Oblivion

3758 comments

  1. Lanceor
    Lanceor
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    I've finished the Knights of the Nine DLC. Why can't I start the quest?
    If Sir Thedret is stuck in his speech to the other knights then you've encountered a bug in the original DLC. This bug can be fixed by installing the Unofficial DLC Patch.
    What should I do at Vanua?
    Maybe you have reached a dead end. Head back out and see if further clues present themselves.
    Where am I supposed to get a shovel from?
    Naomi tells you that she has one propped up next to her door. Shovels are also purchasable from vendors in the Imperial City.
    What's the rumor about the necromancers and broken sword about?
    https://www.nexusmods.com/oblivion/mods/36365

    I keep dying after Malenir starts his spell-casting. How do I get past this stage?
    You must choose the correct location or you will die. Hint: Early in the questline, you should have completed a certain quest that seemed rather meaningless at the time.
    How do I defeat the final boss?
    If you are paralysed every time you try to fight the final boss then you are missing a quest item that Naomi wanted to give you. Check your journal carefully!
    How do I get the horse?
    A few days after you've finished the questline, one of the Knights will approach you saying that they've spotted something in the forest. If you want to start this quest as soon as possible, stay around the barracks where the Knights usually hang out.
    How do I customise my armour or change its properties?
    After you have purchased all the upgrades for your new home, there will be a book in the Lord's Quarters that will allow you to do this, and other things as well.
    What is the Armour of Sotha Sil used for?
    When the expansion pack is released, there will be a quest to restore it to full strength.
    Where can I find Trueflame and all the pieces of the Armour of Sotha Sil?
    Boots - In the water slightly northwest of the statue; Cuirass - In the water slightly southeast of the statue; Gauntlets - On the beach, slightly north of Fanacesecul; Greaves - In the grass against the wall of the northern cylindrical column that houses the spiral stairs to the entrance.; Helm - On the stairs to the entrance of Fanacasecul; Shield - On the Southeast cylinder, the jetty that juts out to sea; Trueflame - On the steps leading up from the beach.
    Is there a way to get back to the First Era?
    Once all the Castle upgrades are completed, there will be a way back.
    Where do I use the Sunhallowed Elven Arrow?
    Use the clues at Trumbe to pinpoint the location: 1) An Island southeast of the Imperial City; 2) There's some sort of dragon there; 3) You need to be standing on some sort of platform and shoot at the midday sun. Once you've figured out the location, you'll find that there is nothing there. However, there could have been something there in the past... If you are still stuck, click here for a video that shows how to finish the quest.
    Will a certain NPC return for future adventures?
    No comment.
    When will you release the expansion?
    As of December 2021, there's no promises, no guarantees and definitely not ETAs.But I am working on something  at the moment. :)

  2. SilasGreaves20
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    I hope that expasion is on its way
    1. Maarsz
      Maarsz
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      This is an almost 11 year old mod, that's absolutely not gonna happen.
  3. referee1961
    referee1961
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    when is the  expansion pack coming out like come on its been years now
  4. Suds4266
    Suds4266
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    Author really thought he did something with the annoying ass lack of quest markers and backtracking and even worse the inability to actually give useful advice both in game and on the mod page. Cmon bruh
  5. sleepyknight2000
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    How do you get the relics after the portal ? The quest keeps saying to talk to pelinal whitesnake but he just says why I have not got all the relics yet, there is no quest marker or anything, Am I just softlocked? My older save is like 3 hours ago so I would loose so much progress I did before the quest!  There is another quest that says to check the debris field where the portal was.   Holy balls I am blind, Found the pieces.
  6. kUmPaLuMpA
    kUmPaLuMpA
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    Well... it's a mod alright, the voice acting is good if not a little frivolous at times but that's completely fine. The overall questline is really well done and fun to play through. I want to highlight that i havent fully completed the mod yet but i HAVE beat the final boss.

    I have a couple of qualms with the story though, mainly (Spoilers ahead):
    -I wouldn't consider myself a lore freak but I'll ask you to indulge me for a second. I didnt particularly like the way it handled some of the more open ended parts of the ever elusive lore. Particularly with how Pelinal was portrayed, skimming over the weird pompousness he displayed through the initial encounters there was a really fulfilling missed opportunity to touch on the legend of Pelinal and the theories of his origin (whether he was a time traveler or a member of the 500 companions or even a long lived warlord who started kingdom after kingdom). The player could have easily been portrayed as the time traveler part of the legend surrounding Pelinal, with him actually originating from the 2 other life paths that he's known from. Combining the legend of the Divine Crusader and Pelinal Whitestrake.
    -The way that time travel was done in this mod makes me a bit icky but that's probably just a personal qualm with that particular story trope.
    - I really didn't like how the mod inserted Gareth into the grand history of the Empire. If we're already playing around with time travel i would have prefered to travel further in time to qualm with him while he's in power to then go back in time to before he got hold of our artifacts to nullify his attempt at power and maybe close the time travel circuit.
    -Now about the castle we get, i really would have prefered if we just rebuilt the priory anew and expanded it.
    That's about it really. The mod tries to do some pretty big things and excells with some of them. Overall a hard recommend if you're looking for some more Knights of the Nine action.
  7. ratgunter2
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    Wrye Bash says:
    NULL FormIDs - The following plugins have records with NULL (00000000) FormIDs besides the main file header (TES4). This is undefined behavior, as the NULL FormID is a special reserved value, and may result in the records not working correctly or causing CTDs. This is most likely a sign that the mod author broke something via scripted edits. They can only be fixed manually, by assigning them a new FormID (or removing them if the records are unnecessary), which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugins.
    Note: the FormIDs in this section are relative to each individual listed plugin, not the whole load order. To view the records with these FormIDs in TES4Edit, double-click the plugin in the 'Module Selection' prompt in TES4Edit.
    • Knights - Revelation.esp
    • aaKOTNRNaomi01 [NPC_:00000000]

    Is it dangerous? Lanceor, could you check and fix this?
  8. zixi
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    I very much enjoyed this mod. Thank you for giving me such an exciting time and with puzzles to solve. I did enjoy not being handed everything on a plate! It felt like Morrowind. I also enjoyed the little deft touches of humour. 

    Spoiler:  
    Show
    I think one of the very the best parts was seeing the Ayleid buildings. It was so cleverly done. It's strange going back there afterwards because they were so very beautiful and seeing them in ruins again is somehow very sad.
  9. TheSoulHunter016
    TheSoulHunter016
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    hullo Lanceor! I am using the  (Most is Endless Jungle - A lore based Environmental Overhaul at Oblivion Nexus ) mod to kinda restore Cyrodiil to its pre-Oblivion description. Are the changes compatible with the mod? Your ayleids already look very fitting for a tropical environment and the changes in that mod would fit in really nicely with KOTNR
  10. Eweaver23
    Eweaver23
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    do you guys know if this mod is compatible with vortex? or do I have to get the old oblivion mod manager? 
  11. BlackWalker23
    BlackWalker23
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    i need help im stuck at the daedra generators and the slaves dont want to move? and i dont want to kill them. never mind its normal