Trouble with Knights of the Nine

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A_Really_Big_Cat
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Trouble with Knights of the Nine

Post by A_Really_Big_Cat »

So I'm having a quest-breaking problem with the last quest in Knights of the Nine, and to be honest, I've been having various issues with Oblivion since day one. (hinthintIthinkthegameiscompletelybrokenandborderlineunplayablewithoutheavyknowledgeofmoddingandtheconsolelikemostESgamesbutthisoneistheworstoffenderbutdamnitIlovetheloretoodamnmuchtostopplaying)

I can't get the quest to update on the first stage of the quest, when you're supposed to go to Garlas Malatar with your Knights. The quest marker is just on a nondescript patch of ground, but when I walk over to it, the quest doesn't update. When I try to talk to the knights, I just get generic dialogue, and if I go inside the dungeon, they don't follow. What's more, it takes an absurdly random amount of time for each knight to make it to the location, because I end up waiting for days for each of them to make it. Gukimir and Geimund are the worst offenders (they are the ones who ride horses to the place) as many times they fail to show up. If I manually move them to my position, then they walk over to their correct positions but nothing updates.
If I use

Code: Select all

setstage ND10 15
then I get the message indicating that the quest has updated, but the marker doesn't change and the Knights don't respond.

I'm getting real sick and tired of Bethesda's policy of lying through their teeth about the completion state of their games and then failing to patch them fully after release.
Please help!
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legoless
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Re: Trouble with Knights of the Nine

Post by legoless »

Fast travelling there and waiting for 48 hours usually works for me. If you're having additional issues, it might be due to mods or too much mucking around with the console. I don't believe the map marker has much relevance; the key is waiting for all your knights to arrive, if memory serves. If they're really taking that long to get there, it could be a problem with your save.
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Re: Trouble with Knights of the Nine

Post by A_Really_Big_Cat »

Oh, I've had cases where all eight are there, but nothing happens. I also guess I should post my load order:
GameMode=Oblivion

Oblivion.esm=1
CustomSpellIcons.esm=1
Unofficial Oblivion Patch.esp=1
UOP Vampire Aging & Face Fix.esp=1
Oblivion Citadel Door Fix.esp=1
DLCShiveringIsles.esp=1
Unofficial Shivering Isles Patch.esp=1
Bit and Bridle Restored.esp=0
Crowded Roads Revisited.esp=1
Dynamic Map.esp=1
DLCHorseArmor - Unofficial Patch.esp=0
DLCOrrery - Unofficial Patch.esp=0
DLCVileLair - Unofficial Patch.esp=0
DLCMehrunesRazor - Unofficial Patch.esp=0
DLCSpellTomes - Unofficial Patch.esp=0
Darkgreen Glass Armour.esp=1
Mounted_Steering.esp=0
Mounted_Spellcasting.esp=1
Mounted_Trampling.esp=1
DLCThievesDen - Unofficial Patch.esp=0
DLCThievesDen - Unofficial Patch - SSSB.esp=0
KnightlyArmory.esp=1
Extended Imperial City.esp=1
DLCBattlehornCastle - Unofficial Patch.esp=0
DLCFrostcrag - Unofficial Patch.esp=0
Knights.esp=1
Knights - Unofficial Patch.esp=1
xulStendarrValley.esp=1
xulTheHeath.esp=1
xulEntiusGorge.esp=1
xulFallenleafEverglade.esp=1
xulColovianHighlands_EV.esp=1
xulChorrolHinterland.esp=1
xulBeachesOfCyrodiilLostCoast.esp=1
xulBravilBarrowfields.esp=1
xulLushWoodlands.esp=1
xulAncientYews.esp=1
xulAncientRedwoods.esp=1
xulCloudtopMountains.esp=1
xulArriusCreek.esp=1
xulPatch_AY_AC.esp=1
xulRollingHills_EV_withoutWheat.esp=1
xulPantherRiver.esp=1
xulRiverEthe.esp=1
xulBrenaRiverRavine.esp=1
xulImperialIsle.esp=1
xulBlackwoodForest.esp=1
xulCheydinhalFalls.esp=1
xulAspenWood.esp=1
xulSkingradOutskirts.esp=1
xulSnowdale.esp=1
xulCliffsOfAnvil.esp=1
xulSilverfishRiverValley.esp=1
xulJerallGlacier.esp=1
xulTheEasternPeaks.esp=1
Improved Barter Gold 1.0.3.esp=1
ScriptIcon_Replacer.esp=1
Stav_ImperialDragon.esp=1
CompanionRepair.esp=0
HMRepairRecharge.esp=1
SupremeMagicka.esp=1
SM_ShiveringIsles.esp=1
SM_EnchantStaff.esp=1
SM_Scrolls.esp=1
SM_SigilStone.esp=1
Oblivion_Character_Overhaul.esp=1
Magic Spell Perks.esp=1
Fine Silver Longsword.esp=0

I have most of these mods working fine in conjunction except for those that are disabled. Maybe Knights.esp is too far down (that's where BOSS puts it)?

I admittedly am a console abuser... But I never try to affect quest related objects. I'll try disabling a couple of mods such as UL The Gold Coast
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Re: Trouble with Knights of the Nine

Post by A_Really_Big_Cat »

Okay so I disabled the BeachesofCyrodiilLostCoast mod, BrenaRiverRavine, CliffsofAnvil, and CrowdedRoads, and not only did all the knights make it within 72 hours, but they now have the correct dialogue, and the marker updated correctly. So I guess that Lost Coast changed the terrain in such a way that the marker glitched out.
Thanks for the great suggestions! But damn the coast looks ugly as **** now.
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Re: Trouble with Knights of the Nine

Post by legoless »

Great that you got it working! Also a shame since I had intended to check that mod out at some stage...

If you encounter any more game breaking bugs, it's always a good idea to work through your mod list and see if disabling any fixes the issue. 90% of the time with undocumented bugs, a mod is gonna be the problem.
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Re: Trouble with Knights of the Nine

Post by A_Really_Big_Cat »

lol I mean I can reactivate it now since the quest is completed, but of course you just need to make sure to disable it for that one quest.
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