Semi Protection

Oblivion talk:Knights of the Nine/Archive 1

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This is an archive of past Oblivion talk:Knights of the Nine discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Wish-List

  • Fill in Aurorans with proper template. Done!
  • Create an FAQ page. Done!
  • Fill in places with proper template. Done!
  • Fill in people with proper template. Done!
  • Create pages for other NPCs added (in Anvil chapel, Bravil chapel, etc.) Done!
  • Fill in statistics on New Items page with proper template. Done!
  • Names of New Items in quest pages are currently linked directly to the top of the New Items page. I'd like to link them to the individual item on the page, like this: Sword of the Crusader Done!

Administrator

I don't know if you have Stendarr's Mercy on your watch-list (if so, I'm telling you something you already know), but the Knights of the Nine pages have their first vandal! (Well, mini-vandal, really) I assume only administrators can revert to a previous edit, which is why I'm posting here. Fell free to remove this comment when you've read it. GuildKnight 23:27, 30 November 2006 (EST)

Actually, all editors have the ability to revert any edits, either by editing the current version of the page, or by using the "history" tab to pull up an old version of the page. But I went ahead and reverted the problem anyway. Thanks for pointing it out! --Nephele 23:41, 30 November 2006 (EST)

Feedback

Sooo... this was my first page done pretty much from scratch. I'd love some opinions and constructive criticism. GuildKnight 22:13, 24 November 2006 (EST)

Great job filling in all the info on this mod! I've only just started in on the mod, and I'm realizing it's actually made up of multiple individual quests, and adds several locations to the map (that can be found without starting in on the quest). All of which is making me wonder whether this mod should be done somewhat differently from the other mods. Instead of having all the info on one page, I think it might make more sense to set up individual pages for each of the quests and each of the places, and then list all of those pages on the main Knights of the Nine page (and also use the main page to provide details on all the items added by the quest). I'll start by setting up a few pages, based on what I've done so far of the quest. If you'd like to set up some of the other pages, too, that would be great! --Nephele 14:36, 26 November 2006 (EST)
I was actually thinking the same thing, but I haven't figured out how to create a new page. I think that would work very well.
Could you link to a how-to on creating pages; I can't seem to find one before I get sidetracked ;)
So correct me if I'm wrong: we'll have a main KotN page with links to: each quest involved, the new NPCs, the new items, and the new places. Yay, I have a reason to play it once again!GuildKnight 16:00, 26 November 2006 (EST)
Sounds like we're on the same wavelength here, and you've also obviously discovered some of the new pages I've created; thanks for the cleanup! So far I've just created pages for those quests and places that I know the names of. If nobody gets to it before I do, I can clean up the formatting on Oblivion:Stendarr's Mercy and Oblivion:Wisdom of the Ages, because I've done those quests, too. If you want to, feel free to see if you can copy the formatting from one of the completed quest pages and fill in the templates on the others. If you want some info on how the formatting is supposed to work, you can check UESPWiki:Style Guide in particular UESPWiki:Style_Guide/Quest_Layout. As for your question about how to create pages, try Help:Starting_New_Pages. Let me know if there are any other questions I can answer :) --Nephele 17:14, 26 November 2006 (EST)
Question: Should we link to a page for each new item, or link to a page for weapons, armor, books, etc.? GuildKnight 17:17, 26 November 2006 (EST)
I think a page for each individual item would be overkill; it seems like it should be possible to just create tables listing all the items right on this page (although I don't know really know yet just how many items there are). For example, Deepscorn Hollow has a section on New Items. But if there are a lot of leveled items, that might become unwieldy in this case. Any suggestions? --Nephele 18:38, 26 November 2006 (EST)
I thought about that, but I think Knight of the Nine probably would have too many items to list them all on this page. Think about it: The Vile Lair had two new items, and those two items take up nearly the whole screen, at least at the resolution I use. Knights of the Nine has the relics (six pieces of armor and two weapons), the Knights of the Nine armor, Umaril's sword, and probably a few others.
So, how about something like this:

New Items

The Knights of the Nine mod adds many New Items to the game world; books, armor, and weapons.

GuildKnight 19:22, 26 November 2006 (EST)

You're right, it does sound like the page could become overwhelmed by the list of items if they were just included on the page. Your idea sounds like a good solution to me. --Nephele 19:52, 26 November 2006 (EST)

Levelled Items?

Does anyone know if the new and/or unique items from this dowload are levelled? And if so, which ones?GuildKnight 18:25, 23 November 2006 (EST)

From the little of the quest line ive done they are. My belief is that the knight armor isn't -could be wrong though- however the armor of the divine crusador is, the cool effect and spells aren't. but my belief is that the armor level of it is, and for the pieces i picked up, the restoration bonuses.Vhalantru 21:56, 25 November 2006 (EST)

They are levelled items. Additionally, and I don't see it mentioned anywhere yet, after completing the collection of the relics you can place them back on the armor stand then take them again. When you take them back they will be repaired to 100 (useful if you have armorer at 75+ and want to practice it, since you can repeatedly repair them back up to 125) their charges will be fully restored and they will be replaced with the level-appropriate items (so say you complete the quest at level 10, if you are level 25 and place the items on the stand then take them back, they will be upgraded automatically to the level 21+ items.) All in all an excellent addition to the mod. Plus they make the best items in the game useful right from the beginning! Rhaeldric 18:33, 10 January 2007 (EST)

Previous Mods

What about installation? Does any1 know if i buy the box set of Knights of the Nine will i have to do the plugins i hav installed already again e.g. will i have to do mehrunes razor again or will it ask wich mods i wish to install and only install the one's i want?


I bought the box set on Tuesday. It has a bunch of executables, one for each mod, and even if you already have the mod installed it doesn't mess with it to reinstall over the top. If you've installed another mod which alters an official mod, I guess that could be messy though. Right now I'm stuck on how to get one of the Knights of the Nine items without cheating!

lol, so if i buy it and put the disk in does it ask me which ones i want to install? cos id dont really want all 3 house mods :P and i have all my items in deepscorn hollow so will it reinstall that and will i lose all my things cos i have to buy all the desks and coffin bed etc. again?

Europe?

Anyone who knows if the boxed version is already available in Europe? I've been looking, but I couldn't find it. :(

I've ordered it from amazon.co.uk - try there Wolf wanna-be 07:19, 26 November 2006 (EST)

Ok, thanks

Are items safe?

Anyone know if the Priory of the Nine is like your houses, and a few other of the mods, as in are your valuables safe in the barrels/chests? Thanks! --Barfightbob 02:27, 27 November 2006 (EST)

I've been using it as a safehouse with no problem. As far as I'm concerned, the priory doubles as a house. — Unsigned comment by 168.184.220.4 (talk)
One note of caution: don't use the chests in the Priory as storage until the Priory is fully restored. Some of the containers reset prior to the restoration. (Specifically the desk upstairs outside the single bedroom-I lost a whole pile of books and scrolls when the area reset during the restoration.) Rhaeldric 18:33, 10 January 2007 (EST)
Also you should be careful with ingredients. The knights may eat them, sometimes with deadly results ( for example, they may eat a poisoned apple)--lordDagon
Be careful if you store items at the priory by leaving them on the floor. As you add knights to the order, beds and chests are added which will fill space in the priory. If you have an item lying in a space where a new bed/chest is added you may lose that item.169.145.3.12 09:27, 15 August 2008 (EDT)

New Namespace?

Just wondering if anybody thinks this mod might be big enough to deserve its own namespace, like Tribunal and Bloodmoon? Maybe just call it "Knights:" to avoid the overly long name. A dozen quests, almost as many locations, and a score of new NPC pages, not to mention items and such... Quite a lot for a single mod, considering all the other official mods for Oblivion are covered on a single page each. I'm just concerned that the KotN locations and quests are appearing in the Oblivion categories, which can be confusing for people who do not have the mod. Any thoughts on this? --TheRealLurlock Talk 12:06, 28 November 2006 (EST)

Yeah, it seems to me that KotN is comparable in size to Tribunal, so its own namespace would make a lot of sense. Let's get a few more peoples' feedback on this. GuildKnight 13:04, 28 November 2006 (EST)
I'm not sure. Let me think this one over some. --Aristeo | Talk 20:29, 28 November 2006 (EST)
I'd prefer not to create a new namespace, and I think there are other ways to address Lurlock's concerns. For example, I've been making a point of clearly stating on all pages I create that the place/quest/whatever is only available if the KotN mod has been installed (and I'm pretty sure GuildKnight has been doing the same thing), so I don't think there's too much possibility of a reader without the mod getting confused if they stumble across one of these pages. The KotN quests have been added to their own category. They also appear in the main quest category; if desired, it would be a trivial change to remove them from the main quest category and have them only appear in the KotN quest category. Similar changes could be done for any other categories.
On the other hand, I think that creating a new namespace could create even more confusion. I'd prefer to not create new namespaces unless really needed (i.e., because there will otherwise be pages that need disambiguation, such as Oblivion:Thieves_Guild vs Morrowind:Thieves_Guild, or Oblivion:Altmer vs Morrowind:Altmer); I'm not really sure that Tribunal and Morrowind need to have their own namespaces, although that's a whole different can of worms at this point.
KotN has not introduced any new places or people with the same names as existing Oblivion places, which would require disambiguation. On the other hand, KotN has made some minor changes to existing places, for example, Underpall Cave. In these cases, creating a separate KotN namespace would lead to confusion: should there be an Underpall Cave page in both the Oblivion and KotN namespaces, just to add that one change was made to the place? Also, the fact that once you've installed the mod, there is no obvious difference between original-Oblivion and KotN items will lead to confusion. If you're wandering through the countryside and come across Fort Bulwark, for example, you should just be able to type in Oblivion:Fort_Bulwark to find the page describing that place. You should not have to first figure out what mod added the location to then know where on the wiki to look for it.
So, overall, I think creating a new namespace will introduce more problems than it will fix. I think there are other ways to tackle Lurlock's concerns that directly address the issues without adding new problems. Any other opinions? --Nephele 22:53, 28 November 2006 (EST)
Nephele, you have so much insight! ;) I agree, it would only cause more trouble to add a new namespace, and from what I see on the pages we have made a very successful effort to mark all plugin-specific info as such. Also, your point about Fort Bulwark was a very valid one. In my opinion, it works well as it is.
GuildKnight 23:51, 28 November 2006 (EST)

Umm i recon a new namespace would be cooler but checking out all the other comments im sure many people would disagree--Willyhead 07:27, 17 June 2007 (EDT)

Okay, now that I've looked at this page, I think it's organized in a similar way to Morrowind or Oblivion that it seems to lead into a whole other area of the site. A new namespace in organization, if not in fact. Maybe that's just my view. I mean, you find a page using random page that's a Knights-only thing, but it's in the Oblivion namespace, that's confusing. Somercy 10:31, 28 September 2007 (EDT)
If the criterion is just that any plugin with more than one page requires its own namespace, then basically every plugin except Horse Armor Pack will qualify. Pages like Aurelinwae, Dahlia Rackham, Rowley Eardwulf, and Manifesto Cyrodiil Vampyrum are all mod-specific pages, that are just as likely to pop up using random page as any KotN-related page. All of those pages state right at the top that they are mod-related, with a link to the relevant mod. If the system works for those pages, then I don't quite see why something different is needed for KotN. Or if there is a problem with the current system, then it's much bigger than just KotN.
Basically, for me it comes down to: do you treat KotN like an expansion or do you treat it like every other plugin? And the criteria I can see all identify KotN as another plugin.
  • That is how Bethesda identifies it, and how we identify it on pages like Official Mods.
  • The locations from the mod are all added to the Cyrodiil map. Which means to players who have installed the mod, there is no way to tell when wandering through the countryside whether a location is original Oblivion or added by a mod, leading to questions like Oblivion Talk:Places#missing ayleid ruin?.
--NepheleTalk 15:51, 28 September 2007 (EDT)
Sorry for coming a bit late to this party but I missed the updates over the weekend as I couldn't get on the site.
Basically, I agree with both Somercy and Nephele. If that seems impossible, I mean I don't think KoTN should be a separate namespace but I do think it's organised like one at the moment. This page is essentially an amalgamation of the Quests, Places, People, Factions and Creatures pages from, say, the Oblivion namespace and that definitely gives the impression Somercy describes. It's not helped by the information not being on the Oblivion pages either but that's where we seem to have a problem. I've deliberately NOT been adding KoTN NPCs, places and so on to Oblivion:People and Oblivion:Places because the recent discussions made me doubt we had a consensus. Until we get one and go one way or the other there will be this halfway house that satisfies nobody.
So what would I do? I've already said I don't think we need a namespace. I'd make sure all the information on the main KoTN page is added to the relevant Oblivion list page. I'd make sure that all such information indicates it's plugin-specific. I'd also add something (possibly a category, possibly an icon of some kind) to all the KoTN-specific pages indicating their specificity in case anybody ends up on one by mistake. I'd look at doing the same to the other plugin pages too while I was at it. I'd at least consider stripping Knights of the Nine down to the minimum so it appears less namespace-y. But that's just my 2p. Other opinions? --RpehTalk 04:31, 3 October 2007 (EDT)

I don't have any revolutionary thoughts or strong opinions about this, but I thought I'd jump in on this just to express the thoughts I do have. My general inclination to sort and organize things has often made me wish KotN had its own namespace, and you certainly won't hear any complaints from me if this happens. On the other hand, it seems to me that the plug-in doesn't add enough content to really justify making a new namespace. Also, since KotN content has been fairly well marked as such, it would seem like a redundant and pointless change. I agree with Rpeh about making sure all the relevant material is clearly marked and categorized, but I think that's probably as far as we need to take it. --Eshetalk16:25, 3 October 2007 (EDT)

Not sure if this is still going anywhere, but I'd like to vote in favor of a "KotN" or "Knights" Namespace. --Debatra 10:09, 15 August 2008 (EDT)

Infamy involved?

If you have completed the Knights of the Nine quest do you still have to be 'good' and not have any infamy? I'm confused about the limitations. Would you be allowed to carry out missions for the Dark Brotherhood and Thieves Guild with the faction complete, or would you have to redo the entire pilgrimage to be able to wear the Crusder armor and regain a faction? Or is this only during the quest this occurs? — Unsigned comment by 168.184.220.4 (talk)

After finishing the Knights mod, I went on to finish the Thieves guild, and a message popped up saying something to the effect that due to my activities , I would have to make another pilgrimage. I have yet to go back to the Priory of the Nine to see if I'm still greeted as the big hero.— Unsigned comment by Deetsd (talkcontribs)
If you gain more than one infamy point, you can not wear any of the crusader armor or use any of the crusader weapons, even after the quest is complete (see Knights of the Nine New Items. To be able to use any of the items again, you must do another pilgrimage. I don't know of any other consequences of gaining infamy (or at least no other ones added by this mod). --Nephele 20:23, 3 January 2007 (EST)
If you gain any Infamy at all, the standard NPC quote of "You're that holy knight..." is replaced with "I used to think you were some sort of Holy Knight" until you redo the pilgrammage. Doing the pilgrammage seems to completely wipe your infamy back down to 1 (max). For a while I was getting this "fallen knight" dialogue from NPCs even though I could still wear the relics, but once I did the pilgrammage again they went back to the "You were the one that fought that Umaril creature in the sky..." dialogue. Rhaeldric 18:33, 10 January 2007 (EST)

Followers

One "bug" that might be worth mentioning is that if you try using the console to resurrect named Knights of the Nine, you'll end up with the original named Knight as well as a new unnamed Knight. If the named Knight was following you when you resurrected him, s/he will reappear but will not continue to follow you. The unnamed Knight will reappear at the Priory, and if you talk to that specific Knight and ask them to follow you you will get both the named Knight and the unnamed Knight following you. Unfortunately you can never dismiss the named Knight after this, and once you dismiss the unnamed one (which also causes the named knight to depart), you are still considered to have a follower so you can never have another Knight of the Nine following you. I have attempted to fix this via console commands without success, so it may be better to avoid resurrecting named Knights until a fix can be found. Rhaeldric 18:33, 10 January 2007 (EST)

Once the questline is complete and one of the knights dies in casual play (not doing the questline and just having them follow you), are they replaced by a anonymous "Knight of the Nine"? Irishguy42 09:08, 30 January 2007 (EST)

Ok so ive done KotN three times now and Sergius Turrianus never shows up. Once I had all my knights die because it was my first time and I didn't know about the orb. My second time I made sure all my knights lived. My third time I made sure only Sir Thedret died because this site says that "Sergius Turrianus is found in the basement. He says he heard from his friend, Sir Thedret, that you would need a blacksmith." Any suggetions that don't involve redoing it would be appreciated. BTW im on a xbox 360.

I've found the cause of the "blackmith bug" where Sergius Turrianus never appears in the Priory basement. It has nothing whatsoever to do with Carodus Oholin. It's caused by doing the Shield of the Crusader/Wisdom of the Ages quest (where Sir Thedret is rescued.. or skipped) and not talking to him once the player returns to the Priory. His dialog enables Sergius. If the Shield is retrieved last then when the player returns to the Priory, Lathon force-greets on entry giving the Sword quest and if the player leaves then and returns when the quest is done the stage check for Thedret's dialog will not allow the dialog for the blacksmith to be enabled. I'll fix this up in the next UOMP. I'll be editing the page to correct the erroneous info about Carodus Oholin.Kivan 13:27, 24 October 2007 (EDT)

Well, apparently no matter what you're the big hero to everyone in the faction. I went on a murderous rampage and killed everyone in front of Sir Thedret and still he keep saying Lord Crusader endlessly and annoyingly

Chapel of Dibella in Anvil

It might be a good idea to mention that when this plugin is installed and until the completion of the quests involved, the spells vendor in Anvil chapel is unavailable. This means that all the Fortify Personality spells and Restore Luck will not be available for purchase. I'm not sure, but I think that the merchant that appears in the chapel after the completion of the quests may not have all these spells in any event. I wasn't sure of the best page to put this warning on, though. Rhaeldric 18:40, 10 January 2007 (EST)

Good point that it should be mentioned that the chapels in Anvil and Bravil are restored after the quests are all complete, and that all the dead people are replaced by a new set of chapel workers. In Anvil, the new spell merchant is Selene Duronia and in Bravil it is Eris Senim. At first glance they seem to have the expected lists of spells (and Selene can't be any buggier than Trevaia, who basically won't sell her spells). If you can think of an appropriate place to start putting this information, go for it. As with a million other things, if nobody else gets to it, I'm likely to end up putting together NPC pages for the replacement folks. But anyone who beats me to it is more than welcome to take over! --Nephele 22:07, 10 January 2007 (EST)

Prophet

Anyone know where he goes after? I liked him :(

I think he should always be in the small priory after the quest is over.
See The Prophet. --GuildKnight 11:19, 22 January 2007 (EST)

Another Possible Bug?

I was just wondering if anyone else encountered this. After completing the quest all of the Knights stand outside the priory in a circle, but in one save game I have, they stay there and don't move back around wandering around the priory like they should. On that note, Sir Thedret keeps raising his arms too, like he's giving a speech, but doesn't say anything. --Enru 11:59, 11 April 2007 (EST)

I got that bug because I saved just after entering that scene; when I reloaded, the dialogue didn't continue and everyone was frozen in place. I went back to a previous save. - Oceanclub
I have not heard of or encountered this, but I have encountered (many a time, even in the Isles) a bug where the "vocal" dialogue won't be heard as an NPC is talking to a large group of NPCs. Sir Thedret's speech is quite long compared to many other similar examples in the game, and the Knights don't move until his speech is complete. My suggestion, if you haven't already, is wait it out for a few minutes. Watch Thedret to "see" when he is done his speech and everyone should disperse. If this isn't the case then we can go from there. --AlbinoMudcrab 00:20, 12 April 2007 (EDT)
Well, I tried waiting around, to no avail. I tried killing all the Knights, but generic ones just came and replaced them in the circle, about 5 or 6 only, after that they stopped coming. Some one must have cast a Drain Luck Skill on me, because I can't seem to figure it out. One interesting thing though, I was running around somewhere near Bravil and I saw a 'Kellen is unconscious' message, which struck me as odd because he wasn't one of the Knights in the circle. So tomorrow I'm going to go see if I can run through Garlas Malatar to see if anything wierd is going on there that didn't get finished correctly. Really wish I had access to the console on 360, I think I could figure this out a lot quicker.--Enru 3:13, 16 April 2007 (EST)
I can confirm this bug. The only way to make them act like they should was reverting to a previous save. In my case no prob, because I have lots of those. For those that don't, this bug can be a problem. BTW: I didn't try to kill any of them to "fix" the situation. ;)
The save game that worked was one made inside the priory. Nothing special was going on there. I just always make a save before entering another cell. MadGizmo 17:24, 16 April 2007 (EDT)
Well at least I'm not alone. I would reload a previous game save, but I'm in the 400 range for how many saves I've had and I would have to reload somewhere in the 150s, that's a little too far back just to let me use the service of a couple of knights. P.S. I still haven't found Kellen, it probably doesn't have any thing to do with it though now that I think about it since he wasn't involved in the final part of the quest at all. I think it might be because I remember talking to Thedret before he finished his speech, interupted him. MadGizmo, can you confirm that? Thanks guys. --Enru 5:24, 18 April 2007 (EST)
Ya I was running around outside anvil and I got the same message telling me Kellen was unconscious but I didn't have the bug. Maybe someone should follow Kellen for a few days after the quest and see where he goes.
I think it is caused by talking to Sir Thredret whilst he gives his speech. --Bambobo

Well, I got this bug too, you can still talk to your knights and get one to follow you. I'm not sure if you could have more before the bug or not, but it's a real bummer not watching them do their routine and mourning the death of a fellow knight. Sorry I can't be more help... [Stigma]

Dull pictures

I would post this on the Bethesda forums,but for some reason they wont let me to register. When I talked to the Prophet and joined the Nine Divines faction and when he gave me the shrines map,I looked in my character's inventory and stats,the Nine Divines faction picture and the shrines map pictures were dull. I ran the game with the Unofficial Oblivion patch and have all official mods installed,but when I got the Shivering Isles,I stopped to run the game with the Unofficial Oblivion patch because I feared it wouldn't work with SI and the Beta patch.Can anybody help,please?The Great Duck

Mod?

Im rather iffy about the part of this article which refers to the Shivering Isles as the most expensive "Mod" for oblivion. Shivering isles is labeled and released by bethesda as an expansion pack and is priced as sutch.Thus comparing its pricetag to the much cheaper oficial plugins is hardly apropriate. --Taurmin 03:16, 23 October 2007 (EDT)

True, so why not add some text explaining the discrepancy? Everyone can edit!

--RpehTCE 03:21, 23 October 2007 (EDT)

Beacouse this may be subject to personal definitions or opinions and as sutch should not be brashly edited without proper discusion. --Taurmin 05:14, 23 October 2007 (EDT)
Spell Check is your friend. :P--Psyk0sys 15:06, 26 May 2008 (EDT)

Question

If one of the original Knights die, is their replacement set, or is it just a knight randomly selcted? For example; if Avita Vesnia dies, is her replacement random or a set Knight? Also, shouldent the replacement (if it's set ) knight have it noted on his/her page who he replaces?LordDagon 11:34, 5 January 2008 (EST)lordDagon

Okay, it looks to me that there are indeed specific replacements for specific knights. Using the editor ids from this page we get:
Lathon (male Redguard) → NDKnight7Generic (male Dunmer)
Geimund (male Nord) → NDKnight5Generic (female Imperial)
Gukimir (male Nord) → NDKnight6Generic (male Orc)
Carodus Oholin (male Imperial) → NDKnight4Generic (male Imperial)
Brellin (male Bosmer) → NDKnight8Generic (male Nord)
Avita Vesnia (female Imperial) → NDKnight1Generic (male Redguard)
Sir Thedret (male Redguard) → NDKnight3Generic (male Imperial)
Areldur (male Altmer) → NDKnight2Generic (male Nord)
This could use some testing before it goes on the main article though. —RpehTCE 12:59, 5 January 2008 (EST)
That's what it looks like to me too (based on the scripts and AI packages; no in-game testing). Note, however, that the gender/races of the generic knights do not correspond to their named equivalents. So even though there is only one female knight in each case (and in each case the female is Imperial), the generic female Knight (Knight5) does not replace the named one (Avita). I've added the gender/race info to rpeh's chart for reference. --NepheleTalk 04:02, 6 January 2008 (EST)
Thanks! That one was really bugging me. With your permission ( but i'l do it anyway ;) ), i'l add that to the Knights page LordDagon 11:59, 7 January 2008 (EST)lordDagon.
Update on the in-game testing; All replacements posted here (and on the Knight of the Nine page) are correct.--LordDagon 12:38, 13 February 2008 (EST)

Does anyone know anyway to resurrect the original knights? I have tried and succeeded with Sir Avita however when I tried Sir Cadeous I ran into the bug. I used console with resurrect, enable, and, movetoplayer commands. Is there a mod, or would redoing the quest (by setting the stage to the Ruins with Umaril and refighting?) work? -Herkron — Unsigned comment by 68.228.29.109 (talk)

You won't be able to redo the quest without reloading from an earlier save. What do you mean "ran into the bug"? The resurrect comment should work fine - use prid (refid) for the knight you want and then resurrect. –RpehTCE 01:52, 25 March 2008 (EDT)

Well the "follow" bug where someone is eternally following me. What I was saying is that somehow I got it to work with Sir Avita. I was just complaining about the generic knights, sorry. -Herkron

Which mod first?

I've just installed the Shivering Isle's mod and the Knights of the Nine mod, but I'm not sure which one to do first. It seems to me that Shivering Isles is extensive enough to almost be another game, but from what I've read about Knights of the Nine it is nothing more than a short quest line that gets you knights that you can have follow you around and a new set of armor. I'm thinking it might make things a bit easier if I did the Knights of the Nine first before I progress further in the isles. Any opinions or feedback would be great. --Mole126 23:11, 10 February (EST)

KotN is also easier in that it's in Cyrodiil, which you've probably already explored. That makes finding the necessary places easier. SI isn't difficult but it involves a lot more exploration. –RpehTCE 02:17, 11 February 2008 (EST)

Thanks Rpeh. I think I've decided I'll get my Amber armor set completed and enchanted with grand souls (I like my enchants better than the ones given by the matrices) and then leave SI until I've completed the KotN. Also, I noticed you deleted the duplicate question I posted in the SI article. Just a note, if I ever feel that I need to do that again, once I receive an answer in one of the articles I will take care of deleting the other duplicate myself. Save you a little work, hm? Thanks again for the info. --Mole126 03:54, 11 February (EST)

When do Gukimir and Geimund appear at the priory?

-It seems like an imporant thing to put here, and I don't know, so does anyone else? Tryzon 07:49, 16 February 2008 (EST)

After checking the various scripts involved, I believe I have found the answer:
Gukimir and Geimund start not far from the Priory, and once enabled, they will travel to the Priory. Unlike with all other Knights, there is no specific quest that enables them. Instead they are enabled once the first Knight has joined the order, with the exception of Sir Thedret and Sergius Turrianus (who isn't a Knight actually). --Timenn < talk > 09:32, 28 February 2008 (EST)

Permanent Fortify Attributes bug?

Gaining the blessing of 1 of the Nine after you complete the quest line gives you a +5 <stat> 'ability'. After been unfortunate enough to get several bugs from the line like the permanent follower and the knights all standing around doing nothing outside the Prior, i decided to remove KotN expansion and then add it again, hoping this would correct it. It seems the ability to give me +5 Strength has been removed, but the +5 strength itself is still there. I'm not sure if the +5 will continue to apply when i reach the end of the line and gain the blessing again, but if it does then it could be a method of gaining max attributes just aslong as you are willing to re-do the entire quest line over and over.

Creating faction page: proposal

Shoulden't there be a faction page for the Knights of the Nine faction, in addition to this page? The nine divines faction has a page, so why not for the Knights of The nine? It could contain general info on the faction, history,... . All we have now is small note under factions...--LordDagon 11:21, 2 March 2008 (EST)

I would say it's more appropriate for such a thing to be a Tamriel page - after all, the history isn't solely applicable to Oblivion. If you want to create it, go ahead. –RpehTCE 11:37, 2 March 2008 (EST)

Knights Horses?

When leaving for Garlas Malatar, i saw Lathon, Gukimir and Geimund go for the stables to get horses. Do they own those ? -Postcardsaremine 21:41, 15 March 2008 (EDT)

Four characters added by KotN use horses: Sir Roderick, Lathon, Gukimir and Geimund. Roderick owns a white horse (identical to the one in Leyawiin stables) and Lathon owns a Paint horse (new to the game). The other two start the game next to horses (a Chestnut and a Bay respectively - both new) and both horses have names that suggest ownership (NDGeimundsHorseRef and NDGukimirsHorseRef) but don't actually own them. Three of those later appear at the Priory and still have the same ownership details. –RpehTCE 03:52, 28 June 2008 (EDT)

Note about Carodus Oholin

Carodus Oholin does not appear at the Priory of the Nine. He instead asks to become a Knight of the Nine at the Chapel of Zenithar in Leyawiin, after you retrieve the Mace of Zenithar. IF you let him become a knight he will appear at the priory.

I think this isn't correct. Excuse me if i'm wrong, but Oholin always (3-4 times now) appears at the priory in my game, even if i haven't accepted him yet. Playing on the Xbox 360, with no other knights accepted, if this matters.--LordDagon 09:16, 30 March 2008 (EDT)

Um.. Then change it? That is what a wiki is for. :P --Psyk0sys 18:41, 26 May 2008 (EDT)
I guess i will, since there ins't any negative response for 2 months now.--LordDagon 02:48, 7 June 2008 (EDT)

Delay

can you delay his knighthood? i don't want any followers at garlas malatar (to ensure survival). Varka 18:20, 28 May 2008 (EDT)

If you want to keep the knights alive, you can always wait to accept them until after the last KotN quest. This way, only Thedret will follow you into Malatar.--LordDagon 02:48, 7 June 2008 (EDT)

Knight follower

I had a knight follow me. He was really cool and everything. I let him back to his duties. I got an infamy point, and no one would have the "come with me" topic. I walked a pilgrimage, then I thought that they would follow me again, and none of them will. Has this happened with anyone else, please help. Thanks.--Mr shadows89

Possible new bug

We should add (if it is repeatable) that if you come across a copy of the relics (console or glitch), they will not go back onto the armor stand. I ran into this is the Shadowrend quest. When I killed by dark copy it glitched and dropped an extra sheild and sword when it died. Now neither will recharge (I meant to destroy the copies but I must have made a mistake.)68.228.29.109 01:51, 12 April 2008 (EDT)

Except for the minor detail that problems caused by exploiting glitches or console cheats don't count as bugs. If you choose to take advantage of something that is inherently buggy, then you can only blame yourself if you run into problems. It is impossible for the developers to make sure that every feature works perfectly no matter what crazy thing somebody chooses to do using the console. --NepheleTalk 23:12, 18 April 2008 (EDT)

That does make sense. It did work as soon as I restarted the mod and quest so it seems not to be repeatable (it wasnt consoled but I got it from my Shadow copy) Also sorry for not being logged in before. Herkron 17:01, 21 April 2008 (EDT)

Odd Glitch

I've experienced an odd visual glitch ever since I started the KotN quests. Whenever my character is knocked down or paralyzed he turns into a pile of sludge and starts to kind of spill in one direction or another. Has anyone else experienced this? I'm on 360. 68.166.65.62 23:07, 16 April 2008 (EDT)

Problem with the Pilgrimage

Okay, so I've had a problem doing the Pilgrimage for some time now. On my XBox 360, when I go to pray at the last Wayshrine, I get the "ghost voice" and everything's fine. That is until it freezes up and I have to restart it. I don't know what's wrong with it, but has anyone else had this problem? --Lord BaranTalk 9:58, 4th of May, 2008

I hate this bug...

Every time I use this plug-in, I complete it and, seeing as I have the Spell Tomes plug-in as well (which activates a Conjurer), during Thedret's speech at the very end, the Conjurer comes in and the knights assemble for battle and... the conjurer is dead, but the knights don't leave Thedret's speech area ever again. it is really annoying! Anyone else get this? (Well... Probably because a gate opens nearby and can make a daedra or two come and fight) Drake3555 22:01, 14 May 2008 (EDT)

they all dead now

i was going to the fight with the gold guy and on the way there ( i fasttraveled) all but 2 were dead! i went looking for them and the oblivion and bandit people killed them! how is this possable? arent the knights suppost to be stronger?

Blacksmith never appearing?

I'm on the PS3 version of the game, and I've run 3 characters through this faction. However, with two of them, the blacksmith, Sergius Terranius (I believe that's his name) never showed up. He just doesn't appear. I don't know whether or not this is a common thing, but anyways, two things:

1) Should we at least reference this on the article? 2) Is there any fix for this?

AquilaOne 21:49, 1 July 2008 (EDT)

It's already on the relevant page - here. –RpehTCE 01:14, 2 July 2008 (EDT)

SetStage NDPilgrim 0 doesn't work?

On pc, impossible to get the quest pilgrimage started: everything is fine in Anvil, and no one talks to me about the chapel desecration. Moreover, the command line doesn't seem to work properly: I revceive a message saying the item ndpilgrim wasn't found. Any idea how to solve this? I already re-installed the knights of the nine *.exe twice. I'm running unpatched version of oblivion (but I never read it couldn't work on it?)

KoTN will not work in an unpatched version of oblivion, downloading the latest patch for your version of oblivion from here should fix your problem. --Volanaro 11:18, 12 July 2008 (EDT)
Thanks

Chapel overwrite?

What happens if you are in the Chapel of Anvil and then (de)activate KOTN? 99.238.44.36 20:58, 30 August 2008 (EDT)

I don't know exactly, but I can think of two possibilities.
  • The first one is the most obvious one; You'll stand in the normal (the chapel that was NOT attacked) version of the Chapel of Anvil.
  • The other one is less likely but still possible; you'll be in the Tiber Septim hotel. Why? this is explained in The Tiber Septim Hotel page far better than I ever could.--LordDagon 11:12, 31 August 2008 (EDT)
For the first one. Do you think it would be possible to get out of the normal chapel? 99.238.44.36 12:48, 31 August 2008 (EDT)
I just tried it. You appear in the normal chapel, but it has no pews. You can exit normally but going back in doesn't fix it either. –RpehTCE 01:46, 1 September 2008 (EDT)
So, you can get out but it won't make the chapel ruined if you go back in? 99.238.44.36 08:45, 1 September 2008 (EDT)
No. The chapel stays unruined. Obviously if you were to reinstall the mod, it would be ruined again. –RpehTCE 09:54, 1 September 2008 (EDT)

discussion moved to Oblivion talk:Knights of the Nine

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