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Maty743 and SolarT

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SolarTails

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Knights of the Nine - Battlemage
Version: 2.0
Original Author: Maty743
Dawnguard Edition By: SolarT
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Dawnguard Update
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Due to Dawnguard's use of the Hall of the Vigilant, an update had to be made. This makes no changes to the armor and staff. It only updates the location as well as a slight tweak to the method of obtaining.

The room containing the items is now a seperate cell from the Hall of the Vigilant, giving you access to the basement.

Be prepared to fight! Orignally, it was a fight just getting to the Hall, but the immediate area has been cleared of threats. However, a sinister presence can be felt in the Hall's Armory, intent on making sure neither you or anyone else ever gets thier hands on the holy relics!

Crafting:
Armor Pieces require several materials to craft, which includes
- Filled Soul Gems (Size dependant on armor piece. Reason being, enchanted armor = need for enchanting materials).
- Steel Ingots
- Quicksilver Ingots
- Leather
- Leather Strips
- Above all else, you need to learn how to craft the armor. Surely the Vigilants must have something around that can
teach you how the armor is crafted?

Crafting Requirements:
- In addition to the required materials, crafting the armor requires the Steel Smithing perk (with the exception to the Hoods and Cloaks).
- The enchanted versions require the Arcane Blacksmith perk in addition to the Steel Smithing perk.

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History
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2.0 - Added, at long last, the female version of the armor is made! It's not perfect, as my abilities pale compared to Maty's,
but I've done the best I could. Still, it's a massive improvement over the original placeholder
- Added new Knights themed tapestry to the room where the armor is found
- Fixed a few typos
- Fixed potential dark head bug on NPC added in this mod
- Fixed several texture resolutions so they're standardized. Now NifSkope will stop yelling at me.
- Restructured Meshes/Textures. Models that were used multiple times with only a texture difference are now only used
once, with the ESP applying texture changes directly. This drastically reduces the number of files in the BSA that
the game has to load/search for.
- The book that teaches you how to make the armor is an actual book now. Reading it will give you the Armory of the
Nine perk.
1.9.5 - Unenchanted armor version now available. Once you find a certain journal with detailed information on the armor,
you'll be able to craft it at a forge
- All armor (aside from the hood and cloak), require the Steel Smithing perk now. The armor is steel based, so
naturally should require you know a little something about working steel at the forge.
1.9 - FROSTFALL Compatable. If you have Frostfall installed, Cloaks will offer protection from cold and rain.
- Mannequin displays finally got on my last nerve, so I built a new scripted display stand.
- Fix some issues with the armor's stats I've failed to address in the past. Such as items being tagged incorrectly
(cloaks being called Light Armor instead of being clothing items)
- Lots of minor tweaks that have absolutely no effect on the player but satisfy my OCD. Things like organizing the data
files.
- Tweaked the armor room a bit. it felt a little cramped, so I made it a little roomier.
1.8 - Armor is now craftable
- Renamed the items to appear grouped in inventory. Ex: Divine Cuirass of the Battlemage, Dark Cuirass of the Battlemage
- Navmesh fixed inside, so followers will actually follow you inside, as intended
- Mannequins in the Hall now correctly display the armor (cannot be looted though still). This was done by semi-repairing
Bethesda's glitchy, mostly disabled script. As a result, you'll now see, mostly, how Bethesda intended Mannequins to
work. This ONLY affects the mannequins in the Hall. I did not touch the vanilla script or any locations outside this
mod.
- Added some new lore to the armor, explaining in more depth why it's where it is
- Cleaned with TES5Edit
1.7 - Fixed a problem with the Mannequins.. over and over and over. Have I mentioned I HATE Mannequins...?
1.6 - Fix for the door leading into the armory
1.5 - Dawnguard release by SolarT
1.0 - Original release by Maty743



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Original Readme
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Sub-mod for my main knights of the nine mod http://skyrim.nexusmods.com/mods/18114/
Please endorse if you like to inspire me to keep improving :)

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WHAT TO DO
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Travel to the "Hall of the Vigilant" south of Dawnstar (see screenshot). In the basement you will find two magical mannequins and a staff. These relics were sent down by the divines to the Vigilants of Stendarr to keep in holding until someone was worthy enough to wield them. It's not just a walk in a park to get to the "hall of the Vigilant" and be prepared for a fast paced fight around the boarders of the hall.

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CREDITS
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Thank you to Zenl for letting me use his cape mesh as a base for my modified version. http://skyrim.nexusmods.com/downloads/file.php?id=11784


\\\\\\\\\\\\\\\\\Permissions/////////////////
The assets that I created in this mod are now able to be used as modders recourses but with a few guidelines to be followed.
1. If you use some of these assets you must clearly credit in the mod description and include the link as well.
2. You cannot re-release this exact mod just as it is as your own unless it is a language translation.
3. You cannot release as a armor mod based on Knights of the nine armor. (As I still have plans for this in the future). You can how ever make quests for knights of the nine.
4. If you use my assets then give someone else permission to use your assets you must inform them that they have to credit as well.
Feel free to message me about any of these points