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Nerevairine

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Nerevairine

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  1. Nerevairine
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    !ATTENTION!
    Since I am currently polishing some last minute stuff such as a script for the Sigil of the Nine (which finally doesn't fly around the Lord's Quarters), a fix for the Boon of the Crusader, a new spell named "Crusader's Light", a new ability that gives you the same stats as the spell from the altars of the Nine located in the chapels and also some other bits 'n bobs such as a way to make certain vanilla spells worth in the late game as well, since for some reason a certain calm spell is useless in the end game even though the magnitude of it is set to 100 in the construction set it only goes until level 25 so unless I am dumb then the spell is quite bad. Also I've finally been able to fix Tamira's outfit (she was always unclothed for some unknown reason, at least for me).
  2. Gerakin
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    I had to install the previous version of the mod because for some reason with the newest version the Ayleid reliquary never shows up in the ruins
     
    1. Nerevairine
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      I'll look into it since I am back into developing this mod.
    2. Nerevairine
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      So after looking at the file in the Construction Set I found that the reliquary is still there but you have to finish the whole questline for it to show up. Think of it as a final reward, if you will.
  3. SeanzoGaming
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    If I may add my good friend, I have a few ideas that may be great additions.

    First to comment, I am just downloading this mod and Knights of the Nine Revelations is hands down the best quest mod I ever played, and I am glad you are continuing this work. I wish you success and great luck!

    Now for the Ideas:

    1. Another long quest line to expand the Knights and get a few new castles, priories, and possibly build a new town that is lore friendly with voiced dialogue. (Maybe like a castle and priory for every divine in each of the eight counties and near the imperial city. 1 for talos, 1 for akatosh, etc; priories can be used for priests while also adding some walls for protection of the priory. You can also add new characters if you want to make it easier or add a patch to change voice actors. Also, one of the original 8 members will command 1 of these forts with a subordinate in charge of the priory. Also, the castles and priories can be named after every divine like Castle of Talos and Priory of Talos for example)

    2. Repeatable quests to order knights to investigate areas, clear out enemies, help cities and towns, guard pilgrims, and have Knights guard chapels.

    3. Patrolling knights on horseback around Cyrodiil  (I would say group of 4 knights patrolling together)

    4. Knights of the Nine saddle

    5. Knights of the Nine ship that can traverse as a fast travel in Lake Rumare.

    6. Knights of the Nine priests

    7. Knights of the Nine horse armor

    8. Add an option where you can collect daily or weekly donations from citizens. Kind of like how the Knights Templar had charitable donations from the pilgrims and people. I would say 5k a week or if you want to get greedy 10k a week lol.

    9. Knights of the Nine mages and scouts (this might also require newly added knights of the nine uniforms, but it would make it more immerse.)

    10. Add prayer sessions in the chapels

    11. We need Knight titles (like Knight Commander, Knight Captain, Knight Seargent, Sir/Dame we can keep, while also adding squire) Give the original 8 members a Knight Commander title and their subordinate a Knight Captain title

    Rank would be in this order:
    Lord Crusader - Player
    Knight Commander - Original 8 members of the Knights of the Nine
    Knight Captain - Npc (can be voice if chosen)
    Knight Seargent - Npc (Can be voiced if chosen)
    Sir/Dame -  Npc 
    Squire - Npc - starting rank as well

    12. Add a chapter house in towns or cities with a Knight Seargent in charge. Basically, think of it as a recruitment center and knight training grounds for immersion.

    These are just ideas, but I hope you enjoyed reading them. I would think of many more to extend the quests because every time I play the Sheogorath dlc it makes me feel like the hero is gone for good, bound to become the Deadric Lord of Madness. There are still more things the Champion can do before the end. Anyways hope you enjoyed my rant lol.
    1. Nerevairine
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      Love the ideas and will have to look into those.
  4. Larry3007
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    I have a question. In Nenyond Twyll in the Chamber of Inael is an Aleiyd shrine containing Auroran armor. However, this cannot be used, it has no icons and does not appear on the character when I equip it. Can someone help me there?
    1. Nerevairine
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      That's a bit of content that will only be available when the next update comes out, unfortunately i don't know when that will be, just hold unto the armor or put it in a place where you will remember.
    2. Freyr95
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      I hope you continue work on this, KoTN Revelations is one of the best mods ever made for Oblivion
    3. Nerevairine
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      The update that features this armor is on its way.
    4. dakdaifgo13
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      Is it still on its way?
  5. llloyd
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    A suggestion if I may. In the past Alessa offers a bounty for every slave freed. Since you have 3 days to wait while your armor gets repaired, you have time, but, sadly, there are no other cities to go liberate and free more slaves. :( Maybe start adding in some more optional cities which you can put your heavy boot up Aleyid butt and free more slaves?

    Also I just finished the first half and returned to the present 1 year later in the main Revelations, and I can safely say that Tamira is still naked, and as I use the Eyecandy body replacer, she is * actually * naked. Not that I mind, mind you, but thought I'd mention that even with your mod installed she's still not fixed. >.<

  6. ElderScrollsFan001
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    Just wanted to ask if your still working on this mod?
    1. Nerevairine
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      The development is currently halted but will be resumed by the end of September, if everything goes as expected, I have been testing stuff these last couple of months to implement into this mod
    2. ElderScrollsFan001
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      cool
  7. Dmettler182
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    I wanted to point out a seemingly unavoidable Bug that I found in the original mod, that I was hoping the author of this one might be open to looking into:

    During the quest "Raid on Castle Relleis" when stage kotnr09 40 takes place, it enables a parent object called aaKOTNR19CourtyardAyleidParentRef. This object has a script that involves the Setsceneiscomplex command, and in doing so breaks the river outside the castles reflections.

    Once this occurs on a game save, the water used in the cells around the castle are broken the remainder of that characters playthrough. Disabling this object after it's use seems to cause the unnamed knights that populate the castle to have their armor disappear and the game to crash shortly after. 

    Separately, the kitchen door in the guest house is partially buried in the wall, and the bc script for the boat does not account for the use of the Better Cities IC Waterfront.esp in place of the full mod
    1. Nerevairine
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      I will look into it, might be something with either the cell itself since it's localized around Relleis or the LOD files. For the door it's an easy enough fix, just have to drag it a bit up. As for the better cities mod, since I personally don't use that mod I will have to check by using it and seeing what the problem is.
    2. Dmettler182
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      Myself and a few others have been working on the issue, and it seems that the Setsceneiscomplex command is meant to temporarily dumb down the engine. This inverts and breaks the water of any cell it's used on. One solution would be to rewrite the scripts to not call upon it, however so far we have been unsuccessful in writing a script that allows the raid quest to still play out correctly and not just immediately ctd.

       Alternatively it may be possible to remove the courtyard ayleids/arourans, as well as their parent object and it's scripts. This would also require some editing of the 2 journal updates that mention a coutyard battle to say something like "our first objective is to make our way into the courtyard." & "Having regrouped in the courtyard, it's time to enter the keep and begin our assault!" or something like. 

      Also for some reason whenever I attempt to correct the door placement, it breaks the mod and armor stops being added to the unnamed knights as well as breaks the sword of the crusaders flame effect. This was present when I tested on a new game as well.

      And as far as the boat, it just needs the line "or Better Cities IC Waterfront.Esp" added to the KNOTRRowboat script.
    3. Nerevairine
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      Got it, I'll write those down for when I next make changes to the mod. Thanks for the heads up and for the help and research on the issues
    4. Dmettler182
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      Absolutely! And as a final comment, I was able to solve the issue at last:

      To solve the water breaking around the keep: remove the "initially disabled" flag in the reference window of object KOTNR09CourtYardAyleidParentRef. After, open script KOTNR09CourtYardAyleidParentScript and add a semicolon to it so it looks like so

      scn KOTNR09CourtYardAyleidParentScript

      BEGIN GAMEMODE

      if (GetDisabled == 0 )
          ;SetSceneIsComplex 1
      endif

      END

      And the water bug should be fixed.
      For the rowboat, change the script to look like so and it should be good:

      scn KOTNRRowboatDoorBCScript

      BEGIN ONLOAD

      if ( GetGameLoaded )
            if ( IsModLoaded "Better Imperial City.esp" )
                  SetPos X 17604.2578
                  SetPos Y 47465.7852
                  SetAngle Z -83.4333
                  Update3D
                         elseif ( IsModLoaded "Better Cities IC Waterfront.esp" )
                         SetPos X 17604.2578
                         SetPos Y 47465.7852
                         SetAngle Z -83.4333
                         Update3D
                               else
                               SetPos X 17856.0000
                               SetPos Y 47296.0000
                               SetAngle Z 6.5666
                               Update3D 
                          endif
                     endif

      END

      For the door in the guest house leading to the kitchen, just do what you already mentioned and you should be golden! 
  8. SirFrank114
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    Can anyone tell me how to start this mod. I completed KOTN Revelation with all the castle upgrades. I installed the required mods and they appear to be working. What am I missing?
    1. Nerevairine
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      There is currently no quest implementation, you will find the strange chest inside fanacasecul in the armory room in the 3rd Era, auriel's shield in trumbe in the chamber with the carvings and if i recall correctly, in the latest version olmgerd's equipment should be west of cloud ruler temple.
  9. SAUFall
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    is revelation's follower system compatible with moo or skyrim style vanilla followers?
    1. Nerevairine
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      Since I didn't make the follower system you will need to ask that to the original mod's author aka Lanceor
  10. helloa
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    How is development on the new update going? Is it taking shape? Curious what you're working on.
    1. Nerevairine
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      I've had some problems with my oblivion installation due to a mod not being installed correctly but I got it back up and running. The new update is about 30% done, just need to figure out some scripting for the Brush and the Beta version of the update should be good to go.
    2. scorcher9009
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      Friendly advice for if you ever have more problems with your Oblivion installation: Use Mod Organizer 2 instead of installing manually. It's the best mod manager for any Bethesda game right now, and it makes installing and uninstalling mods a breeze. Uninstalling a mod is now a literal press of a button.
    3. Freyr95
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      Looking forward to the new update. KoTN Revelations is one of the best mods I've used for Oblivion and I'd love to see its continuation
  11. joelord402
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    wheres the red coffer?
    1. Nerevairine
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      It's in 3rd Era's Fanacasecul and it only shows up at the end of the mod's main quest, when you defeat a certain someone. More specifically in the room where the armory used to be.
    2. joelord402
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      where exactly in the armory? where's the armory? 
    3. Nerevairine
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      As soon as you reach the end of the staircase turn left, go to the furthest part and you should see a red glowing ayleid large casket.