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Need testers WITHOUT KotN...


GoldenBlossom

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Greetings to you all, and thanks for taking the time to read this.

 

I have made a re-texture for the Crusader relics from the Knights of the Nine official plugin (Dragon Templar Crusader re-texture), and I'm currently working on creating a separate set instead of overwriting the original textures. In order to create a separate set, I must make a copy of the mesh and attatch the textures onto that, however uploading the mesh isn't permitted unless the mod is dependent on having the official plugin (I learned this from Rohugh, a moderator on the Bethsoft Forums). So I have been trying to create a plugin that depends on having Knights.esp active, although I have not yet made any progress. Everytime I load the game the items show up regardless of whether or not I have the Knights.esp checked, and I have also noticed that the content from KotN is present in the game even if I don't have the official plugin loaded, though the meshes are invisible. After countless trials and errors I came to the conclusion that I need outside help in order to verify the need of KotN for my mod.

 

What I ask is simply that someone who does NOT have Knights of the Nine test my .esp file to see if the changes I made show up in-game. Seriously, you can't even have it on your computer. Not the Game of the Year-edition either, just plain Oblivion. If you meet these requirements and feel like helping, send me a PM with your e-mail, and I'll send the .esp so you can test it. Report what happens; if the game crashes on startup, or if you're told that the mod can't activate because the Knights.esp isn't present, or if the chest with the items doesn't show up in-game, then it's a success and I should be able to upload the file on tesnexus. Otherwise, well... back to the sketchpad for me...

 

I hope someone can help me out, since I've put a lot of work into this. I would hate to never see it realized. :ermm:

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Hmm, I realise this is a strange request... players without KotN wouldn't want to test mods that require it, would they? Then, how about this; if you have KotN installed, try to uncheck the Knights.esp and load a saved game where it was active. If the game tells you that "This save relies on content that is no longer present", you should qualify to test my file.
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I had to do this for a retexture (rings) a long time ago. What I did was put the mod resources (meshes/textures) into a .bsa file, and use the de-isolation tutorial to make the .esp dependent on the KoTN .esp. You'll also need Wrye Bash. Once I was done, the item still showed up if Knights of the Nine is deactivated, but if you remove Knights of the Nine and try to load the retexture without it, the game will not load.
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By "remove", do you mean removing the Knights.esp and Knights.bsa from the Oblivion/Data folder? I did this once to test it, but my screen just turned black and I was tossed back to the desktop. This happened wether my own plugin was checked or not, which prevented me to verify the valadity of the method and the result. And that is why I need someone else's help.

 

But thanks for sharing your method. Already did that de-isolation/wrye bash thing, but not the bsa-conversion. Maybe that helps? :3

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By "remove", do you mean removing the Knights.esp and Knights.bsa from the Oblivion/Data folder? I did this once to test it, but my screen just turned black and I was tossed back to the desktop. This happened wether my own plugin was checked or not, which prevented me to verify the valadity of the method and the result. And that is why I need someone else's help.

 

But thanks for sharing your method. Already did that de-isolation/wrye bash thing, but not the bsa-conversion. Maybe that helps? :3

 

Yes, and that's what it's supposed to do if you try to play your edit without the KoTN esp and bsa. When you open your .esp file in the construction set or view it in the launcher it should say it's dependent on Knights.esp and Oblivion.esm.

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