Oblivion Mod:Knights of the Nine: Revelation
The UESPWiki – Your source for The Elder Scrolls since 1995
< Mod / Oblivion: Oblivion Mod: OQM
Knights of the Nine: Revelation[edit]
Mod Information | |
---|---|
Author(s) | Lanceor |
Current Version | 1.3.7 |
Last updated | 1 Jun 2013 |
Links | Nexus Mods, TES Alliance |
Language | English |
Translations |
French: Confrerie des Traducteurs (v1.3.7) |
Requirements | Knights of the Nine, OBSE; DLC Horse Armor (optional) |
Playing Time | ?? |
Quests (Side Quests) | 23 (4) |
Description[edit]
From the creator of Anduril Reforged comes a sequel to Knights of the Nine. Umaril has been vanquished and the people of Cyrodiil hail you as the Divine Crusader. But little do they know that Pelinal's relics hold the key to protecting the freedom of all humankind... or enslaving it.
- An epic quest where only YOU can prevent the enslavement of all free humans.
- Upgrade and customise the Crusader's Relics.
- Over a hundred new items.
- 40+ NPCs, 1,500+ lines of dialogue, fully voice acted by a dozen voice actors.
- Original music score by Ronald Van Deurzen.
- Dozens of new followers.
- Massive, functional player home designed specifically for busy adventurers.
Patches/Addons[edit]
Notes[edit]
- This mod is confirmed to conflict with P1DseeYouSleep.esp during the first scene when you sleep in the master bed at the Priory of the Nine. If you find that you are unable to activate anything after the dream, type "StartQuest P1DsleepFix" in the console and then sleep in a different bed in the Priory. You'll find yourself teleported back to the master bed, after which the glitch should be resolved.
- Those who use body replacers may find that skin textures are out of alignment for the Ayleid Armour. (Aesthetics only, no gameplay impact.)
- Greenview Manor occupies the same spot as Sir Gareth's Castle. Loading it before Knights - Revelation.esp will result in the manor floating in the castle courtyard, but both mods will otherwise be playable. Loading it after Knights - Revelation.esp will bury the entrance to the castle underground, making it impossible to proceed.
- This may conflict with other mods that make significant changes to Knights of the Nine itself.
- This t may conflict with other mods that make significant changes to Tamriel exterior cells (-1,3), (0, 3), (-1,2) or (0, 2) where Sir Gareth's castle is located. As far as I know, no popular mod uses that location.
- Mods that change the Imperial City may appear to be deactivated during one particular quest, but will actually return to their modded state after the quest is complete.