kingkongfive Posted January 24, 2010 Share Posted January 24, 2010 Hey all. A while back I started a new game without remembering that I have the KotN plugin installed (among other things). I'd really rather not have it though, mainly because A) I'm playing an evil character so I don't plan on doing those quests, and B) I'd like the chapel in Anvil to be back to normal. So I have two questions.1. If I just uncheck the KotN DLC in OBMM, will that be enough to remove it? Or should I also manually remove the files? OR should I just run the installer again and uninstall it that way?2. I've never removed DLC before, so I'm not sure about what it's consequences will be. Will the chapel go back to normal? Are there any chances of bugs popping up afterwards? I haven't started the quest, in fact I don't think I've even been to Anvil yet. The only thing that's been activated from the DLC are the related conversation topics ("Anvil Chapel Attack," "The Prophet"). I haven't clicked on them though. Don't know if this makes much of a difference, but I have a couple of mods installed (OOO, AF leveling, and some others). Any help is greatly appreciated. Thanks in advance! Link to comment Share on other sites More sharing options...
MrSeptim Posted January 24, 2010 Share Posted January 24, 2010 Ok, i just activated the Knights of the Nine, then made it into the chapel which had been attacked. I then made a save on the altar and unticked the knights.esp. This is the following changes that's being done: There are no chapel healers or priests inside. None of the altars can be used. Besides this i didn't see any difference. Oh and the chapel is not destroyed in any way. Hope it helped. :) Link to comment Share on other sites More sharing options...
David Brasher Posted January 24, 2010 Share Posted January 24, 2010 I ran a test on a character who had visited the desecrated chapel and seen the prophet, but chose not to play Knights of the Nine. On disabling the mod, the chapel is not desecrated-looking, but it is empty of people and things, and altars don't work. Your savegames are all corrupted. Let me see if I can find some console codes for you. EDIT: You have a big mess on your hands. Here is the code for what gets undone at the End Of Knights of the Nine: ; turn off desecrated version of Anvil and Bravil chapels NDAnvilDesecrationMarker.disable NDBravilDesecrationMarker.disable ND08ChapelFightMarker.disable ; set variables for packages: set ND00.AnvilChapelDesecrated to 0 set ND00.BravilChapelDesecrated to 0 ; fix altars: AnvilAltarDibellaMain.setdestroyed 0 AnvilAltarAkatosh.setdestroyed 0 AnvilAltarArkay.setdestroyed 0 AnvilAltarMara.setdestroyed 0 AnvilAltarKynareth.setdestroyed 0 AnvilAltarJulianos.setdestroyed 0 AnvilAltarDibella.setdestroyed 0 AnvilAltarZenithar.setdestroyed 0 AnvilAltarTalos.setdestroyed 0 AnvilAltarStendarr.setdestroyed 0 BravilAltarMaraMain.setdestroyed 0 BravilAltarAkatosh.setdestroyed 0 BravilAltarArkay.setdestroyed 0 BravilAltarMara.setdestroyed 0 BravilAltarKynareth.setdestroyed 0 BravilAltarJulianos.setdestroyed 0 BravilAltarDibella.setdestroyed 0 BravilAltarZenithar.setdestroyed 0 BravilAltarTalos.setdestroyed 0 BravilAltarStendarr.setdestroyed 0 You may have to enter 12 console codes for Anvil things. You should not have to do anything about Bravil I don't think. Link to comment Share on other sites More sharing options...
kingkongfive Posted January 24, 2010 Author Share Posted January 24, 2010 Wow, thanks guys. Like I said, I don't think I've even been to Anvil, so maybe the chapel will work in my game. I'll try it out later and post what I find. I was hesitant at first to uncheck stuff (I'm not too savvy with this kind of stuff), but from what you guys say it doesn't seem like it would be that dangerous if I create a separate save. Thanks again. Link to comment Share on other sites More sharing options...
kingkongfive Posted January 26, 2010 Author Share Posted January 26, 2010 Tried it, and sure enough, the chapel in Anvil is totally empty. None of the Altars work, though the blood decals and destruction have also been removed. Just for anyone who finds this post with the same question. Also, the installer for KotN doesn't have an uninstall option. Link to comment Share on other sites More sharing options...
LFact Posted January 27, 2010 Share Posted January 27, 2010 If you don't feel to play KoTN from the first place, you can start new game without activating KoTN plugin. No need to uninstall it. Link to comment Share on other sites More sharing options...
Stephanous Posted May 12, 2010 Share Posted May 12, 2010 I ran a test on a character who had visited the desecrated chapel and seen the prophet, but chose not to play Knights of the Nine. On disabling the mod, the chapel is not desecrated-looking, but it is empty of people and things, and altars don't work. Your savegames are all corrupted. Let me see if I can find some console codes for you. EDIT: You have a big mess on your hands. Here is the code for what gets undone at the End Of Knights of the Nine: ; turn off desecrated version of Anvil and Bravil chapels NDAnvilDesecrationMarker.disable NDBravilDesecrationMarker.disable ND08ChapelFightMarker.disable ; set variables for packages: set ND00.AnvilChapelDesecrated to 0 set ND00.BravilChapelDesecrated to 0 ; fix altars: AnvilAltarDibellaMain.setdestroyed 0 AnvilAltarAkatosh.setdestroyed 0 AnvilAltarArkay.setdestroyed 0 AnvilAltarMara.setdestroyed 0 AnvilAltarKynareth.setdestroyed 0 AnvilAltarJulianos.setdestroyed 0 AnvilAltarDibella.setdestroyed 0 AnvilAltarZenithar.setdestroyed 0 AnvilAltarTalos.setdestroyed 0 AnvilAltarStendarr.setdestroyed 0 BravilAltarMaraMain.setdestroyed 0 BravilAltarAkatosh.setdestroyed 0 BravilAltarArkay.setdestroyed 0 BravilAltarMara.setdestroyed 0 BravilAltarKynareth.setdestroyed 0 BravilAltarJulianos.setdestroyed 0 BravilAltarDibella.setdestroyed 0 BravilAltarZenithar.setdestroyed 0 BravilAltarTalos.setdestroyed 0 BravilAltarStendarr.setdestroyed 0 You may have to enter 12 console codes for Anvil things. You should not have to do anything about Bravil I don't think. What are the 12 console codes to fix the Anvil chapel? The only one that worked for me from the above list was the one beginning with 'set.' The console only seems to accept the 'set X to Y' syntax. Thanks. Link to comment Share on other sites More sharing options...
David Brasher Posted May 12, 2010 Share Posted May 12, 2010 I guess I don't understand console codes very well. Scripting within scripts and result scripts is much more powerful. Many things you can put in a script cannot be put into a console command. My curiosity about this situation is getting to me. I think I might quickly construct a Knights of the Nine disinstallation mod and see if I can make it work. I imagine there might be a market for it, because many people would have this same problem. Link to comment Share on other sites More sharing options...
TodaY Posted May 12, 2010 Share Posted May 12, 2010 ghe - I don't know about the altar thingy, but if you dont want to see things in game, just click on them (in the console) and type disablemight make a patch for this when I start playing a evil char ;p Edit - working on a patch now, should be done in a couple of hours Link to comment Share on other sites More sharing options...
Fonger Posted May 12, 2010 Share Posted May 12, 2010 ghe - I don't know about the altar thingy, but if you dont want to see things in game, just click on them (in the console) and type disablebut that would mean you have the ruined chapel with a missing altar.(or possibly restored chapel with the missing altar) Link to comment Share on other sites More sharing options...
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