When does the new version come out???
Knights of the Nine Revelation
Started by
Site Bot
, Jul 19 2012 11:20 AM
3083 replies to this topic
#3021
Posted 24 August 2014 - 09:14 PM
#3022
Posted 26 August 2014 - 10:08 PM
Encountered bug where I re-enchant the relics but they do not show in my inventory, can someone help please
#3023
Posted 07 September 2014 - 08:53 PM
Hands down the best mod ever created for any of the Elder Scrolls games. Folks as with the games there are going to be bugs and glitches with a mod this big. It took Lanceor around 2 years to make this and he is done with it. I asked him about it a long time ago and his real life has take priority and he probably won't come back to modding. He barely got this mod done before it came time for him to move on. The only big bug I run into every time I play through is the disappearing of messages in the upper left hand corner like when you quick save the game in Cyrod the quicksave message doesn't show but trust me it saves the game. So the bugs are not going to be fixed unless Lanceor comes back or someone else takes up the mantle to fix them. I can't even begin to comprehend the man hours Lanceor and his team put into this mod and to only have a small handful of bugs is pretty awesome. So here is what I say. Try this out if you don't like it you don't have to use it but for me this mod is a real treat every time I play through it. Knights of the Nine is my favorite Oblivion quest line and this mod doubles it. This is a once in a lifetime mod.
#3025
Posted 09 September 2014 - 02:19 AM
Hey Lanceor, endorsement rate for a post Skyrim era are excellent. Congrats, you deserve it. Hoping, wishing you 're doing fine and will soon be back with us, your greatest fans and Oblivion, the longest running and one game that beat them all.
#3026
Posted 09 September 2014 - 06:29 PM
What i wonder is, if he is that busy in IRL to not be able to continue working on expansion why simply not give permission to people here to play with the mod as to say and make their own expansions for it or what not...?
#3027
Posted 11 September 2014 - 11:20 AM
Well I thought previously that this was minor but now it has become a big problem for me. Is the whole area around the "castle of the nine" scripted ? It seems to me that what I get there is a HUGE processor lag ! :O The game literally chokes and dies whenever Im on the outside of the castle - mount or not. How to fix this ? Does someone made a mod that fixes the castle outskirts ? How can I fix it myself ? Whenever I try to save an esp CS runs into an error and close and the save game won't load. I think I would need CSI in order to do anything with the esp right ? Please help me
Edited by misctag, 11 September 2014 - 11:21 AM.
#3028
Posted 11 September 2014 - 01:12 PM
are you using the Construction Set Extender?
http://www.nexusmods.com/oblivion/mods/36370/?
Since the mod was made using it, I would guess that you need it to load it into the CS
http://www.nexusmods.com/oblivion/mods/36370/?
Since the mod was made using it, I would guess that you need it to load it into the CS
#3029
Posted 11 September 2014 - 09:07 PM
Is this mod compatible with ayleid ruin texture replacer mods
#3030
Posted 11 September 2014 - 11:12 PM
Lanceor is gone folks. He hasn't responded to any questions since May. So if you are looking to him for support you might as well forget about it. The mod is done and Lanceor has moved on and probably won't be back. This mod is about 2 years old and it took Lanceor 2 years to make it so that makes it 4. Oblivion is very old 8 or 9 years and we are lucky that folks are still making mods for it.
I am making a mod that replaces The Blackwood Company with a Fighters Guild Armory once you finish The Fighters Guild quest line and oust The Blackwood Company. I started thinking you know we have an abandoned building here once you finish the Fighters Guild quest line. Why not do something with it. I am taking my time in making this mod. It is the biggest mod I've ever made and I am just one person. I want to get it right the first time. The hardest part is the lighting of the building. Too much light causes a hit in performance and too little light and you can't see anything.
Anyways this mod is going to take a while to make. It has some unvoiced dialogue as I have no way of doing voice overs but it isn't a whole lot. Once this mod is complete I am going to have to test it as a whole which means going all the way through The Fighters Guild quest line once again to make sure it activates when it should so it could be months before it is done.
I am making a mod that replaces The Blackwood Company with a Fighters Guild Armory once you finish The Fighters Guild quest line and oust The Blackwood Company. I started thinking you know we have an abandoned building here once you finish the Fighters Guild quest line. Why not do something with it. I am taking my time in making this mod. It is the biggest mod I've ever made and I am just one person. I want to get it right the first time. The hardest part is the lighting of the building. Too much light causes a hit in performance and too little light and you can't see anything.
Anyways this mod is going to take a while to make. It has some unvoiced dialogue as I have no way of doing voice overs but it isn't a whole lot. Once this mod is complete I am going to have to test it as a whole which means going all the way through The Fighters Guild quest line once again to make sure it activates when it should so it could be months before it is done.



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