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Transformation Dark Knight and Paladin (Not Supported)


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  • 4 months later...
Posted

Tried it with my new copy of Skyrim Special Edition and it turns out it's either invisible with some smokes here and there, or it's a greyed out model with some black lines as extensions on screen, it seems it can't work on the SE version of Skyrim, or is there any kind of fix? 

Posted

 

Hey, I've used this mod before but didn't really like it as it's a transformation. Would it be possible to get just the dark knight armor and nothing else, so that I could equip it like any other armor?

 

I second this, I'm more interested in the armors than in the scripted transformation. Would the mod continue to work if I was to simply remove all script files ?

 

 

open CK take any armor, replace it by the paladin/dark knight, creat new ID et voilà, it's what i did myself.

 

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1

Posted

Does someone know where I can change transformation time? It's quite short iirc correctly, like a minute or two. In tes5edit/script itself or do I need to look deeper in esp with CK?

  • 2 weeks later...
Posted

I used this mod a while ago (like, when it was first released) and I remember finding a mod that goes with this, which made the Paladin form unlimited and it also included a spell to revert to human form at any time. Does anyone have that mod? If not, is there any way for someone to remake it or make the forms unlimited with a revert spell? I'd do it myself but I have absolutely no idea where to even begin with the creation kit...

  • 4 months later...
Posted

Sometimes you need to re-enter the bannered mare a few times to get him to spawn.

I did that multiple times and he still doesn't show up

  • 1 year later...
Posted
On 9/3/2013 at 2:56 AM, Kuroshu said:

 

The whole idea of the mod is for an armor transformation... If you REALLY want just the armor then just make a small little mod your self. Same goes for those "Many people" who wants just the armor. I say this since there's  a million other armor sets out there. 

 

 

 

Check to see if you have conflicts, and all the requirements met. 

The usual requirements are : Updated Game, SKSE, and on some cases the Legal game(don't know why)

Don't have to be a dick about it. I as well just want the armor. My character isn't the one i want to wear it and making Companions transform is irritating 

  • 3 months later...
Posted
On 1/17/2017 at 4:47 AM, SeveN085 said:

Does someone know where I can change transformation time? It's quite short iirc correctly, like a minute or two. In tes5edit/script itself or do I need to look deeper in esp with CK?

Idk if I am right Just tried some stuff

Used TESVEdit and loaded the esp. Under spells i increased the duration value.

 

  • 5 months later...
Posted

Is the mod compatible with SSE?
Is it breaking?
Because I wanted to install it, at first for the quest everything is fine but when I used the transforming spell, my character was invisible with smoke around. And when I ordered the pieces of armor, it worked but they did not appear in the armor menu.

  • 5 months later...
Posted
On 7/25/2019 at 6:52 AM, hana120 said:

Is the mod compatible with SSE?
Is it breaking?
Because I wanted to install it, at first for the quest everything is fine but when I used the transforming spell, my character was invisible with smoke around. And when I ordered the pieces of armor, it worked but they did not appear in the armor menu.

Sorta kinda fixed it, its not perfect but. Also this is on sse

20200107215956_1.jpg

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  • 9 months later...
Posted
On 3/6/2020 at 9:09 PM, Alonzo999 said:

Vinductus SSE.zip just use this i am not very good at explaining things.

YOU!!!!! THANK YOU SO MUCH!!!! This is my most favourite transformation mod back then on LE, and just recently I switched to SE... You don't know how messed up I was trying to finding ways to fix the grey texture. You are a life saver, thank you again! 

  • 2 years later...
Posted (edited)

All releated mods are only working when you packing them in .bsa, since the loose files (especially these like the quest script) could and will break a modded game. I've did all releated files already last year november, but forgot to test them out fully as .bsa packed mods. 

 They work as wanted now, but as loose files they break a modded game

 

I could attach later either my ported files (they work) or just a screenshot from the Questlog and the transformation if wanted for proof. 

 

 The third .esp was made back that day for the loose files without these gamebreaking ones, like the one quest script. Basically barebone Armor only. With that one I've tested the functionality of the models and textures, which worked surprisingly almost instantly. 

 The test esp is even older - 26.10. well... seems that I've fiddled long on that to get it work. It just needs to be converted and packed as .bsa, nothing else. (Sometimes it's best when you figure it out late as never.)

 

Spoiler with some general modreleated info for troubleshoot in a case of crash or similar issue:

Spoiler

 - The Quest triggers when you fulfill some requirements with the MQ as I know. In the bannered Mare in Whiterun is a Mysterious Stranger around the entrance fire. Easy to spot - he wears Dark Brotherhood clothes. If this person is there - the mod is working most possibly to 100%. If this person is missing, or the cell of this building crashes, then something is not rightfully installed. This stranger gives you via courier a message - and that message triggers the small quest in your questlog. (Should usually send one. Didn't self ran in a issue here, but only a full test will show issues here.)

 - It's not a misc quest btw. It has a full pathlog. If this one doesn't appear out whatever reason, then again: Something is borked. 

 Also borked when you can have both Transforms without AIM. The quest, or better, the mod is perfectly working, when you get only one of these transform spellbooks. (I mean here either Paladin or Dark Knight. D.K. is Heavy and Light and I guess... you will get both D.K. books in the case you decide to take that path.

 - They are treated as racial skill - they work only every 24 hours after cast. (I self woulf use them only as last resort.) Again: If you're able to cast a.e. the Paladin more as once per day, then something is borked too, but hopefully nothing big. Maybe that's a failed check. That could happen with many mods installed, but also on vanilla with just this mod installed. (Did I have had that bug once? Nope, not that I recall, but still: It has a small possibility that could happen.) But what you can: Using both Iterations of the Dark Knight on the same day, but just not simultaneously. Not correct. The Light Dark Knight seems to be activateable more as once per day. The Power menu tab it shows just 65 seconds instead of 100 by me, but either 105 (5 each for the transform process itself) or 180 should trigger the once per day condition usually. (I confess - I've altered the length of these transformations - for testing out of their breaking possibilities. But with the mod's original values prob. I won't get much of a alteration here I think.) 

 I try to confirm that with the original values - which is highly thinked to be true - so this is just a half dorked indicator till I tested it out. (Otherwise it wouldn't make much sense. Especially what you get when you're transformed.)

 

 

 

 If some more indicators for some borked installments are arising, I'll add them here in the spoiler later.  

 

Oh, and found a funny coincidence: If you have took all Transformations via AIM, then you cast only one transform spell, don't try to switch. It doesn't work. (Paladin to Dark Knight or other way around. Only one will be displayed, the very first used one.) Even trying to stack both forms doesn't work over that way. 

 

 

(Well yes, English isn't my native language, so some spelling issues could arise eventually.)

 

Tested with Skyrim AE v. 1.6.1170 in German with the appropriate SKSSE installed. 

 

Edited by LiuLia
Forgot something - as usual for those which knows me. - Added some spoiler with for now all info I have over the mod for assist in issues. Did some formatting in the spoiler for easier reading.

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