Kvatch Aftermath

### Kvatch Aftermath V7.3 (Cyrodiil Upgrade)
(Now works from the start of the game)

Requires = The Elder Scrolls IV: Oblivion.
Requires = OBLIVION PATCH v1.2 and Shivering Isles
Requires = Cyrodiil Upgrade Resource Pack
http://www.novazone.karoo.net/Cyrodiilupgraderesourcepack.htm

Creator's = giskard
Website = http://www.novazone.karoo.net/

See the website above for Download links, screenshots, movies, disclaimer, license etc.

[url=http://www.novazone.karoo.net/KvatchAftermath.htm]My Website[/url]

CURRENT VERSION IMPORTANT INFORMATION

Starting from Kvatch Aftermath 7.0, this mod now requires the Cyrodiil Upgrade Resource Pack to work. See the REQUIRES list above for a link.

Support and Flaming

Sorry but due to the shear about abuse and general bitching helping or supporting players earns me. I no longer help anybody outside of my private forums.

### About Kvatch Aftermath (The City Simulator)

(Quickie "what it does" for those that do not read manuals)
Introduction Rewritten for 6.4 onwards.

My mod making speciality has been Quests and AI life for the past 10 years and this mod gives me the chance to do both. Check out my [url=http://www.youtube.com/user/giskarduk]Youtube vids[/url] for other games and mods I have worked on in recent years for some idea of what I do to get an better idea of what has gone in to this mod.

Kvatch Aftermath is Quest/City mod with well over 300 new NPCs and well over 100 new locations (lots more, I gave up counting them). The the entire city is carefully scripted to bring it to life with NPCs created to support that scripting and interact in ways so the city appears real and life like, only the frames per second most computers can handle limits my work in this area in this mod (Imagine what I could do if we all had super fast computers, shame...). Some have called this mod Eye candy, it is certainly not that, that is not my area anyway. If it is eye candy then that eye candy is a bonus to the features I have added to it. This mod represents an attempt to bring to life a whole city and make in intregate with the world around it via my Cyrodiil Upgrade plan (see my website for details on this).

It features a gripping plot for those that do not skip right past it using too many in game "Waits". It tries to immerse you in the feeling within the city after the attack and attempts to let you control the cities rebuilding via a series of realistic quests to first rebuild the guards barracks, then restore destroyed areas of the outside the city, upgrade the slum to normal housing and establish an industry to support the city and pay for the day to day running of it. You will take control of the city and ensure it becomes all it can be. Then you will defend the city in the final Epic battle that restores the citizens pride in their city and lifts it from the darkness in to the light. Immersion fans who are not immersed in this story are dead immersion fans.

Kvatch Aftermath contains fully voice acted content for all NPCs in this mod. The Citizens of Kvatch have a weekend market, some go to church when the church bell rings on sunday morning. As count you can invite the local Nobles to dinner or summon your court to your throne room and watch them all line up nice and neatly. Decide what banners should fly in your great halls or just go and relax and watch the dancer entertain you whilst you have a beer from the bar.

If you are really bored one night, get Talkie Toasters "Companion share and recruit" mod V2.1 (The old version is best for kvatch) and change all the equipement, clothing and armour on every NPC resident of Kvatch that shows has having a crown when you point at them (Marked as essential) and know they will never EVER lose the equipement you give them because that setting means they NEVER respawn, NEVER die. It also means you have to repair their equipement too, so you need Toasties mod anyway. Yes you can have Kvatch as a holy city dedicated to the Nine, full of good pure thoughts or you can whip out the G strings and make everybody a prostitute if you wish. It is entirely your choice, either is fully supported. Try trying some NPCs in Armour and giving them cloths too and watch them change in to their cloths when they finish their day time jobs. Most NPCs have this feature built in to them in this mod.

You can also order your Knights to follow you when you have earned them or read about your heroic actions in the Black horse courier as the events happen. The detail here is very fine indeed and many users blink and miss it. Seeing only the features under the giant neon signs that I sometimes leave for them. This is a city designed to be lived in not visited, you may visit a city in chorrol but how many actually make you want to go for an afternoon stroll and just have a drink at the local bar.

### Installation:

Just extract the zip in to your oblivion folder (NOT THE OBLIVION DATA FOLDER). Any textures or meshes added are found in the kvatchaftermath folder inside oblivion/data/textures and oblivion/data/meshes. So you can easily find them and delete them if you want too. DO NOT USE A SAVE MADE INSIDE THE OLD KVATCH. Leave Kvatch and then save before installing this mod.

If your updating, say yes to any requests to overwrite files. Only Kvatch Aftermath's own files will be overwriten.

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Change Log

UPDATE: 1.31 Final (not so final as it turned out lol) fixes some early quests that broke as a result of 1.3. If you started using this mod in 1.3 and have done some quests, disable kvatch, load and save your game anywhere except kvatch and then enable kvatch again. Sorry but its the only to ensure the quests will run correctly. Alternatively, just an earlier save, works just as well. If you have already done the stables quest in an earlier version you should be ok, just update the mod normally.

UPDATE: 1.32 fixes some slum doors that broke in 1.31 and restores the Imperial Guard that broke when I was setting up the Kvatch imperial guard patrol in Version 1.

UPDATE: V2 Hopefully fixed the Ghost Shrine Dialog. No way to test this so Gstory has been helping here, thanks bud :)

Update: 2.1 Fixed some minor issues, added more stock to the kvatch weapons smiths.

Update: 2.2 Increased the float in the mages shop to 800, changed some of the cloths the fighters guild members ware in kvatch.

Update: 2.3 Made all citizens of Kvatch essential so they cannot die, this means what ever item you give them using the toastie says share mod, stays with them forever. Also added a new character in the Survivors Inn.

Update: 2.4 Added new Voice samples for all Kvatch plot characters. Unfortunately it looks like the 1.2 version of the editor has broken the lip sync function so the characters do not speak. Also my voice acting is far from perfect. Oblivion 1.2 Patch required from this version onwards.

Update: 2.5 More new kvatch Rumours, Some new encounters and a new one off quest to get you in the count mood. Kvatch is not such a friendly place anymore and you will need to use the Toastie says share mod to repair your guards and the citizens armour from time to time.

Update: 3.0 Major Update to add a lot of shivering Isles content, weapons, armour, cloths etc. This does mean you need Shivering Isles to use this mod from this version onwards. Changes include, A teleport to the Shivering Isles, several new Quests of various types and a New Guild. Merged my Necromancer mod with this mod and improved upon it, fixing the staff issue it had in the process. Also there are several new merchants in this release as well as set of spells that I call Lich Magic that operate in a slightly different way to normal spells but are cast in the same manner, the change helps with the role play elements. Lots and lots of changes in this version, including some tweaks to the hostiles introduced in 2.5.

Update: 3.1 Various Plot changes to increase performance but shutting down old plots correctly. Added Counts Dinner Guests event/quest to make the castle feel homely. Added some of Rens Beauty pack hair as found in the Cosmetic Compilation mod directly in to kvatch so the hair can be used with kvatch NPCs. Updated several NPCs to use the hair and correct minor package issues. Full credit goes to Ren for the fancy Hair now being used on some NPCs, Rens hair was built in to the mod so it will not conflict with Rens own work.

Update: 3.2 Added options to recruit or dismiss guards by talking to Berich Inian. Created a weekend market in the town center, stopped the 2 merchants in the club selling anything except at the weekend market. Improved the looks of city of kvatch generally. Replaced the old screenshots in this archive to show the changes that have occurred in this version.

Update: 3.3 Removed the guards dog and the fountain in the castle that got left over after an experiment failed in 3.2

Update: 3.4 Fixed the local map issue that caused the icons on the zoomed wilderness maps to break. Many thanks to Ghostwalker71 and Elessar_VPR over on the Kvatch Rebuilt site for their help and advice here. For those interested in how this was fixed, I followed Ghostwalker71 advice and removed entries to cell 3,3 using TES4Gecko after noticing removing the same cell in the CS caused a lot of issues when the mod was restarted. Fixed minor guard recruiting issues, fixed some out of alignment wall issues. Removed the Enemy spawn points in and outside kvatch, these are not working out too well and are cluttering up the city when bodies. I will replace these with set piece engagements as part of the countly duties quests later.

Update: 3.5 Fixed the kvatch weekend market so parts of it do not appear before the slum improvements are made. Fixed some mission briefing problems. Tested this version with Francesco's mod for the first time.

Update: 3.6 Added support of my new Almar mod, now the kingdom of Almar is reachable from kvatch via secret doorway somewhere near the memorial garden.

Update: 4.0 Big Update.
4.0 Added new workshops to make armour and weapons, added new mine clearance quest, added new export quest, added kvatch knights and gave them some of their own NPC quests (not player quests). Finished off the Daedric quest line with a large battle. This was hinted at by the presence of the ghosts and in the books about kvatch. The Ghosts will rest easy after this plot line ends. Cleaned up the remaining daedric plot line issues so they stop after the daedric attack. Added a Sisters of Hope Order whos appearance sees much of the dead wood replaced by living stuff. Scars remain of course but Kvatch becomes greener at this point and starts to regain some self respect. Massive update this one. Lots and Lots of big changes and small tweaks or bug fixes.

Update: 4.1 Changed the person guard (who are also knights btw) so they use the same uniform as the new knights of kvatch. The knights where created from the personal guard characters anyway. Add new shop for gilbert that appears when the workshop goes online, this reflects the growing prosperity in the city. Moved some display cases away from the wall in the great hall.

Update: 5.0 Very Big Update
(Kvatch makes its first dirty mod change here to work from the start of the game).
Kvatch Aftermath now works from the start of the game without needing to be disabled. Kvatch aftermath also detects an old Kvatch aftermath game where the player is the count and updates it. Kvatch Aftermath detects an old game were the player has completed the hero of kvatch quests already but is not the count and updates the city accordingly. As of 5.0 Kvatch Aftermath patches the "Find the Heir" and the "Aid for Bruma" Main plot Quests (MQ03 & MQ11). It also completely replaces the "Breaking the Siege of Kvatch" & "The Battle for Castle Kvatch" Quests (MS48 & MS49) with its own versions. Martin is disabled until after these are complete for compatibility reasons. Also a teleport between the Kvatch Mages Guild and Frost Crag was added that is completely independant of the frost Crag addon, e.g. if its not installed, the teleport still works.

Update: 5.1 Added Teleports for rapid movement between the castle and guilds and various rooms in the castle. Added Street lighting that turns on and off at certain times of day. Added extra street clutter to make the areas of kvatch feel more unique. Removed old Good/evil lighting in the street, nobody noticed it anyway. Fixed the Bandits in mine quest so it runs after the changes in 5.0 broke it. Fixed the packages that where causing CTDs because of the changes in 5.0. Lots and lots of new and old bugs where also fixed thanks to the help ive gotten in this version. Tweaked some other NPC packages to spice them up a bit. Lots and lots of minor changes.

Update: 5.2 Reset 2 guards in the grand hall, they may lose items you gave them. The two to the right of the door above the throne, day and night guards. Fixed various package issues that got missed. Added custom music in various places (you might want to turn the game music down a little to hear this music. Misc other fixes and tweaks.

Update: 5.3 Lots of Necromancer fixes including fixes to the Corpious Summonus device, see the kvatch manual for details. Reballanced all Lich Spells and set up a more unique Necromancer style of play. No more mages guild part 2 feel here. Created Necromunda, a new Arcane university sort of thing for Necromancers with quests to find it. Added Undercroft loot for Necromancers to use in their Guilds on necromancer devices such as the Corpious summonus and some new Necromunda devices that allow character customization. Fixed the Missing Ring of office and the guard rank bug, thanks to those who reported this. The ring of office is no longer a quest item and can be removed. Retested the "first time kvatch user" upgrade option using an old lvl42 character that has already done the Beth kvatch quests, everything worked. I suggest those with problems check their saves are ok and try a mod restart. I believe your saves may be at fault or the upgrade was interupted due to player movement or actions. Usually this happens if players on slower machines move before the upgrade has occured, so just stand there and let the upgrade happen 30 seconds or so.

Update: 5.4 Removed a post that should have been removed in version 1, may it RIP, it was 1 year old and is now gone. Revamped the area behind he Fighters Guild and the area next to the Mages Guild, revamped the area bebind the weapon smith. Added a Local Council Office with reps from each city in it, Added A Cyrodiil Regional office with an imperial administor. Added 2 new warehouses. These last additions will vital for controlling content added to other cities in the future. So instead of a menu like other mods provide, you will be sitting in a waiting room waiting to talk to a rep about Bruma Street Lights or Chorrol INN music or Bravil Workshops or just eye candy.

Update: 5.5.2B
Added 56 brand new NPC Traders to travel the roads between warehouses.
Added a Warehouse to every city.
Added a working workshop to every city.
Misc other fixes.
Enabled early game updates in support of those who dont want to be count. City upgrades not included at this stage and may not be.

Update: 5.5.3B
Added Custom features to Bruma
Added On/off Switch for the custom features in bruma.
Added new Summon/Dismiss Count to Salvian.
Added new customize features to Lesa Tor for the Great hall.
Fixed numberous small issues found during testing.
Fixed few plot and quest issues found during testing.
Established some quests not starting is the fault of load orders in some cases.
All changes made are conflict free.

Update: 5.5.4B
Increased the priority of various vital quests.
Fixed some minor quest issues.
Changed and revamped the Weekend market, now its a saturday market.
Added Sunday Mass
Updated the sisters of hopes nighttime activities.
Made numberous changes to various NPCs packages.
Added various pub activities.

Update: 5.5.6B
Fixed an issue in the second Daedra Attack where daedra would use a secret door to follow the priest in to the old kvatch chapel. Its now locked before the second attack. But not before the first attack because martin needs it and i dont have enough help to fully test the early part of the mod yet again.
Fixed some other minor plot and mod issues that most people will not even be aware of.
Blog/manual updates are planned but nothing other that mod status info for this version as its considered pretty stable after 2 weeks of pure testing and zero developement.

Update 5.5.7B
Corrected some mission text

Update 6.0 (Beta ?)
Converted all vital quests so they use gameday for timing quests instead of gamedayspassed. This means all quests should complete on the 7th or 14th or 21st, or 30th from now on. Fixed some bugs in Necromunda, Fixed Florias market day package, made some big changes to the castle dinning room. Added a Dancer and a Bar maid to the castle dining room. Stopped all quests from running at the start of the game. Numberous other CPU saving changes applied to optimize the mod a little further. Fixed the Kvatch Traders, they now actually travel to other cities. Added new voice lines to the 2 Kvatch Ghosts.

Update 6.1 Final
Added Aevens Faction icons for the Necromancer Guild and the Count of Kvatch.
Tweaked all NPC packages so they remove armour at night and other times, even those NPCs that do not have armour by default.
Castle Staff remove armour at 8pm and relax in the castle.
Added lots of new Rumours.
Added Soyas Hair.
Added Custom Eyes.
Tweak some NPCs appearance to use the new material.
Fixed the battlehorn problem.
Fixed the missing Summon Court option that was disabled in 6.0 accidently.

Update 6.2 Final Maintaince release.
Removed the Race entries to allow beauty mods to work before or after this mod (thanks to wrye for this tip).

Update 6.3 Maintaince release
(Cyrodiil Upgrade is now fully supported by this release)
Changed the Necromunda Quest so it can be started 4 times a week instead of 4 times a month.
Added "Origin of the Mages Guild" Mod support to the Kvatch Mages Guild (Kvatch looks like OMG Guildhals now, without the teleport).
Added "Fighter Guild Contracts" Mod support to the Kvatch Fighters Guild (Kvatch also offers FG contracts now).
Adjusted the Necromancer Guild to better support "The Nercromancer" Mod (My Necromancer story is exactly same in both mods now, no odd bits).
Removed Dustfang from the market place for lore reasons.
Tweated the Necromancer Lore to be more accurate and still fills in the blanks the game lore leaves in this area.
Added additional support City and Cyrodiil Life in support of my Cyrodiil Upgrade plans.
Re-recorded half the voice lines because my acting as improved since I made them originally.
Rewrote the epic battle endings to be more dramatic and more descriptive, previously players missed the drama of the ending, now I hope it explains it self and sets the mood correctly.
Hid the secret trap door in the chapel, the player was never supposed to see it anyway.

Update 6.4 Maintaince release
Locked the secret door in the chapel during the first battle of kvatch to prevent Daedra from using (makes martin slightly late but he always turns up EVENTUALLY).
Made the Daedra used in the Kvatch battles weaker.
Added a secret teleport between the AU and the Kvatch Mages guild as part of the OMG support.
Removed the last traces of the Legion Tower feature that got destroyed by Tes4Gecko during a mod clean prior to 6.0 (still finding more damage it caused all the time).
Removed Pathgrid changes from Skingrad and tweaked the warehouses instead.
Totally rebuilt the path nodes in side kvatch and all locations added by this mod to improvement movement and clean up some path grid issues.
Added back the topic to the slum quest that explained the player needed 10k to upgrade the slum area (still testing this).
Various optimizations and dead wood trimmed to reduce the file size so i can add even more to it and make it grow again lol.
Replaced Bruma Fur Armour with demoncleaner Wolf Pelt Armour (renamed to Bruma Fur Armour)
Added demoncleaner Wolf Pelt Armour to some Bruma Traders operating out of Bruma.
Cloned the Leather Armour Meshes and Textures for the chorrol armour to allow easy reskinning later (if anybody fancies skinning these let me know).

Update 6.5
Repaired some more of the corrupt files a TES4Gecko mod clean left behind from the 5.3 days.
THEN fixed the 00028E72 LazareMilvan to avoid further damage.
Renamed the Armour Folder to Armor so the new armour will show (my mistake, sorry, english and all that)
Please note that the corrupt files and the LazareMilvan fixes were both serious issues and have been fixed here safely without a mod reset being needed. This issue would have been fixed in 6.4 but I needed time to plan the best way to fix this issue because the fix it self causes damage and that damage had to be minimized before the fix was attempted.

Update 6.6
Fixed a couple of NPC packages that used the old Slum Quest condition and thus never ran, this means the mason and funeral director now actually go to work.
Fixed and Renamed the Export Profits to TAXES so the player now earns 1000GP in Taxes every Loredas Market day after the warehouse is built (Sundas is reset day, do not skip it or you do not get paid the next loredas).
A new news paper called the Kvatch Chronicle has been created to add depth to the city and the citizens. This news paper will explain events that happen in the city as you progress though the kvatch quests but remember the quests are dynamic and these are broadly based on sections of the plot rather than individual quests in order to remain accurate. When you have finished the quests and the sisters of hope have appeared, it will highlight individual citizens in special stories so you can see what they get up to. I hope this adds to the immersion of the city and explains some of the extra depth I have added to it over the years. I may expand the news after the plot in the future and the system should allow me to do that.
Deleted the Export Profit Quest and reworked many old quests to use a new Market Day Quest to control them.
Fixed Many Market day issues so they execute on time most times, sound is an odd issue, often you have to enter a different cell and return to update that, just the way the game works I guess.
Stopped Toby Lank selling to players who are not Thieves Guild Members
Stopped Necromancer Merchants selling to players who are not Necromancers guild members.
Tweaked Various Necromancer packages so they appear around kvatch after the Necromunda quest is completed.
60 new lines of voice acted dialog to bring the city to life and expand one the NPCs jobs and backgrounds.
New street signs
New Bard who will sing to you for a small fee.

Update 6.7

Forced martin to go to the chapel on time every time after the battle of kvatch without the player needing to wait 1 hour anymore.
Altered the early Count of Kvatch quest so the player gets his briefing from Ocato (and a log entry) instead of a just log entry.
Edited Ocatos original greeting NQDImperialCityNPC "Excuse me, the Empire doesn't run itself, you know. Submit a complaint to the usual department and I'm sure someone will take care of it." so it is no longer an automatic goodbye message, this allows the player to speak to Ocato.
No edits to Ocato him self was made for compatibility reasons.
This version adds support for the Elder Council Mod to the Kvatch Aftermath mod.

Update 6.8

Revamped the castle dancer in side kvatch. Now it comes in 2 flavours, Male or Female and dances to music. Also it uses one of Umpas dance idleanims so the dance is more interesting too. Also the Dancers how have a new topic of their own called dance, so if they ever stop dancing, you can order them to start dancing again. Now the Girls can enjoy the dancing too :)

Update 6.9

Added support for The Elder Council Mod. Attaining Imperial Rank of Duke or Duchess in the Elder Council Mod will cause your Kvatch Rank to rise to Duke or Duchess when you return to the Great Dinning hall inside Kvatch. Why make the player enter that room first ? Well you can only reach that room after you have become Count and upgraded the castle, that is why :) Please note that none of the quests were edited, this mearly fixes the ranks seen in the player stats so Kvatch and TEC Ranks match once you become Duke or Duchess. Added support for Legion Players. Any Legion Greeting that does not name the players rank is a Kvatch Aftermath Legion feature. The feature has been added to all City Guards and all Legioneers so all NPCs performing Police like duties will recognise you as a Legioneer as you pass by anywhere in Cyrodiil. This last feature will support any Legion Mod but is intended to support TEC. If you use The Elder Council (TEC) Mod, you must be wearing the Legion Uniform and be on duty before other NPCs will greet you as a Legioneer.

Update 7.0 (Major Update)
Kvatch Aftermath now requires Cyrodiil Upgrade Resource Pack to work.
http://www.novazone.karoo.net/Cyrodiilupgraderesourcepack.htm

Failure to install this pack will result in your game crashing before it reaches the main menu. Moved the Kvatch Necromancer Guild in to several cells I added to the Cyrodiil Upgrade Resource Pack, this one move will allow many cool features to work in the future. Moved all Lich Spells over to the resource pack, move the mark of lich over to the resource pack, moved corpious summonus over to the resource pack. Started using Cyrodiil Upgrade Resource Pack features in Kvatch, including staffs, robes, weapons, armour and lots and lots of very cool things. Look our for rabbits, foxes and bats inside kvatch as additional wildlife as well as the new Alchemy sink and oven test driven in kvatch for the first time. Those are in the resource pack, kvatch is just using them. Fixed several spelling errors. Fixed the greenarrow pointing out the castle during the battle of kvatch. Fixed misc other issues too. Various changes to the castle including a revamp of the counts room.

Update 7.1

I accidently packed the old esp with 7.0 and after removing the omod of 6.9 and reinstalling, other issues appeared caused by mod corruption from an old mod clean using tes4gecko back in 2006 I believe. I do not use those tools for tasks like that anymore because of the damage they caused to Kvatch Aftermath and the reason why Kvatch Aftermath is the only mod to have these problems of mine today is because it is the only mod I stupidly cleaned using those tools. In this case Banners placed all the way back in v1 that where finally replaced in 7.0 appear to have become corrupted and once removed, where replaced by the original banners beth made as if by magic. I have since corrected this minor annoyance. Any old feature from before the time of the mod clean has a chance of being corrupted too so I expect to see this issue appear again in the future. Still, this one is fixed at least.

Update 7.2

Removed the Colovian Cupboards from the counts room because they where missing their colision boxes. Previous contents you placed there should be available as normal.

Update 7.3

Changed the Necromancer living quarters to Public access.

Thanks to all who supported this mod so far.

Especially these guys who actually followed my instructions and came to Respawn to post bug reports or helped with the developement of the mod in other ways. Much appricated

Icons and Signs
Aeven (Faction Icons)
kalikut (Signs)

Voice Actors
Kiwi Hawk
Aeven
Giskard
Tess
Lalwende
GreenWarden
Ibsens Ghost
Mack

German Translation
ThreeD

Testers and other helpers.
WalterGR
The Exile
Kamoba
Kion Gealrion
GStory
Ghostwalker71
Elessar_VPR
Don
tahngarthor
daemondarque
Eolath
EK
biulding3015
ThreeD

Thanks all.

Credits for other Mods and Mod Makers

Cyrodiil Resource Pack Resources used by this mod are Credited at the link below in full.
http://www.novazone.karoo.net/Moddersresources.htm

Thanks to.

Ren for his beauty pack, elements of it were ported in to this mod and used to spice up Kvatch. Soya for the excellent hair, again, ported in to the mod and used to spice up Kvatch (added 6.1). Also thanks to the unknown mod maker who made the eyes I added to 6.1. Id thank you properly but I have no idea who made them. Sorry, who ever you are. Demoncleaner for his Wolf Pelt Armour (Called Bruma Fur Armour Kvatch Aftermath). Umpa for his Dance Animation (see the Umpa Pose & Dance Animation mod)

Aeven (Faction Icons)

kalikut (Signs)

The Blood and Mud team for making such an inspiring mod to me.

The Bab Body Replacer guys, Ceebee, kalikut and all the others, very nicely done guys. The temptation to make Kvatch require Bab is huge.

The Kvatch Rebuilt team for being true mod makers and not letting a little competition spoil the fun of mod making. Thanks guys.

Contact information.

PM me on the mechstorm forums at http://www.mechstorm.net and hope I feel like reply.

Giskard