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Modding Knights Of The Nine


Sasquatchewan

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So I want to expand on this mod:

 

http://tesnexus.com/downloads/file.php?id=26310

 

to include new Nine Divines NPCs added with the KOTN plug-in. Basically, I need to edit the clothing and hair for all the new clergy.

 

I'm not sure how to go about doing so; I don't mind modding the entire KOTN esp for my own use, but I'd like to share it here and I'm wondering if there's a more compact way to achieve what I want than to upload the entire massive KOTN esp just to change a few outfits.

 

Also, when I open Oblivion as my master file and knights as my active esp in the Construction set, I get a few error messages that the program must rename items because the editor IDs aren't unique. Is this a problem?

 

Not sure how to go about doing this, and I'd appreciate some direction. Thanks in advance.

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If the only thing you are changing is a few meshes, you could just upload the meshes with detailed instructions on where to install them. It wouldn't actually be an esp. file you uploaded.

 

I recently did a small mod on The Knights of The Nine, and was faced with some of your issues. There are some funky error messages. I think they are harmless, but am not absolutely sure. I know the one I received about 512 gridpath connections is harmless.

 

You may face legal issues with piracy if you upload a modded version of Knights of the Nine. People who have never purchased the game could download your modded version. It would probably be best for you to upload something that is non-functional for those who have not bought the game. Like just the meshes, an independant mod that cooperates with Knights of the Nine, or an esp. that will not work without the bsa.

 

I haven't actually played the add-on mod to Knights of the Nine which you mention, but I like the idea of expanding Knights. I liked it, but wished it was longer and deeper. Good luck on your modding!

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