Travel to the "Hall of the Vigilant" south of Dawnstar (see screenshot). In the basement you will find two sets of armor and a staff. These relics were protected by the Vigilants of Stendarr until someone was worthy enough to wield them.
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Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
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Author notes
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File credits
- Maty743 for the Meshes and Textures, as well as the original version of this mod - Zenl for the base model for the cape - SolarT for the Dawnguard DLC update - And of course, Bethesda for their continued epic RPG Series! - The community. For not just using my work, but sharing their own work for me and countless others to enjoy!
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Changelogs
Version 2.0se
- 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.
- NIF files have been optimized for Skyrim SE finally. ...now that I figured out how!
Version 1.9se
- Skyrim Special Edition update. Now compatible with Skyrim SE!
Version 1.9.5se
- Non-enchanted 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.
- Fixed the dark face glitch on an NPC.
Version 1.9
- FROSTFALL Compatible. 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.
Version 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
Version 1.7
- Fixed a problem with the Mannequins.. over and over and over. Have I mentioned I HATE Mannequins...?
Rumors have been circulating around Dawnstar, that the Vigilants of Stendarr recently discovered a set of holy artifacts from a long forgotten group of crusaders. The rumors state the Vigilants are holding them back at their Hall, south of Dawnstar (See Screenshot). Recent travelers have reported feeling a sinister presence can be felt near the Hall, as if someone or something was watching.. waiting. Curious about these rumors and traveler reports, you move in to investigate. If these reports are accurate, can you recover the artifacts before they are lost forever?
Armory is NOT accessible until you are level 10+
Requirements - Skyrim Special Edition v1.5 or later
Installation/Uninstallation - Nexus Mod Manager/Vortex/Mod Organizer friendly - Manual Installation - Extract contents into your Skyrim Special Edition Data folder - Manual Uninstallation - Delete KotN Mage.esp and KotN Mage.bsa
CREDITS Maty743, for his epic work with the Knights of the Nine mods. If you like this mod, be sure to visit Maty's version, linked up top, and throw him an endorse for his work! This update is uploaded with permission from Maty743
Don't forget to check out Maty's Knight's of the Nine! KotN Battlemage is considered a Sub-Mod to this, although it's not required. http://www.nexusmods.com/skyrim/mods/18114/?