Edited by Meogron, 28 December 2013 - 10:12 PM.
Meogron Knights V 2_3
Started by
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, Oct 14 2009 02:20 PM
270 replies to this topic
#251
Posted 24 December 2013 - 04:39 PM
Here is new update 2.6 for my mod, Merry Christmas!
#252
Posted 23 January 2014 - 11:13 PM
Can you make this mod work with OOO 1.34? please that is a really important mod and it would such to haft to play without it.
Edited by Byersanthony7000, 23 January 2014 - 11:13 PM.
#253
Posted 27 January 2014 - 02:15 PM
Well it seems that I made it work in some level. I would really like to know how does it work with complete OOO. I only tested it with 1.34 esm and esp file loaded with no meshes and textures. Despite that game work and new content was present. During quick test game did not crash so it should work. I hope you enjoy my mod with OOO. I only changed creature leveled lists so I dont know how is it with items.
Edited by Meogron, 28 January 2014 - 12:01 AM.
#254
Posted 28 January 2014 - 09:49 PM
will this work with the new updated version of OOO 135. I am currently using meo knights 2-4
with the lastest version of wyre bash.
with the lastest version of wyre bash.
#255
Posted 28 January 2014 - 10:36 PM
It might work. I just used monster lists from OOO 1.34 and nothing else and put them into vanilla leveled lists. You can always test it, but just in case make back up for esm and esp files. Just make sure that knights esp is loaded after OOO esp.
But what concerns using my mod I would suggest using 2.6 since it has more content and fixed few mistakes I might have done in ealier versions.
But what concerns using my mod I would suggest using 2.6 since it has more content and fixed few mistakes I might have done in ealier versions.
Edited by Meogron, 03 February 2014 - 01:48 PM.
#256
Posted 16 February 2014 - 10:22 AM
Released the new version since I discovered stupid bug which made some capes unplayable. Fow now all blue, red, white, black etc capes should be possible to looted from boss npc-s.
#257
Posted 23 February 2014 - 06:58 PM
Released new 2.8 version of my mod. It added 2 new sets of weapons called Mithril and Ancient Ebony. Mithril is between fine elven and glass weapons also it ignores normal wep res. Ancient Ebony weapons are between ebony and daedric, however those are still normal weapons.
Added 2 new set of armors called Royal Elven and Ancient Ebony. They are bit better than normal elven and normal ebony armors.
Rebalanced some enchantments. Fixed small error with magic gems. Increased getting those magic gems by adding them into all boss chest loot list, before that only some of them had a chance.
Added 2 new set of armors called Royal Elven and Ancient Ebony. They are bit better than normal elven and normal ebony armors.
Rebalanced some enchantments. Fixed small error with magic gems. Increased getting those magic gems by adding them into all boss chest loot list, before that only some of them had a chance.
Edited by Meogron, 24 February 2014 - 12:22 AM.
#258
Posted 04 March 2014 - 07:22 PM
Released new special Meogron Knights 2.8 for OOO 1.34
#259
Posted 05 March 2014 - 02:33 AM
I haven't finished playing through yet, but thought I'd pass along that there are a couple dungeon conflicts with other minor mods for anyone who might play them. Castle Earthstone is in the same location as Fort Baltsine of said mod. Dragon Tower is in the same location of Smuggler's Outpost of said mod. I'm running with about 300 mods so I tend to have these things happen. I just move them or use the console to work around it.
#260
Posted 05 March 2014 - 05:30 PM
Thx for the info. I add it to the list. Its pretty obvious that some of my dungeon location will conflict with something. Especially if they are in such obvious good spots like Castle Earthstone.
Edited by Meogron, 05 March 2014 - 05:43 PM.



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