I wound up uninstalling because the clipping of the hood into the armor bothered me. Just a subjective preference of this user, nothing wrong with the mod!
Hi, nice mod, made me discover this part of the lore and I liked it ! I love mods that add npcs in a subtle way anyway (better than crowded roads for me) I'm just joining the people who think that order of the lamp shouldn't be related to imperial legion tho. Do you know the mode "Rogue Battlemage armor" from lupus mentem ? I think it could fit mage's related knight order, and if you redirect the textures to the nice mike clothes mage robe, the final render is pretty good ;) Oh and this texture works quite good with the armor you have here too, it make the knight of the lamp have the symbol of mage guild in purple just in the gap on the top of their armor. Jut an idea of little tweaks I made like that. Anyway, endorsed !
Thanks for the ideas! I know about the Rogue Battlemage Armor, but I don't think it fits well into Oblivion/Cyrodiil.
Make sure to download, comment and endorse on the original mod by Guinefort1. Without her mod, I would never have known about this part of the lore as well and my version wouldn't exist: https://www.nexusmods.com/oblivion/mods/45820
Maybe I can get something done for "Kvatch Rebuilt".
"Arthmoor's Bruma Guild Reconstructed" I'm not sure if I want to attempt due to Arthmoor's restrictive permissions on the mod page, I don't want to possibly annoy him.
Love this mod! A essential for me, in terms of atmosphere being added to the game. Lovely armors with great bonuses, should your character ever acquire them by any means.
Just noticed something odd the merits some attention, though. I installed the mod right after the Mage's Guild Quest stage where Bruma's charter gets destroyed. The mod rightly puts two Lamp Knights in there, by they just... kinda stand there. Forever. Never moving, never doing anything at all amidst the eternal flames of the charter's destruction,
Seems to be a scripting/schedule problem. Do they, or are they supposed to turn out dead during said quest, if the mod is installed before the charter's destruction? I've tried using the console, and a couple of mods to force them to follow my character (they could be useful companions/followers after all) out of the building , but to no avail.
I don't know, maybe they could be put to good use after this quest in some way or other.
Thanks! Without Guinefort1's orignal this one would have never existed.
The two guards in the destroyed bruma guild hall are supposed to be dead and lying on the ground, maybe installing the mod at exactly that spot of the questline broke them.
Armor is nice looking. But I think lorewise it should be better keep them as knights and not battlemages. In lore for my understanding they are martial arm of mages guild and point is that they are non magic users.
25 comments
That would truly be amazing.
They look aweasome, thanks for this cool mod TuT
I love mods that add npcs in a subtle way anyway (better than crowded roads for me) I'm just joining the people who think that order of the lamp shouldn't be related to imperial legion tho. Do you know the mode "Rogue Battlemage armor" from lupus mentem ? I think it could fit mage's related knight order, and if you redirect the textures to the nice mike clothes mage robe, the final render is pretty good ;) Oh and this texture works quite good with the armor you have here too, it make the knight of the lamp have the symbol of mage guild in purple just in the gap on the top of their armor. Jut an idea of little tweaks I made like that.
Anyway, endorsed !
Make sure to download, comment and endorse on the original mod by Guinefort1. Without her mod, I would never have known about this part of the lore as well and my version wouldn't exist: https://www.nexusmods.com/oblivion/mods/45820
"Arthmoor's Bruma Guild Reconstructed" I'm not sure if I want to attempt due to Arthmoor's restrictive permissions on the mod page, I don't want to possibly annoy him.
Just noticed something odd the merits some attention, though. I installed the mod right after the Mage's Guild Quest stage where Bruma's charter gets destroyed. The mod rightly puts two Lamp Knights in there, by they just... kinda stand there. Forever. Never moving, never doing anything at all amidst the eternal flames of the charter's destruction,
Seems to be a scripting/schedule problem. Do they, or are they supposed to turn out dead during said quest, if the mod is installed before the charter's destruction? I've tried using the console, and a couple of mods to force them to follow my character (they could be useful companions/followers after all) out of the building , but to no avail.
I don't know, maybe they could be put to good use after this quest in some way or other.
The two guards in the destroyed bruma guild hall are supposed to be dead and lying on the ground, maybe installing the mod at exactly that spot of the questline broke them.