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  1. Yeah, so there's already a request on here asking for the option to side with Meridia\ Umaril. Since I don't care about Meridia, and hate the Divines, I want a third option. "But why do you need a mod for it?" - you might ask - "Just ignore the Prophet and you're good!", you might say. But there's a problem with this. The game, as it's designed, just forces the quest upon you. You ask for rumours, because that's one way of getting new quests or learning about random stuff, and then - Bam! - "The holy Prophet of Anvil preaches his bulls***, you should totally go on a scavenger hunt for him!", and the quest gets stuck in your journal forever, or at least until you either do it, or use cheats to remove it. Neither of the solutions is good, because both break immersion for me, as a Daedra-worshiping Dark ELF and as a player respectively. So then, what can we do? That's where you, dear modders, come in! My idea: The Prophet sends you (the player) on his scavenger hunt, but you get a couple of new dialogue options. Option #1: Simply refuse. Let someone else do it, there were a few potential npc candidates added by the expansion already (that traveling knight "that found God" comes to mind), so why not let them have a go at Umaril? They don't really need to programmed into doing anything of course, just make this option 'solve' the quest. Yet, Aurorans will start spawning in their usual locations, and will attack you on sight, but fighting them will be like fighting any other npc or creature in the game, as in, it will not be tied to quests or anything like that. With this option you should also be able to restart the KotN quest by talking to the Prophet again, and saying something like "I've changed my mind, I will do what you ask." and then going along the quest-line as intended. Option #2: Goad the Prophet into attacking you. Say something like "You are a fool, the Daedra will kill you all!", turning the Prophet hostile. He will attack, and either you, or the nearby guards will kill him. This will mark the quest as 'failed'. Like in the previous option, Aurorans will start spawning in their scripted locations and will be hostile, but you will not be able to stop them by restarting the KotN questline, as the quest-giver is dead (obviously). Another (or the only, if option #2 is selected) way of stopping the Aurorans\ Umaril will be by finishing Oblivion's main quest before finishing KotN. That way, Martin sacrifices himself to stop Dagon, and in so doing restores the barrier between Mundus and Oblivion, making the Auroran invasion impossible. So, regardless of how far you've advanced in the KotN questline, it will automatically be tagged as 'solved' by the game. And just for the fun of it, maybe add the option to automatically fail KotN if you've already beaten Meridia's quest. Because, after all, if you're her champion, why would you want to foil an invasion that she is involved with? So that way, Aurorans spawn, but are friendly to you, whereas the Prophet is hostile.
  2. Hi folks! I am Johan, but more commonly referred to as Grammsay - I am a Modder. For a period of time, I've been working on a new project, and today is the day where I reveal the secret I have held back for a while. I am working on an all-new extremely big Adventure-quest Mod for Skyrim & Skyrim SE. It's called "Legacy of Tamriel", and it will, it has to, be divided into chapters. The first chapter, the one I am currently working on at the moment: Knights of the Nine. Where you'll get to uncover the Relics of the Crusader. Crush the Dominion and much much more! Let's start with the description. Legacy of Tamriel takes place in the Two-hundredth and twenty-second year of the Fourth Era. The Imperial Throne sits empty. The Dragonfires cold, unlit. And from every corner - darkness grows. Now ancient enemies band together. Old ambitions rekindle. And as enemies rise faster than allies. Salvation cannot come from one hero alone... but from many - Fight the Thalmor. Take back what they took from us! Fight for the Eight....and One. You, the Dragonborn, have completed your task in Skyrim and you're "moving on" - not to Sovngarde. Yet. To Cyrodiil, High Rock, and Alinor. After receiving a vision from the Divine God of Time - Akatosh. You have been given a task. The task was given only to two others before you. Pelinal Whitestrake & the fabled Hero of Kvacth, Seventh Champion of Cyrodiil and friend of Uriel and Martin Septim. The Gods themselves have favored the Last Dragonborn and given him the Divine task to retrieve the Relics of the Crusader - Pelinal Whitestrake - to aid the Empire in the War with the Dominion Your first task: Your vision told you to pray at each Shrine in each Temple and corner of the Province of Cyrodiil - afterward the Gods will favor you. Information No set release date. Story-rich gameplay Voice-acted (sooner or later) Explore Cyrodiil and parts of High Rock and Hammerfell. *not Skyblivion* All new story New armors, weapons, magic and powers to uncover Better "War" than Civil War. Note: You can only side with the Empire here, as it plays a huge role in the ending quest. I don't hate Stormcloaks or Thalmor...actually, I do. I have full permission to alter any of this information! All Rights reserved to Bethesda and ZeniMax Online Studios. Release: Skyrim & Skyrim Special Edition. --------------------------------------------------------
  3. I am trying to set a group of mods up on a newly-installed version of Oblivion GOTY and have encountered a problem that I believe concerns the Knights of the Nine Revelation 1.3.7 Full Install that I obtained from the Nexus. When testing the mod through a new game, I encountered no errors until the loading screen for the new game -- the one before Patrick Stewart monologues -- where I promptly CTD. I have tested this multiple times and I always CTD with KOTN Revelation installed and active, but do not when I deactivate Revelation and leave the rest of the load order alone. My load order is listed below in a spoiler with the Revelation items in red for ease of identification Additional Notes: The Revelation ReadMe mentions a conflict with HGEC based body replacers, which I have for femaie characters. The ReadMe says this is only an aesthetic conflict and does not affect gameplay. I am playing on Windows 7 Home Premium. And yes, I do have version 21 of OBSE installed. I am willing to try any solution that the community can come up with, including not using certain mods. If you have made it this far, thank you for reading my request and making any suggestions that may help me to fix this problem. I can provide more information if it is requested. --Vy4HzZHf
  4. Hello all! If anyone sees this and knows of someone who has experience in modding, whether that be NPC, Dungeon, scripting, or even quest modding then please forward this on to them! I want to get this message out there! I am a writer and 3D modeller looking to put my ideas onto paper. However I have very limited capability with the CK, but I am willing to learn. I idea in brief will start off small (a prologue) then if it is any good it will branch from there. The first idea will contain extensive lore written about a certain fan favourite faction, with a treasure hunt style quest mirroring the style of that in Morrowind. Where the players will have to use their smarts and knowledge to uncover the truth. However they will be working against opposing forces trying to destroy any evidence this faction left behind. The truth will change everything, and it is up to the player to follow the path laid out before them. It will have many NPC's both hostile and allies, new dungeon as well as using pre-existing dungeons and places. Finally there will be a new location holding a well hidden player home once the quest has been finished. The house can then be rebuilt for the players exclusive use, and maybe even a headquarters for future prospects. Hopefully will have all NPC's voice acted as well! Email me at: [email protected] If you are interested
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