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> Knights of the Nine Won't Turn Off
SubRosa
post Oct 9 2014, 01:35 AM
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I have been playing Oblivion again lately, and I just noticed that I cannot turn off Knights of the Nine. Even if I disable it, I still have the prophet standing across from the temple in Anvil, and the interior of the Anvil Chapel is all in ruins. I tried deleting the Knights files from my Data folder, and that just causes the game to CTD when I start up. I even tried starting a brand new character with Knights disabled, and the Prophet and destroyed chapel are still there in Anvil.

I never had this problem before. Has anyone ever run across it? I am playing on PC, with the GOTY edition (that comes with KOTN and SI).


Edit: I found the problem. It was the Bab Body. Bab Final adds KnightsBabFemaleArmors.esp. Having that active also somehow turns on KOTN, even when the Knights.esp is turned off. Since the KnightsBab file is looking for the Knights.esp, deleting that in turn causes the game to CTD when KnightsBab cannot find it.

After disabling KnightsBabFemaleArmors I now have Anvil back to normal. Mostly. The chapel staff have all vanished, killed off automatically by KOTN I am sure, and none of the altars in the chapel work. I can get the staff back with the player.placeatme command. But I am not sure if there is any way to make the altars work. I tried disabling and enabling them, but that didn't make a difference. I might have to go back to my saves from before installing Bab to get everything working again. *sigh*

This post has been edited by SubRosa: Oct 9 2014, 03:24 AM


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ghastley
post Oct 9 2014, 02:15 PM
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I was just about to respond that I'd tried it and had no problems, when I saw you'd updated.

One thing about using using Wrye Bash to launch the game is that is automatically checks dependencies when you uncheck a mod on that tab. For me, unchecking the Knights.esp also removed the Unofficial KotN Patch. It would have disabled the Bab ad-on for you.

I haven't tried removing it from an existing game, but I've been tempted. The extra greetings for the Divine Crusader grate after a while, especially as they displace a lot of the others by having higher priority. I may make a mod just for that.

For the altars, I suspect they've been replaced by non-functional ones, so you'd disable the KotN one, and re-enable the original, for which you'd need the refid from the CS. Since the base altars are in Oblivion.esm, and it's the scripts that vary, it might be less than obvious which goes where, but I think they're beneath the respective windows.

This post has been edited by ghastley: Oct 9 2014, 02:20 PM


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