|A Provost of the Nine Divines (3.0) - File Description
| Description: |
A small quest that will give your PC a new set of Crusader Surcoat and Cuirass. On of the surcoats will allow your PC to use Chapels, their containers, furniture, beds, or any other assets in Chapels that are owned by the church of the Nine Divines. A new NPC located at the All Saints Inn is available as a "pawn shop", sells new spells and is a Master teaching Restoration skill. There's also a Rejuvenation Stone (can be used once per 3 days) as well as a private and lockable cupboard for the player.
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|A Provost of the Nine Divines (3.0) - Readme |
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[size=5][b]A Provost Of The Nine Divines (POTND)[/b][/size]
[b][color="#FF8C00"]Version 3.0[/color][/b] (aprx 16 Mb)
*** [url="http://www.tesnexus.com/downloads/images/16891-1-1225089839.jpg"]Theme Image[/url] ***
[list][size=3][b]Table of content[/b][/size]
[*]Context and goal
[*]Requirements and installation
[*]Playing the mod
[*]To do: COM
[*]Issues & bugs
[indent]Thanks to [url="http://arcenild.spaces.live.com/?lc=1036"][color="lightgreen"][b]Arcenild[/b][/color] [/url] and the [b][url="http://www.confrerie-des-traducteurs.fr/forum/index.php"][color="#98fb98"]Guild of translators[/color][/url][/b], who is translating the mod into French.
*** INCLUDES A [b]FEMALE VERSION[/b] OF THE CRUSADER GEAR ***
*** COMPATIBLE WITH [b]VANILLA AND EXNEM[/b] BODIES ***
*** COMPATIBLE WITH [b]ROBERT'S FEMALE AND MALE BODIES[/b] ***
*** AN [b]UPDATE[/b] IS ON ITS WAY *** It will involve new textures and mesh modifications for completing the sets.[/indent]
[color="#c0c0c0"][size=3][b]1. Context and goal[/b][/size][/color]
[i][color="#2e8b57"]Wile working on a bigger mod, I felt that it's taking me quite some time and I was eager to upload a mod... :) A little contribution until the release of [url="http://www.bethsoft.com/bgsforums/index.php?showtopic=815616"]COM[/url].[/color] [color="#80bf80"]This mod is a joint effort from [b]Jimfish[/b] and [b]myself[/b][/color] [color="#2e8b57"](See section [b]9- Credits[/b]). I am still working on completing[/color] [color="#80bf80"]the new set of surcoats, with boots, gauntlets and such.[/color] [color="#2e8b57"]So any comment, negative or positive as long as it is constructive, is greatly appreciated.[/color][/i]
[b]CONTEXT[/b] - Ilav Dralgoner, one of the Provosts of the Nine Divines, disillusioned and traumatized after the first destructive wave of invasion in Kvatch, is stuck in complete delusion and cannot cope with reality anymore. Titus Cubitus will contact you in this regard...
[b]PRIMARY GOAL[/b] - This mod will allow your character to consider all Chapels as its home, so it can use their assets and have access to their Halls. Perfect for role playing a Paladin, a pilgrim, a crusader, a Monk, a knight/warrior, a priest, etc. Titus Cubitus will explain how this can be done, in due time...
[b]SECONDARY GOAL[/b] - "Secondary" being relative to one's needs - Seek for these goodies:[list]
[*][color="lightgreen"][b]Archine Cuirass and Sword[/b][/color], given by Ilav Dralgoner. Use them to lift the siege of Kvatch and secure the city. You could find some other time to seek for Titus later on, when you'll be in the IC.
[*][color="lightgreen"][b]Pawn Shop[/b][/color] - Titus can trade potions, armors, books, magic items and spells. He sells a small amount of unique items, hence he's not cheap. He offers a little more items for sale upon quest completion. His barter gold is 2500. Titus's inventory for sale will not respawn, before or after the quest has been completed (both contexts offering a different inventory), and this is on purpose: whatever you sell to Titus [i]will be available[/i] whenever you need it back. Meaning that [color="red"][b]if you need cash right away, just sell him something valuable that you can buy back later during the game, just like a Pawn Shop![/b][/color] ;-)
[*][color="lightgreen"][b]The Archine Cupboard[/b][/color] with its key (no respawn), at the All Saints Inn. You will be allowed to use it as your own container, safely locking your precious stuff from others. It has a special detection feature showing a visual cue about whether or not an Archine gear is in its inventory.
[*][color="lightgreen"][b]The Arch Stone of Rejuvenation[/b][/color], on top of the the Archine Cupboard. When used it becomes inactive for 3 days, after which you can use it again. It affects the PC as well as all NPCs nearby (200 units) with restoration powers: agility 100, endurance 100, intelligence 100, luck 100, personality 100, speed 100, strength 100, willpower 100, fatigue 1000, health 1000, magicka 1000.
[*][color="lightgreen"][b]Archine gauntlets and Archine boots[/b][/color] are available in the Archine's Cupboard.
[*][color="lightgreen"][b]Light Archine Cuirass[/b][/color], Archine greaves, [color="lightgreen"][b]Provost Cuirass[/b][/color], Crusader boots, crusader greaves and crusader gauntlets, all sold by Titus Cubitus. The boots, gauntlets and greaves are vanilla objects, of which attributes and enchantments have been modified.
[*]Titus [color="lightgreen"][b]Provost SWORD[/b][/color] is unique and not for sale. The only way to have it is to get it (or take it) from Titus...
[/list][list][b]NOTE[/b] - This mod is a subset of a larger mod (WIP), as I wanted to experiment and try out specific game engine features, especially dialogs and mesh texturing/mapping. the above mentioned is part of a complete new set of surcoats and cuirass, each having their own [url="http://img505.imageshack.us/my.php?image=templarmosaicpo7.jpg"]Heraldic shield emblems[/url] corresponding to a rank in the Provost OTND Faction: I have made this mod while working on a larger mod entitled "[url="http://www.bethsoft.com/bgsforums/index.php?showtopic=815616"]Caves of Marvels[/url]" (WIP), lore included (read "7. TO DO:..." further down).
[color="#c0c0c0"][size=3][b]2. Requirements and installation[/b][/size][/color]
[b]REQUIREMENTS[/b]: The Elder Scrolls IV: Oblivion, any version from vanilla to 1.2.0416. Note that at least the official patch v1.1 should be installed, otherwise the game will crash from time to time - wich was a game engine bug, it has nothing to do with any mod.
Download "[url="http://www.tesnexus.com/downloads/download.php?id=32884"]A Provost Of The Nine Divines 3_0[/url]" (apx. 16 Mb). Then from that zip file, extract all the files to your OblivionData folder, and answer yes if it asks you to overwrite. Then activate AProvostOfTheNineDivines.esp either via OBMM or the Oblivion Launcher's "Data Files" option, and play a new game or any saved game.
[b]UPGRADE from 1.0, 2.0, 2.1 or 2.5.1 to 3.0[/b]:[list=1]
[*]Download "[url="http://www.tesnexus.com/downloads/download.php?id=32884"]A Provost Of The Nine Divines 3_0[/url]" (FULL)
[*]Deactivate your currently installed esp version via OBMM or the Oblivion Launcher's "Data Files" option
[*]Load a saved game (confirming when a message tells you that a mod is missing).
[*]Save to a new file and exit.
[*]Install the new version by extracting all the files to your OblivionData folder, and answer yes if it asks you to overwrite.
[*]Optional (but recommended just to make sure, whatever the mod): empty your memory, so that Oblivion reloads its memory from its data files, not from memory cache.
[*]Activate that new mod via OBMM or via the Oblivion Launcher's "Data Files" option.
[*]Load the newly saved game.
[b]GAME CONFIGURATION[/b]: All voice files pertaining to this mod are silent audio files, you'll need dialogue [b]subtitles turned[/b] on to so as to read conversations.
[*]Deactivate your currently installed version of AProvostOfTheNineDivines.esp.
[*]Delete the file AProvostOfTheNineDivines.esp from the Data folder.
[*]From Oblivion's Data folder tree, delete all instances of folders named "HawkFest", "AProvostOfTheNineDivines" and "AProvostOfTheNineDivines.esp" (including their subfolders and files).
[color="#c0c0c0"][size=3][b]3. Playing the mod[/b][/size][/color]
Mod startup - The mod starts right after conversing with [url="http://www.uesp.net/wiki/Oblivion:Savlian_Matius"]Savlian Matius[/url] at the main gate of Kvatch, when the PC offers his/her help into breaking the siege of Kvatch (not after the later is done anymore). The PC will be directed to speak to [url="http://www.uesp.net/wiki/Oblivion:Ilav_Dralgoner"]Ilav Dralgoner[/url], and it is advised to do so BEFORE entering the Oblivion Gate and help Savlian Matius break the siege...
[color="#add8e6"]If the main quest, or lifting the siege of Kvatch, have already been accomplished, the mod will start upon any saved game load up.[/color]
The Quest - There is only one and very simple quest for gaining the ability to use Chapels. That quest requires you to travel once between Kvatch and the IC. The PC will gain other privileges apart from the ability to use chapels as homes, and Titus's merchant inventory will be greatly enhanced. The PC will also have the possibility to explore dialogs taking place between members of the NineDivines faction (whenever he/she wears the Surcoat of Devotion).
Background - The quest consists of extensive dialogs, especially with Titus Cubitus, as I wanted to give the player some reason behind the fact of having access to chapels and to new armor gears. The unfolded storyline is actually a small piece of my largest mod's Lore, [url="http://www.bethsoft.com/bgsforums/index.php?showtopic=815616"]Caves of Marvels[/url], in which Titus and Ilav have a part.
BONUSES AVAILABLE BEFORE THE MOD STARTS:[list]
[*]Titus is a Master trainer in Mysticism
[*]Titus can trade potions, armors, books, magic items and spells. He sells a small amount of unique items, hence he's not cheap. He offers more items for sale upon quest completion. His barter gold is 2500.
[*]Titus can recharge your enchanted weapons (but he has no armorer skill).
[*][b]Titus is fixed at level 15[/b] but is challenging. If you attack him in an attempt to [color="#ff0000"]steal his Provost Cuirass[/color] (since he sells it for a very high price and only to members of the Provost faction), [color="#ffff00"]especially his sword[/color] which is unique and not for sale, be prepared for a hard fight!...
[color="#c0c0c0"][size=3][b]4. Important notes[/b][/size][/color]
WHY THE NEED TO EQUIP AN ITEM FOR HAVING THE ABILITY TO USE CHAPELS?[list]
[*]All Chapels are owned by the NineDivines faction.
[*]Whenever the PC wears the Surcoat of Devotion, he/she is a member of the NineDivines faction: there's a disposition boost of +80 between members (e.g. all priests); all the various staff at chapels belong to this faction. It grants access rights to the locked parts of the chapels and all NPC members have a standard set of dialogue options.
[*]Some quests take place in Chapels, so I wanted this ability to be "on demand": equipping the Surcoat of Devotion puts your character in the NineDivines faction, rank 2. Unequipping it removes your character from the NineDivines faction. If you're not in any chapel, you don't need a shelter, or you are currently in a quest involving Chapels, it is advised *not* to equip the Surcoat, just to keep the main quest's immersion factor as originally planned... Anyhow, having full access to Chapels should not "break" anything.
[*]THUS, ANY NEW MOD ADDING A CHAPEL TO THE GAME WILL HAVE IT'S CHAPEL AUTOMATICALLY AVAILABLE TO THE PLAYER, if such a Chapel has been marked as owned by the NineDivines faction, as it should be.
This mod modifies Ilav Dralgoner's AI Package (the priest on the road up to Kvatch). It will conflict with any mod that have edited Ilav Dralgoner's AI Package or moved him away. Mainly two mods: [url="http://www.tesnexus.com/downloads/file.php?id=15412"]Kvatch Rebuilt[/url] and [url="http://www.tesnexus.com/downloads/file.php?id=13336"]Kvatch Aftermath 6.8[/url]. SOLUTION:[list]
[*]Load [color="lightgreen"]Kvatch Rebuilt[/color] or any other mod modifying Ilav [color="#ffff00"]after[/color] this mod in the load order. There's not much that his new AI does (ambush plus sneak plus default vanilla's wander), so making sure that their packages will override POTND's Ilav AI is sufficient.
[*]Load [color="lightgreen"]Kvatch Aftermath 6.8[/color] or any other mod moving Ilav away [color="#ffff00"]before[/color] POTND.
Compatible with other mods, even those taking place or starting at the All Saints Inn tavern where Titus Cubitus is wandering (unless the whole interior cell is replaced by another mod). The Arena poster from vanilla has been replaced by a custom "clone" (a new base objectID), scripted For Titus to detect the PC's arrival after having encounter Ilav. For example, the companion mod Rhianna has been tested successfully.
However I cannot garantee a 100% compatibility with other mods, as any mod modifying chapels ownership from vanilla will render the Surcoat of Devotion useless, but it will still have its enchantements. Although I didn't find one that does this yet - no wonder, since it would break too many stuff in the game. The same thing applies to the All Saints Inn: a mod referencing to the Arena Poster will likely oblige your PC to engage consversation to Titus (after Ilav's encounter), as he will not automatically do so himself anymore.
Since the contexts of the previous paragraph are quite extreme and highly improbable, I can assert that there are no problems, and the mod is clean (which was double-checked). Please report any odd thing by leaving a comment or by PM'ing me.
[*]Removed belt from the female body meshes (when worn by a female NPC actor, it was "floating" at the side of her waist, not around it).
[*]Replaced the Quest script so that if the player has already liberated Kvatch, then the quest would start automatically around 5 seconds after the saved game has been loaded - no more obligation to engage a conversation with any NPC / use the "disposition wheel" anymore (which was needed so as to trigger the quest after accepting to help liberating Kvatch - the later context still takes place though, as it's supposed to - scripting is a world of fun.. ;-)
[*]Titus has much more to offer than before, and will present himself as such:[list]
[*]If the player hasn't met with Ilav so as to be aware of the Provosts existence, then Titus will wander wearing a "thorned Robe" of a Priest with allegiance to poverty. You will not get any clue about his true purpose and role until the quest has started. He will be available for barter, mostly as a Pawn shop since he doesn't have much to offer -yet-, and since he has more barter gold than standard merchants. Be aware though, as Titus will have a super Provost Cuirass and sword at his disposal if he is being attacked (unplayable items so they can't be looted until Titus's proposal has been accepted), and he's also a very powerful magician for a Priest class...
[*]If the player is aware of the Provosts of the Nine (meaning that he asked Ilav about Titus, received Ilav's cuirass-weapon, and got a lead toward Titus's whereabouts), then Titus won't wear his thorned robe anymore, but instead the Provost Surcoat (an unplayable version).
[*]If the player has accepted Titu's proposal, then he/she will be given the Honoris Surcoat, a powerful Crusader robe raising peronality/mercantile/restoration skills, as well as allowing access to any chapel's assets when equipped. Also, Titus inventory for sale will be improved with new heavy gear and the light armour version of the Archine Cuirass. Titus will still wear his Provost Surcoat, but from then on it will be available for sale (as well as the Provost sword and cuirass - they are not cheap as they are powerfull, and could be unballancing for a low leveled character.
[*]Titus now sells very usefull spells (including custom soul trap spells), and recharges enchanted items at any time. The previous version didn't have spells in his invetory: I was using leveled spell lists, which didn't seem to work, so I've manually added spells from lesser to grand powers, as well as custom spells.
[*]Although armour sets have been rebalanced, their new textures are still under WIP (I'm still using vanilla textures for boots, gauntlets and greaves).
[*]Fixed the Archine gear detection function, used by the Archine Cupboard.
[*]Repaired a small clipping problem between the pedestal and the Arch Stone.
[*]Changed the way the mod starts: it will do so right after conversing with Savlian Matius at the main gate of Kvatch, when the PC offers his/her help into breaking the siege of Kvatch (not after it is done); hence, the new Archine Cuirass given by Illav will have its use for the battle to come...
[*]If the siege of Kvatch has already been lifted, then the mod will start upon loading of such a saved game.
[*]Added a special cupboard for the player to use at his/her convenience. It is a fully scripted and lockable container that does not respawn - I've scripted a more advanced and versatile lockable containers than others for modders to play with. It also displays a shader whenever an Archine gear is present in its inventory;
[*]replaced the Robe of Devotion with the Surcoat of Devotion, as well as a Templar look-alike set of unique enchanted surcoat/cuirass and Sword; customized a new mesh: modified the knight cuirass mesh found in KOTN; modified Jimfish's textures; created new normal maps with specular/height; created a glowing map file for the Archine's Cuirass.
[*]Titus can trade potions, armors, books, magic items and spells. He sells unique items, hence he's not cheap.
[*]Titus's barter gold is 2500.
[*]Titus can recharge your enchanted weapons.
[*]Titus is powerful. If you attack Titus in an attempt to steal his Provost Cuirass and sword, be prepared for a hard fight.
[*]Changed the mod's name - "devout" being an adjective, it made no sense.
[*]Automatic mod activation when Ilav's delusion becomes perceptible, after Castle Kvatch is safely under Savlian Matius' control.
[*]Made up a more coherent storyline involving Ilav Dralgoner and leading to the "special item", which allows the player to use chapels whenever it is equipped.
[/list][b]1.2, 2008/04/30[/b] - Corrected some typos; added faction icons textures (not visible yet); reversed NineDivines hidden status to unchecked.
[b]1.0, 2008/04/29[/b] - First release.
[color="#c0c0c0"][size=3][b]7. To do: COM[/b][/size][/color]
A complete set of surcoats with their own Heraldic shield emblems will be integrated in the larger mod "The Caves of Marvels".
This is the final version: the only update this file will get involves texture files for the Surcoat of Devotion, as well as a new Templar surcoat. A complete set of surcoats bearing Templar's Grand Masters Heraldic shield emblems, will be integrated with the larger mod "[url="http://www.bethsoft.com/bgsforums/index.php?showtopic=815616"]The Caves of Marvels[/url]". Apart from the surcoats, I will solely correct oddities that are reported or make minor modifications that do not oblige the PC to restart the mod for taking advantage of any update (like the faction icon problem).
In the larger mod (COM), the above-mentioned Set will be the object of a new quest: what Titus will give instead, is a scroll or "Letter of charge", once used giving access to Chapels assets (during the quest, Whenever the PC gets out of a Chapel AND the scroll's effect is in use, the later will take end). In one of the Chapel Halls, there will be (...), explaining how to find "The Forgotten Way In" to go within the sleeping mountain NO of Chorrol. From there, Great Halls with Dwarves who are stuck (a new race from the mod), securing themselves off a creature's Lair deep down the mountain's heart - maybe a Balrog, a bit like Mauria. They will explain how they got there after the Dwemers have vanished from Tamriel, leaving this grandiloquent facility containing rich resources of various minerals. They established themselves in those Great Halls, as if they have been gifted by their God... They got enormously rich, trading their minerals and crafted armoury all over Tamriel, solely doing business through a Colovian secretive trader (you'll be informed about a castle)... Until their greed made them dig too deep. They've awaken an old mythical creature, known to have terrorized the land right after the awakening of the Aldmeris (amongst the very first events during the 1st Era). A quest will need to be accomplished. Then the end on the other side of the mountain chain: a passage way to the domain of a "Tom Bombadil"-like character, where other things will need to be done for finally gaining the Stone, which in the WF Cave's Magic Room will provide power to the facility. Tom will give a hint about the Crystal of Marvel's location...
[color="#c0c0c0"][size=3][b]8. Issues & bugs[/b][/size][/color]
VERY minor and non-intrusive issue: when looking up your stats menu for factions, if you are wearing the Robe of Devotion you'll see that you are a member of the "Provosts of the Nine Divines" [b]and[/b] "NineDivines" Factions, but you will not see the custom icons I've created for them. I really don't know why (yet), since I've used the exact same techniques for rendering faction icons flawlessly in my larger mod. If anybody has a clue, please contact me, all dds files for all sizes (std, 80, 50) are included and referenced within the mod. Btw, the technique I am talking about can be [url="http://www.bethsoft.com/bgsforums/index.php?showtopic=832755&hl="]found here[/url].
[*][color="#98fb98"]Jimgish[/color] who has kindly offered the idea for replacing the Robe of Devotion by his base textures constituting the new set of surcoat/armor;
[*][color="#98fb98"]Arcenild[/color] from the [color="#98fb98"][url="http://www.confrerie-des-traducteurs.fr/forum/index.php"]Guild of translators[/url][/color], who is currently translating the mod in french
[*][color="#98fb98"]HawkFest (me)[/color] - Mod scripting, lore, texturing and mesh mod (Sucoats and cuirass), everything else than what follows:[list]
[*]Thanks to [color="#98fb98"]Daveoten [/color]for his original fanfiction text "[url="http://www.uesp.net/wiki/General:The_Order_of_the_Scarab"]The Order of the Scarab[/url]", which inspired a part of my own storyline for this mod and for the Caves of Marvels.
[*]Thanks to [color="#98fb98"]jcd13 [/color]for his marble pedestal mesh + texture.
[*]Thanks to [color="#98fb98"]whoever made the Templar Sword and the Mage Blade[/color], as I can't get a grip on the original file to accurately credit its creator(s), nor can find these on TEXNexus site. Please PM me if you are that creator, or if you know who it is.
[*]Thanks to other modders who are kindly answering to questions on Bethesda's CS forum, especially [color="#98fb98"]Haama[/color], [color="#98fb98"]WilliamSea[/color], [color="#98fb98"]TalkieToaster[/color], [color="#98fb98"]DragoonWraith[/color], [color="#98fb98"]JDFan[/color], [color="#98fb98"]SaidenStorm[/color], who have been of much help with my learning curve with some valuable scripting tips.
[*]Thanks to [color="#98fb98"]Bethesda [/color]for creating Oblivion.
[*]Thanks to [color="#98fb98"]TESNexus.com[/color] for the a one-stop-shop resource for authors and players.
[*]Thanks to [color="#98fb98"]Mom and Dad[/color] for having the muse of a natural and powerful urge of creativity on that day...
Thanks to the [color="#98fb98"]neighbor[/color] for other night's BBQ
[color="#c0c0c0"][size=3][b]10. Licence information[/b][/size][/color]
This mod will not blow up your computer nor destroy your hard drive nor hook itself to any of Microsstuff's intrusive personal computer and information gathering strategic control freaking plan opening doors to malevolent and unattended hacks... if this mod is present when such horrors occur, then I am sorry as it is purely coincidental, and I take no responsibility for it whatsoever.
Since the set is not yet finished, you cannot use any surcoat or cuirass in your own mod: these sets will have their texture maps & meshes modified, and they'll all be integrated into another mod currently under development (The Caves of Marvels). The same goes for the unfolded storyline since it is also a sub-part of a complete lore for The Caves of Marvels mod (unless it strictly involves a side-story to Daveoten's "Order of the Scarabs" fan fixion, which has nothing to do with this mod).
If you want to reuse any script, must seek for my permission since this mod is not finished (see "11- Contact" further down); if I do not reply within one week, help yourself and give me credit (especially the scripts that are used for the Archine's cupboard and the Arch Stone script/spell).
You can re-use any of other objects, textures or scripts than above-mentioned from this mod, as long as you give credit where it is due.
You can convert it to another language, but you must translate this readme file accordingly (or leave "as is"), keeping all due credits.
[*]Of course here (click my name for PM).
[*]On Bethesda Forums under [url=http://www.bethsoft.com/bgsforums/index.php?showuser=388910]HawkFest[/url]
|A Provost of the Nine Divines (3.0) - User Comments
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.
Total comments: 9 | Last comment: 11-17-2010 at 12:32
Joined: May 26th, 2008
|nice i have been waiting for somethnig like this. |
Have a on the house.
From: (the awesome one)
Joined: July 16th, 2008
|i can expect this mod to be in some potds very soon... |
Joined: October 30th, 2008
|Does the sword and sheild come with the mod? |
Joined: October 2nd, 2008
|very nice job mate, defineatly trying it |
and btw comment below me, its a quest if you would have read it.
Joined: March 4th, 2007
|This is one of the main reasons Otherworld is slow. Alot of mods throw these kinds of things together and just throw voice and detailed lore completely out of the equation. |
This is the main reason why Otherworld is taking so long. We pay attention to what we are doing and don't just throw things in because we think it's cool... good job on the mod mate, it's rare to see anyone actually finish a quest mod when they start one. Although you could use a lesson in normal maps.
Joined: January 15th, 2009
|It crashes each time i try to start this quest i need the spawn codes its the only way i can do this can somone help me and email me firstname.lastname@example.org thanks |
Joined: September 22nd, 2009
|Cool trying it now :] |
Joined: July 8th, 2010
|The armour looks like the stuff from Kingdom Of Heaven lol |
Joined: November 17th, 2010
|I have a neatly big problem with the mod. |
I'am downloaded this version of the mod for the game combined with the official mods till Knights of the Nine. So i have that one.
I started a new game, and after the interlude with Jeffrey i went straight to Kvatch.
My experiences: When i talk with Savlian i heard the sound effect for gaining a new quest...but nothing else. Ivor reacted nothing. Well, i checked my mod list. I had Kvatch Aftermath in the list, but not activated. Bother who, i'am more intersted in this one, i removed that one files.
After this one...nothing change. I tried 3 states of load games. Restarted the computer and so...with omod i put This mod to the top...
Well now i had a change with the arms of Savlian and one of the soldiers axe(?). Those were glowing in stilish pink. The Oblivion Gate's, and fire spell effects were screwed up too. Checked the texture and meshes files, the fire problem fixed, but not the sword problem.(Guess Savlian holds there a Templar Longsword?)
The Quest problem itself stayed there constantly. No Quest, nor after load game, nor resting...
If any of you could write me a Strickt Installation Guide, i would thank it a lot. It's a bit unsettling. In the zip there are the next files:
textures->menus80, menus50, menus, Hawkfest
I'am kinda dizzy becouse of the texture folder...that's all i need? And those have specific order? The .esp itself contains the ai. change of Ivor?
Yours Faithfully: Daleron
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