Skyrim

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Maty743 and SolarT

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SolarTails

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  1. SolarTails
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    Patch Notes: 2.0!
    -------------------------------------
    - NEW! The female variation of the armor is finally here. No more placeholder. I'm no expert with armor or bodies, but I've done my best to make it look decent.
    - Added new Knights themed tapestry to the room where the armor is found
    - Fixed a few typos
    - Fixed potential dark head bug on the 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. As well as shrinks the size the of mod.

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    Skyrim Special Edition Version Available
    https://www.nexusmods.com/skyrimspecialedition/mods/4545?

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    As always, suggestions, bug reports or comments in general are welcome!
  2. hoangdai94
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    ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
  3. Bersark93
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    The female version isn't just a retextured steel plate now? It actually looks like the male version but for females?
    1. SolarTails
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      Yes. I took the Male version and reshapped it into a female form. It's not quite up to the quality Maty's armor usually has, but it's still 100x better than it was. If I get any better at armor meshes and proportions, I'll improve it further
    2. Bersark93
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      Ah, thanks for the reply.
  4. utofaery
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    Even though I like this armor very much but...

    You do know hall of vigilant gets destroyed when level 10 or 12, do you?

    Might suggest you create another chest at stendarr beacon
    ( could create another chest at stendarr beacon since ya can't access that place anymore when the hall of vigilant gets destroyed !!! )
    and use enable parent or disable parent to linked the chest to the hall
    1. SolarTails
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      This is the Dawnguard version. The basement isn't accessible until level 10+, as the description says. The basement entrance is in the ruins
  5. alphakay1488
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    I realise this renders #18688 obsolete, but what about #18114? I read through this mod's description several times but I'm not 100% sure. Apologise if it's just my lack of understanding.
    1. SolarTails
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      #18114, Knights of the Nine, was Maty's first KotN mod. Which features armor and weapons from the Oblivion DLC/Expansion of the same name. Battlemage added something more caster friendly. With enchants more attuned for a caster. And instead of a Helm like traditional Knights of the Nine armor, it features a hood. And weapon wise, there's no sword, shield and Mace, but a Battle Staff. Since this version now contains unenchanted versions of the armor, really, any class can make use of it now. My original intentions were to make a Knights mod with a full questline, various armor types (light, heavy, caster, melee, ect..). But time restrictions and the female armor still being in an unfinished state held me back.

      So basically, yes, this makes the original Battlemage armor mod obsolete, but the normal Knights armor by Maty still has pieces this one doesn't. I'm thinking of adding those pieces to this mod though. I'm not sure. Maty gave me permission to use his resources, so really, my time and imagination are my only true limit. Well, that and unfinished female models, lol

      His original mod does have problems though. The helm, for example, has no world model and vanishes if you drop it. But things like that are easy fixes.
    2. alphakay1488
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      Thanks for the reply. So for now, until when (or if) you add those to your mod, I should just run maty's and yours together, and even without knowing how to do programming/modding I won't get any game-ruining bugs?
    3. SolarTails
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      Maty's original Knights mod isn't required, but if you want the Squire armor, weapons and helm, then you'll need it. There are bugs, but nothing game breaking. Some harmless dirty edits, easily cleaned with TES5Edit. The helm bug I mentioned, which only happens if you put it down somewhere.
  6. fatamus
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    I can't feel my arms, I can't feel my arms ... I can't move my arms
    I loaded KoNB - de, I run Boss and now I can't move my arms ... poo buckets

    ill go through the load order
    1. SolarTails
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      Can't move your arms? What do you mean? Your character's arms are stationary no matter what you're doing?
    2. fatamus
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      yes that was the case,
      sorry, it was late and I did not get back to you last night, plus the wife got home and took over the computer.
      The first time I changed up (tickled) the load order and rebooted the game my arms came back ... I'll let you know if I find a mod interfering - as I reload them one by one
    3. SolarTails
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      Alright, thanks. If you find a problem, I'll do my best to fix it

      Also, if you use any mods that add custom animations, you may need FNIS. I use some custom casting animations, and without FNIS setup, characters, including me, just stand there. Moving, casting, attacking, there's no animation.

      It's not a problem of most animation mods, jsut how Skyrim works. FNIS fixes that problem
  7. CodyME
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    In response to post #8914178.
     

    No problem. I'm considering moving the entrance anyway in a future patch. A lot of people seem to miss the door easily. Something I never intended. I wanted the challenge to be the encounter before you can obtain the armor and staff, not actually finding the door, lol.
     


    Meh, the encounter is a push over anyway. Even when on Legendary. Finding the door is the REAL challenge! No matter WHAT difficulty!
    1. SolarTails
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      That's another thing I need to tweak. Level scaling balance. At some levels, it actually can be a little challenge, but at others, I feel as if I'm beating on an already dead enemy, lol.

      Enemy level does scale with the player level, but at higher levels, you usually have MUCH more powerful gear by comparison, which throws off the balance.

      Especially with me, since I worked out a balance between smithing/alchemy/enchanting using the vanilla system (no mods, no console cheats) to maximize my crafting potential. By using all three of these crafting skills correctly to boost the other crafting skills, I can pull off something like.. 375% Smithing boost, 25% Enchanting boost and 112% alchemy boost, in addition to any and all perks I select in those talent trees. I don't claim my system is perfect. There may be unseen potential there, but you have to admit, that leads into some pretty powerful potions and equipment.

      An example would be, just after using "Fortify Destruction" on 3 separate pieces of gear, I'm already using 84% less magicka. If I use the enchant on a 4th piece? NO magicka cost to any destruction spells (I avoid this though. I know I'm only using the vanilla system, but it still feels like cheating getting unlimited spells)

      As for smithing, my cuirass for this Battlemage armor is rated 498, with an overall rating (from all the gear equiped) of 1409 (full heavy Armor perk tree). Vampire gear from Dawnguard, I can get like 1800-something overall rating out of (Vamp gear is oddly overpowered on armor rating when tempered, lol).

      So as you can see, it's like beating an already dead enemy for me at higher levels.
  8. CodyME
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    In response to post #8913246.
     

    Walk into the ruins of the building and look toward the fireplace. You'll see a trap door on the left side of the fireplace
     


    Ah found it. I first went there at night so I could not see it, when I went back there during the day I saw it. Sorry for the trouble, and thank you.
    1. SolarTails
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      No problem. I'm considering moving the entrance anyway in a future patch. A lot of people seem to miss the door easily. Something I never intended. I wanted the challenge to be the encounter before you can obtain the armor and staff, not actually finding the door, lol.
  9. CodyME
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    I can't get into the basement. The entrance is nowhere to be found at all. Would you kindly tell me where it is? So that I can see if the reason I cannot find it is due to a mod conflict or not?
    1. SolarTails
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      Walk into the ruins of the building and look toward the fireplace. You'll see a trap door on the left side of the fireplace
  10. SolarTails
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    This mod is stand-alone if you download the full version, or an upgrade to Maty743's original if you download just the ESP.

    Maty743's other Knights of the Nine mod is seperate. I recommend getting it, but it's not needed for the Battlemage submod
  11. DarkSpiral
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    Awesome. I LOVED the Knights of the Nine!

    Now I have a question. This is an update to the submod: as in it replaces, or is a patch? Do I need all three, or just the core mod and this one?