege of Kvatch" quest and the "The Battle for Castle Kvatch" and bridges the gap between those and the Count of Kvatch Quest that happens later. This quest controls the battle, lights the fires, restores the city after the battle and allows the player to witness the city being partly rebuilt before he becomes count. Starting the mod after becoming the Hero of Kvatch Skips this quest completely.
Old Kvatch Aftermath Saved Games Start from here.
Players that are already the Hero of Kvatch Start here..
Count of Kvatch Quest
NPC = Offering the Quest = Ocato
Ocato briefs you on the situation with the old Count, and the position of Count and Duke and then tells you to talk to Savlian in the survivors in (this is a new 6.7 feature).
NPC Offering the Quest = Savlian
After Speaking with Ocato you must accept the position of count from Savlian and is automatically completed if you do. It enables the Count of Kvatch Quests but is only offered is you have completed the Kvatch Quests from the original game or by Kvatch quests. If you have not, all Count related quests are disabled and since many other quests require these be completed, that means most quests do not function.
Other parts of this quest include.
Hiring Guards
(Establishes the Barracks and Guards in the city). Completes on 7th or 14th or 21st or 30th of each month.
Restore the Castle
(Allows Access to the rest of the Castle).
The Hiring of Guards is the foundation stone for many other quests, it must be completed before a lot of other quests become active. The Restoring the Great Hall is less vital, except for missions or quests offered inside the castles private areas. Which are unreachable without the Restore the Castle being completed.
Kvatch Improve Main Gate Area Guest
NPC Offering the Quest = Savlian
This removes some rocks and adds some flower beds and other things to the Gate Area.
Kvatch Trading Company Quest
NPC Offering the Quest = Savlian
This appears after the player has hired some guards in the Count of Kvatch Quest. It sets up the Trading Company outside the main gate and opens the way to many future Quests involving that Trading Company. Also some quests become cheaper if this quest is done first.
Build Stables At Kvatch
NPC Offering the Quest = Savlian
This is a standard Stable that adds all the stuff you would expect and originally did sell horses but since I found out that the Horse Armour only works with the default stables, this has become mostly eye candy. It makes the gate area look nicer. It is still used by quest characters so be sure to take this upgrade.
Retrieve Stolen Property
NPC Offering the Quest = Malisa
Requires = You must have 10,000 gold on you for this quest to be offered.
Malisa only works office hours so do not expect her to offer you the quests outside office hours. This mod tries to be realistic about these sort of things.
This is a key mission, it requires the Hiring of Guards and the Trading Company Quest be completed. It is a combat mission involving 4 specially spawned guards. They demonstrate the need for a Order of Knights in Kvatch but initially just help the player do the mission. They actually form part of the fiction behind the mod in a small way.
This quest funds the Slum Upgrade then must be completed for certain other quests be available.
I have added back the topic that appears if you do not have 10,000 gold for the upgrade. This was removed by accident in one of the previous releases and not noticed until a player called Alex emailed me about this quest not appearing. So thank you Alex, hopefully this will solve the problem for new games at least.
City Improvements
NPC Offering the Quest = Malisa
This is the slum upgrade and is only available after the Retrieve Stolen Property Quest has been completed. It enables a lot of other quests, most notably the Necromancer Guild and its quests which are housed in the renovated buildings. Once complete, the entire Slum Area behind the Church is transformed in to a middle class housing area.
Kvatch City Patrol
NPC Offering the Quest = Berich Inian
After the City Improvements quest is complete, Berich offers you some options to hire additional guards. These guards can be hired or dismissed but if you own a low end system. You may want to avoid hiring more CPU hogging NPCs at least dismiss them when you do the Daedric Attack quest later.
Dinner Guests
NPC Offering the Quest = Lesa Tor
Lesa organises some dinner parties for you and your friends after you Restore the Castle.
Summon or Dismiss Court Added in 5.5.3B
NPC Offering the Quest = Savlian
Summons the Knights of Kvatch, the Routers and Snatches and the leaders of Kvatches 3 guilds as well as both of the Counts personal assistances to the throne room. Requires you have the Knights of Kvatch available or you will not get this option.
Delivery Jobs Added in 5.5.2B
NPC Offering the Quest = Various Warehouse men
Once the Kvatch Warehouse is complete, a new option appears in the location Cyrodiil Regional office begind the Fighters Guild. If you enable industry by taking to woman there then 7 new Workshops and Warehouses appear in the game near various cities. As well as 56 Traveling traders. IF you go to the warehouses and speak to the warehouse men, you will find a deliver job available. The distance has no relation on the fee, the fee is a reflection of how rich the city is.
Once you accept a delivery job, fast travel is disabled until you complete it.
About Kvatch
NPC Offering the Quest = Giskard
This is my way of getting vital info to players. I found many players do not read forum threads, or even read the last post in a thread. So they end up asking the same question others have already asked. This is not a minor problem in the Oblivion Community, it is a massive problem, as demonstrated in many Kvatch threads I have started where the same question was asked and answered 4 times on the same page of the same thread, not once but several times. As you might guess, I reacted badly to that, after than 500th time and just refused to answer any more questions from people who where not reading the answers I had already posted. So check out my NPC in the Survivors Inn if you have any common questions that you need answers. All the ones I got pestered with are included here.
Hostile Activity Updated for 6.0.
NPC Offering the Quest = Any Imperial Kvatch Citizen
Adds rumours about enemies about to attack Kvatch. There as information only, part of the enemy at the gates quests. The Ghosts now also hint at this too.
Going through the motions
(Also known as Enemy at the Gates Part1)
NPC Offering the Quest = Savlian
The Enemy at the Gates quests are actually a series of independent but linked quests, this particular one starts with the "Counts Duties" topic and takes the player on a tour of various locations such as...
Belletors Folly
Dasekmoor
Fort Istrius
Fort Wariel
Trumble
It lays down the plot for regular patrols as part of the enemy at the gates quest and leads directly to the founding of the Knights of Kvatch. This mission is actually a requirement for the Knights to be founded. The previous linked mission in this plot line was Retrieve Stolen Property quest that featured Guards doing a Knights Job.
The idea is the player "reluctantly" does the quest in a half hearted "I am not actually going to enter those ruins" fashion just to keep the Elder Council off his back. Upon hearing that at least 1 Count in Cyrodiil actually did as they asked, the Elder Council are so pleased with you that they establish an order of Knights in Kvatch as your reward. The Order of Knights actually answer to the Elder Council but they assign you as their commander so you can use them as you see fit.
You are supposed to wake up and realise that it is dangerous outside of the walls of Kvatch and so start clearing the ruins, mines and caves your self on a more frequent basis by actually entering the locations and doing it properly the next time. Which is the duty the Elder Council expects all Counts to do, but very few bother.
When you finally get the knights of kvatch, you will see them performing this job for you 3 or 4 times a week and can follow them and help them if you wish too.
This is a regular 3 or 4 times a week job that continues as long as you have Kvatch Aftermath enabled.
The Knights of Kvatch (renamed in 6.6)
(Old Name = Enemy at the Gates) (Part2)
NPC Offering the Quest = None.
This Quest is establishes the Knights of Kvatch inside Kvatch. The quests to complete the Workshops and the Enemy at the Gates Quest (part1) must both be completed. After which a 2 day wait occurs and then the Knights appear in Kvatch. The player receives a message from the Elder Council about this.
Mine Clearance
NPC Offering the Quest = Savlian
Requires the Slum Quest be completed before it will activate. This quest adds 2 mines and a mining camp outside kvatch. A fast travel icon also appears and patrols to and from the camp start once the quest is complete. Black Bow Bandits appear in the mines which the player must kill to trigger the Kvatch Export mission below. The Bandits are part of the Enemy at the Gates plot but serve as an introduction to the Export Quests below.
Before asking where the mines are and telling us you looked everywhere as thousands did before you, look at the picture below.
Kvatch Exports
NPC Offering the Quest = Malisa
Requires the Mine Clearance quest be completed first, this quest will then add several improvements to the gate area and setup a workshop for the player. In this workshop the player can make armour and weapons from various nuggets. It also sets up regular couriers between Kvatch and other Cities.
Other components of this quest and the NPC to contact.
Hire Armed Merchants Quest Component.
NPC Offering the Quest = Rondin (Fighters Guild)
Thinking like a God
NPC Offering the Quest = None
When the player finishes the Shivering Isles plot, this quest triggers automatically and adds a teleport between the Shivering Isles Palace and the Kvatch Courtyard. The line referring to what else got changed refers to other changes that occurred in kvatch in the version of the mod that introduced this quest. E.G. the Necromancer Guild magically appears out of no where. You where thinking about necromancers...what you was not...oh well, I was. Guess there can only be one God after all
Make Secret Room Evil
NPC Offering the Quest = Lesa Tor
This Quest is a simple repeatable quest that allows you to change the decoration of your secret room after you restore the castle. The choices are "I am Good", "I am Evil". Another little know change is the City Lighting changes between good and Evil too in some areas. Its worth going to Lesa in each new version and just selecting these options again because stuff I add later are not automatically enabled unless you answer Lesas question again. As I add more features, this may be used to customise kvatch along good or evil lines more extensively. So check this quest out once in a while, you may see changes to kvatch that you missed.
Daedra Attack Updated for 6.0.
NPC Offering the Quest = Savlian
This is the finale of the Daedric plot line that was hinted at in the Guide to Kvatch and again by the presence of Ghosts and various rumours. It is also part of the Enemy at the Gates Plot, be it a small part. As indicated by the mission, the dead rest easier after this mission is completed, e.g. the vanish from Kvatch.
To get this you must have completed the Enemy at the Gates Part1 & Part2, e.g. both must be either finished or active. Part 2 is an NPC quest that triggers when certain conditions are met. This then triggers a new quest Savlian offers the player with the topic "Under Attack".
Before clicking on the "Under Attack" topic. If you have a slow computer, talk too Berich Inian about dismissing the extra guards in Kvatch (Kvatch City Patrol Quest). This mission spawns a lot of bad guys and can lag our slower computers.
Once you click on the "Under Attack" topic the daedric attack will start. When it ends, so does the whole "Daedra attacked kvatch, how nasty" stuff. Its an end to the destruction and the start of rosie future.
The Ghosts of kvatch disappear at the end of this quest, their warnings are no longer needed and they can finally rest in peace.
Sisters of Hope
NPC Offering the Quest = Automatic
Requires several quests to be complete including the Daedra Attack Quest, The Castle Restoration and the Shivering Isles Campaign. Once these conditions are met a new church and lodge will appear next to the Kvatch Trading company. The lodge will be home to number Priestesses of Atatosh.
After this is completed the Kvatch Plot ends and the regular none plot features take over.
Kvatch chronicle (6.6)
NPC Offering the Quest = Floria
Time = at the Loredas Market.
This is a quest but not one you can do, you can use the results of this quest though. The Kvatch Chronicle keeps you informed of what happens around the city during plot by offering 1 News Story to explain background information at key points. Updating that 1 News Paper when you pass certain points in the plot. These News Papers are only available once a week at the Loredas Market from Floria. Because players rush through the plot, I have chosen not to offer too many news papers during these early stages.
After you finish the main Kvatch aftermath plot this quest really gets going and starts to offer you a wide variety of news once a week. The news varies a great deal and may concern Kvatch citizens, crime or game lore. But if you keep asking Floria for a paper once a week you will be introduced to the inner workings of Kvatch via stories designed to highlight who does what in the city.
Additional support material is planned to re-enforce this feature.
Key Stages for this quest to update are as follows.
Stage 1: Before you become count.
Stage 2: After becoming count but before the slum upgrade.
Stage 3: After the slum upgrade but before the last daedra attack.
Stage 4: After the last daedra attack but before the Sisters of Hope arrive.
Stage 5: The Kvatch Chronicle now works normally as i intended and becomes a peek in to the lifes of those in the city and the city it self.