I've finished the Knights of the Nine DLC. Why can't I start the quest? If Sir Thedret is stuck in his speech to the other knights then you've encountered a bug in the original DLC. This bug can be fixed by installing the Unofficial DLC Patch. What should I do at Vanua? Maybe you have reached a dead end. Head back out and see if further clues present themselves. Where am I supposed to get a shovel from? Naomi tells you that she has one propped up next to her door. Shovels are also purchasable from vendors in the Imperial City. What's the rumor about the necromancers and broken sword about? https://www.nexusmods.com/oblivion/mods/36365 I keep dying after Malenir starts his spell-casting. How do I get past this stage? You must choose the correct location or you will die. Hint: Early in the questline, you should have completed a certain quest that seemed rather meaningless at the time. How do I defeat the final boss? If you are paralysed every time you try to fight the final boss then you are missing a quest item that Naomi wanted to give you. Check your journal carefully! How do I get the horse? A few days after you've finished the questline, one of the Knights will approach you saying that they've spotted something in the forest. If you want to start this quest as soon as possible, stay around the barracks where the Knights usually hang out. How do I customise my armour or change its properties? After you have purchased all the upgrades for your new home, there will be a book in the Lord's Quarters that will allow you to do this, and other things as well. What is the Armour of Sotha Sil used for? When the expansion pack is released, there will be a quest to restore it to full strength. Where can I find Trueflame and all the pieces of the Armour of Sotha Sil? Boots - In the water slightly northwest of the statue; Cuirass - In the water slightly southeast of the statue; Gauntlets - On the beach, slightly north of Fanacesecul; Greaves - In the grass against the wall of the northern cylindrical column that houses the spiral stairs to the entrance.; Helm - On the stairs to the entrance of Fanacasecul; Shield - On the Southeast cylinder, the jetty that juts out to sea; Trueflame - On the steps leading up from the beach. Is there a way to get back to the First Era? Once all the Castle upgrades are completed, there will be a way back. Where do I use the Sunhallowed Elven Arrow? Use the clues at Trumbe to pinpoint the location: 1) An Island southeast of the Imperial City; 2) There's some sort of dragon there; 3) You need to be standing on some sort of platform and shoot at the midday sun. Once you've figured out the location, you'll find that there is nothing there. However, there could have been something there in the past... If you are still stuck,click here for a videothat shows how to finish the quest. Will a certain NPC return for future adventures? No comment. When will you release the expansion? As of December 2021, there's no promises, no guarantees and definitely not ETAs.But I am working on something at the moment. :)
Hey I've been having a blast with the mod, but I'm running into a bug that's blocking progression. I returned to the normal era after reviving at Vauna, and I'm trying to meet Naomi at Fanacasecul. A quest marker appears near there when I am far away.
But when I get close, the marker disappears, and a chunk of the land & scenery are missing. There is a red carpet near the fast travel point, and I can see a throne close by, but I don't see any way to enter the area, and Naomi isn't there. Strangely, the shield and sword of Gareth were just sitting there outside at random spots. I tried approaching Fanacasecul by walking from the nearby stable, and by direct fast travel, but both ways leave me with a blank area.
Any idea what might be causing it, or if there's a console command to fix it?
Hi Lanceor. I just wanted to say I had a blast with your amazing Mod Quest. I really felt like this added to Oblivion a lot and I can highly recommend this mod to anyone starting out. Though I seem to have come across a slight issue. Every time I try and mount the horse that the mod gives me I end up crashing. Doesn't matter if I try mounting her normally or with the menu while sneaking I keep crashing instantly. Is it something with the mod pack or is it on my end?
Hey Lanceor! I just completed your mod, and I have to say it is one of the greatest quest mods I've played for Oblivion - and I've downloaded a LOT of mods over the years. It was good time well spent.
However, for some reason after completing the quests, a popup keeps on appearing for me saying "The Door is Blocked." At first, it popped up every once in a while, maybe once every 20-30 minutes. I can handle that though, I just had to close it every while. However, it suddenly escalated, to the point where every two hours in the waiting menu the popup appears, slowing down the waiting process considerably. In those times when I need to wait a week or two for a mod or vanilla Oblivion, it takes twice as long to get through 24 hours. If you could check into a possible bug for me, or at least give me a workaround for the event, I would be grateful.
Nonetheless, that is the only problem I had with the mod - it was fantastic, and really immersed me into the KoTN lore and storyline.
I can't bug check or tell you what's wrong, but instead of waiting try getting arrested. It can be annoying, but depending on the crime you'll be sitting in jail for several weeks and you shouldn't have the popup hindering you.
Can you give me the exact wording of the error message so I can figure out whether it's from KOTNR? The Door is Blocked isn't used, but a couple of similar phrases This door is blocked and cannot be opened. and The exit is blocked from the other side. does appear in the mod.
I'm also having this issue. I know it's from this mod. It says "this door is blocked and cannot be opened" The pop up started when I woke up from being a statue. I loaded an earlier save and it's doing it again as soon as I wake up in Vanua. Has anyone figured out a fix? I don't want to go on for the rest of the game with this thing. I haven't even started the main quest!
Can anyone explain why I see a conflict between this mod and Better Cities? The arena district has a large chunk of landscape going through it, blocking the arena entrance, only resolved by disabling this mod. Fresh save btw so I dont think it could be leftover references to a different mod.
I might be because of the script KOTNRRowboatDoorBCScript [SCPT:0300F204] that used for the row boat that adjust the Water LOD if you use Better Imperial City.esp. Making a patch the removes this script off the boat might help.
I currently have a discussion going with a player that wants to play KOTNR, but has some reservations about errors found in TES4edit which I didn't know about till it was point out to me
Here the discussion if there anyone that can help with the errors
I got the same error messages. I am also getting the following warnings: 2024/09/04 09:52:57 [004FC335] [WARNING] Script '' in file 'Knights - Revelation.esp' has not been compiled. 2024/09/04 09:52:57 [004FC335] [WARNING] Script 'KOTNRPortcullisSwitchMainScript' in file 'Knights - Revelation.esp' has not been compiled. 2024/09/04 09:52:57 [004FC335] [WARNING] Script '' in file 'Knights - Revelation.esp' has not been compiled. 2024/09/04 09:52:57 [004FC335] [WARNING] Script 'KOTNRPortcullisSwitchInnerScript' in file 'Knights - Revelation.esp' has not been compiled. 2024/09/04 09:52:57 [004FC335] [WARNING] Script '' in file 'Knights - Revelation.esp' has not been compiled. 2024/09/04 09:52:57 [004FC335] [WARNING] Script 'KOTNRPrayerMatScript' in file 'Knights - Revelation.esp' has not been compiled. 2024/09/04 09:52:57 [004FC335] [WARNING] Script 'KOTNRPortcullisSwitchOuterScript' in file 'Knights - Revelation.esp' has not been compiled. 2024/09/04 09:52:57 [004FC335] [WARNING] Script '' in file 'Knights - Revelation.esp' has not been compiled.
In reviewing the posts in this forum I have not seen any response from the mod author on correcting these errors. Any assistance would be very much appreciated.
You've probably figured it out by now lol but yes it works. I've used vortex for 4 playthroughs in the past each 150+ mods, certain mods will have trouble but on my end minimal problems as long as you're smart about what you keep. if a mod seems like trouble, no matter how cool it sounds, just save it for later in your playthrough so you can test it and not just have it sitting there waiting to break on you. Better to add mods midgame than remove them, and really removing midgame sometimes isn't a huge deal either. Consider that lots of people removed Frostcrag on 360 mid game to get the mace of doom and infinite sigil stones lol. Over and over. That's the same thing as removing a mod. Its risky but its not as scary as a lot of people might think. if something horribly breaks you can always revert to a clean save.
Wrye Bash is a useful tool to learn even if you don't use it as your mod manager. Wrye Bash has helped me save 200 hour playthroughs from game breaking bugs. Its that useful!
3775 comments
Highlight to read the answers.
I've finished the Knights of the Nine DLC. Why can't I start the quest?
If Sir Thedret is stuck in his speech to the other knights then you've encountered a bug in the original DLC. This bug can be fixed by installing the Unofficial DLC Patch.
What should I do at Vanua?
Maybe you have reached a dead end. Head back out and see if further clues present themselves.
Where am I supposed to get a shovel from?
Naomi tells you that she has one propped up next to her door. Shovels are also purchasable from vendors in the Imperial City.
What's the rumor about the necromancers and broken sword about?
https://www.nexusmods.com/oblivion/mods/36365
I keep dying after Malenir starts his spell-casting. How do I get past this stage?
You must choose the correct location or you will die. Hint: Early in the questline, you should have completed a certain quest that seemed rather meaningless at the time.
How do I defeat the final boss?
If you are paralysed every time you try to fight the final boss then you are missing a quest item that Naomi wanted to give you. Check your journal carefully!
How do I get the horse?
A few days after you've finished the questline, one of the Knights will approach you saying that they've spotted something in the forest. If you want to start this quest as soon as possible, stay around the barracks where the Knights usually hang out.
How do I customise my armour or change its properties?
After you have purchased all the upgrades for your new home, there will be a book in the Lord's Quarters that will allow you to do this, and other things as well.
What is the Armour of Sotha Sil used for?
When the expansion pack is released, there will be a quest to restore it to full strength.
Where can I find Trueflame and all the pieces of the Armour of Sotha Sil?
Boots - In the water slightly northwest of the statue; Cuirass - In the water slightly southeast of the statue; Gauntlets - On the beach, slightly north of Fanacesecul; Greaves - In the grass against the wall of the northern cylindrical column that houses the spiral stairs to the entrance.; Helm - On the stairs to the entrance of Fanacasecul; Shield - On the Southeast cylinder, the jetty that juts out to sea; Trueflame - On the steps leading up from the beach.
Is there a way to get back to the First Era?
Once all the Castle upgrades are completed, there will be a way back.
Where do I use the Sunhallowed Elven Arrow?
Use the clues at Trumbe to pinpoint the location: 1) An Island southeast of the Imperial City; 2) There's some sort of dragon there; 3) You need to be standing on some sort of platform and shoot at the midday sun. Once you've figured out the location, you'll find that there is nothing there. However, there could have been something there in the past... If you are still stuck, click here for a video that shows how to finish the quest.
Will a certain NPC return for future adventures?
No comment.
When will you release the expansion?
As of December 2021, there's no promises, no guarantees and definitely not ETAs.But I am working on something at the moment. :)
I returned to the normal era after reviving at Vauna, and I'm trying to meet Naomi at Fanacasecul. A quest marker appears near there when I am far away.
But when I get close, the marker disappears, and a chunk of the land & scenery are missing. There is a red carpet near the fast travel point, and I can see a throne close by, but I don't see any way to enter the area, and Naomi isn't there. Strangely, the shield and sword of Gareth were just sitting there outside at random spots.
I tried approaching Fanacasecul by walking from the nearby stable, and by direct fast travel, but both ways leave me with a blank area.
Any idea what might be causing it, or if there's a console command to fix it?
Thanks for the amazing mod btw.
However, for some reason after completing the quests, a popup keeps on appearing for me saying "The Door is Blocked." At first, it popped up every once in a while, maybe once every 20-30 minutes. I can handle that though, I just had to close it every while. However, it suddenly escalated, to the point where every two hours in the waiting menu the popup appears, slowing down the waiting process considerably. In those times when I need to wait a week or two for a mod or vanilla Oblivion, it takes twice as long to get through 24 hours. If you could check into a possible bug for me, or at least give me a workaround for the event, I would be grateful.
Nonetheless, that is the only problem I had with the mod - it was fantastic, and really immersed me into the KoTN lore and storyline.
Sigh
Umbaccano would not be proud
EDIT: Thank you @Eledin for the fix 4 years ago, it's the High Res Welkynd and Varla Stone Retexture
Here the discussion if there anyone that can help with the errors
Knights of the Nine Revelation - CM Partners and Mod Patches
[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [03] Knights - Revelation.esp
[00:00] aaKOTNRAbArmorCumulative "Enhanced Holy Aura" [SPEL:030804DB]
[00:01] SPEL \ Effects \ Effect \ Script effect \ SCIT - Script effect data \ Script effect -> [02020AE4] < Error: Could not be resolved >
[00:02] aaKOTNRNaomi01 "Naomi" [NPC_:00000000]
[00:02] NPC_ -> Warning: internal file FormID is a HITME: 03000000 (should be 00000000 )
[00:12] still checking for Errors in [03] Knights - Revelation.esp
[00:22] still checking for Errors in [03] Knights - Revelation.esp
[00:32] still checking for Errors in [03] Knights - Revelation.esp
[00:43] still checking for Errors in [03] Knights - Revelation.esp
[00:54] still checking for Errors in [03] Knights - Revelation.esp
[01:05] still checking for Errors in [03] Knights - Revelation.esp
[01:14] aaKOTNRNaomi01Ref [ACHR:0307CBBE] (places [00000000] <Warning: Could not be resolved, but is possibly hardcoded in the engine> in GRUP Cell Persistent Children of [CELL:00023777] (in Tamriel [WRLD:0000003C]) at 14,8)
[01:14] ACHR \ NAME - Base -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:0300EDF1]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:0307D29C]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:0307D29D]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:03015C36]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:03215D81]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:03215D82]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:0301107D]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:03218995]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:031494DD]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:030169EF]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:0302D83D]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:0301779A]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:030102A9]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:0307CBC6]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:030102A6]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:030102A8]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:030102B1]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:030102BA]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:030102BB]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:030102BC]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:03011080]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:03015C35]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:03015C3C]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:03015C39]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:03015C3B]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:0305793C]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:19] [INFO:0307FBBA]
[01:19] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:20] [INFO:0314072E]
[01:20] INFO \ Conditions \ CTDA - Condition \ Parameter #1 -> [00000000] < Error: Could not be resolved >
[01:20] KOTNR13 "Reforging the Crusader's Relics" [QUST:030763D6]
[01:20] QUST \ Targets \ Target \ QSTA - Target \ Target -> Target is not persistent
[01:20] QUST \ Targets \ Target \ QSTA - Target \ Target -> Target is not persistent
[01:20] aaKOTNR18LegionFindPlayer [PACK:030FCC14]
[01:20] PACK \ Conditions \ CTDA - Condition \ Parameter #2 -> <Warning: Quest Stage not found in "KOTNR18 "Revelation" [QUST:030763DA]">
[01:20] aaKOTNR05TalkToPlayer [PACK:03031D61]
[01:20] PACK \ Conditions \ CTDA - Condition \ Parameter #1 -> Found a NULL reference, expected: QUST
[01:20] PACK \ Conditions \ CTDA - Condition \ Parameter #1 -> Found a NULL reference, expected: QUST
[01:20] aaKOTNR06AwaitInstructions [PACK:0305DD78]
[01:20] PACK \ Conditions \ CTDA - Condition \ Parameter #1 -> Found a NULL reference, expected: QUST
[01:21] aaKOTNR05ReachMolagAdabal [PACK:03030FA3]
[01:21] PACK \ Conditions \ CTDA - Condition \ Parameter #1 -> Found a NULL reference, expected: QUST
2024/09/04 09:52:57 [004FC335] [WARNING] Script '' in file 'Knights - Revelation.esp' has not been compiled.
2024/09/04 09:52:57 [004FC335] [WARNING] Script 'KOTNRPortcullisSwitchMainScript' in file 'Knights - Revelation.esp' has not been compiled.
2024/09/04 09:52:57 [004FC335] [WARNING] Script '' in file 'Knights - Revelation.esp' has not been compiled.
2024/09/04 09:52:57 [004FC335] [WARNING] Script 'KOTNRPortcullisSwitchInnerScript' in file 'Knights - Revelation.esp' has not been compiled.
2024/09/04 09:52:57 [004FC335] [WARNING] Script '' in file 'Knights - Revelation.esp' has not been compiled.
2024/09/04 09:52:57 [004FC335] [WARNING] Script 'KOTNRPrayerMatScript' in file 'Knights - Revelation.esp' has not been compiled.
2024/09/04 09:52:57 [004FC335] [WARNING] Script 'KOTNRPortcullisSwitchOuterScript' in file 'Knights - Revelation.esp' has not been compiled.
2024/09/04 09:52:57 [004FC335] [WARNING] Script '' in file 'Knights - Revelation.esp' has not been compiled.
In reviewing the posts in this forum I have not seen any response from the mod author on correcting these errors. Any assistance would be very much appreciated.
Wrye Bash is a useful tool to learn even if you don't use it as your mod manager. Wrye Bash has helped me save 200 hour playthroughs from game breaking bugs. Its that useful!