[Re-Rel] Feudal Empire 300 1.11

Post » Tue May 17, 2011 1:49 pm

It has come to my attention that my Mod has been unreachable by the community for only-God-knows-how-long because Filefront decided to one day rename the file's location. So, I'm letting you all know that it is available for download through TESNexus in the MIRRORS tab. If it even becomes unavailable again, please email me ASAP. I apologize for any inconvenience this may cause.

http://www.tesnexus.com/downloads/file.php?id=22678

Download in the MIRRORS tab!

================================================================

The Elder Scrolls IV
Oblivion

Feudal Empire | 1.11

Plug-In By,
-Cleitanious (Aka, Marine Okeefe, Modder 300, ByblosHex)

White Stallion Tapestry by,
-Sammy Grey

Knight's Blade Textures by,
-Pain_Killer

Captain's Hall design by,
-Shezrie

Beta Testing and Support by,
-The_Exile

Ideas and Input by,
-larnyjeaney

================================================================
Installation instructions
----------------------------------------------------------------

1- Place the "Feudal Empire 300.esp" file into your "Oblivion/Data" folder.
If asks to overwrite, choose "Yes".

2- When launching the game, select data files and click "Feudal Empire 300.esp".

3- Launch the game.

4- Go see the Count in Leyawiin and ask about "A Service to Leyawiin"

Important Notes, Please read these:

a. To make Mazoga Essential if she is not in your save game open the console with the ~ key, and enter this code "SetEssential 00085969 1"

b. In order to reach Blackbow Stronghold you need to disable "Border Regions". Open your Oblivion.ini located in "C:\Documents and Settings\USER NAME\My Documents\My Games\Oblivion" search for Border and change the result's 1 to a 0.

c. To skip the whole "Mazoga - Knights of the White Stallion" Quest-Lines, as if you had already done all of the quests. Open the console and use the command "Startquest WSQuestSkip". This will finish ALL of the KWS Quests, and the Mazoga quests and give you all of the rewards immediately.

*Updating from Knights of the White Stallion 4.4*
1 - When updating from any version of "Knights of the White Stallion" it is mandatory that you follow these steps. Otherwise if this is your first time using this plug-in, you would install it as any other.

a. Collect all of your items from within the Lodge, anything you want to keep. Use the console command "TGM" to enable unlimited carrying capacity to make this easier.

b. Save your game and then Disable the White Stallion esp.

c. Load your save with it disabled and then save your game with it disabled.

d. Place the *.esp & *esm files into your "Oblivion/Data" folder. If asks to overwrite, choose "Yes".

e. When launching the game, select the data files and double click this mod.

================================================================
Mod Description
----------------------------------------------------------------

Feudal Empire, 300 General:
Ignore the handle "300" as it has nothing to do with the movie, or Spartans, it's simply a modding handle I've used since my most popular Morrowind mod, "Lights 300" which was named so because the most commonly used light radius was 300.
Now, beyond the history lesson, the mod itself aims to change the empire to use a more "feudal" system. For a world with the word knight thrown around so carelessly it's sorely lacking in any feudalism, that and there are also counts and counties who also are somehow without the system of feudalism. This is a mod that aims to change that, one bit at a time.
At this time the only changes made are the appearance of Imperial Guards. No longer do they wear their bulky, rusty, Romanesque partial plate, but wear chain and tabard with the Imperial Dragon in the center.

Knights of the White Stallion Faction:
This mod takes Mazoga the Orc's story to a new level. It adds new quests, dungeons, weapons, and armor, all focusing on the Knights of the White Stallion. The new quests and dungeons focus on dramatically expanding the Knights' conflict with the Black Bow bandits, as well as making both the Knights and the Black Bow more vibrant and interesting. Learn why Count Leyawiin hates the Bandits so much. Save the Count's missing daughter. Confront the Black Bow leader, Gafgarian The Black. Gain your own White Stallion mount and perhaps even become captain of the Knights, giving you access to the Captain's Hall and a special Hollowed Minotaur's Horn that can be blown to call your mighty steed. The White Stallion Lodge is dramatically expanded and remade. A roaring good time for good-guy types.
-Summary by Dev_Akm

Since version 3 was released, alot has changed. Since the Shivering Isles expansion pack broke the entire quest-line and since CM Parters had to be removed. I "Cleitanious" had to do what I have never done before, script. I had to script entire scripts from nothing, and this is the end result. I present to you "Knights of the White Stallion 4". Which is by far the best version so far. Because of the huge amount of changes made you MUST make a clean save with NO "KotWS" plug-ins enabled, and then once you install and enable 4, you can begin the quests. They work alot differently then before, so expect to be surprised. Also a lot has changed in the Readme itself - even if it looks similar. So READ IT.

New Quests:
-Black Bow collection quest, Implemented.
--Collect 20 black Bows and receive a "Knight's Blade".
---If you are unsure where Black Bows can be found, follow Mazoga on her hunting trips to see which dungeons house the Black bandits. These dungeons are some of the best in the game and reset every three days for more Black Bow Goodness!
--Collect a second set of 20 to get your very own White Stallion & the opportunity to go on a personal quest for The Count.

-Become the Knight-Captain of the order
--Travel to Blackbow Stronghold in search of the Count's missing daughter and the chance to be promoted to the Captain and gain access to the Captain's hall!
---To start this quest, you must complete the "Black Bow Collection" quest, and turn in 40 bows.

New Dungeon:
-Black Bow Hold is a new "Castle styled Dungeon" found along the southern coast southwest fo Leyawiin. Its occupied with the remnant of the Black Bow Bandits and their true leader! The Black Bow may be found here, along with the reason as to why the Count Leyawiin hates the Bandits so much. It Includes:
--The Black Bow bandit's leader, Gafgarian The Black.
--The Black Bow.
--A 3 Level Castle style Dungeon.
--Over a dozen Black Bow Bandits guarding the fortress.
--4 New Black Bow bandits added to where you find all Black Bow bandits.
--2 Bosses.


White Stallion Lodge Remade:
-Much larger inside and out, with 100% Leyawiin architecture.
--Includes stables out back.
--Includes 5 Knights and 3 Squires who follow your commands.
--Exterior size doubled to include the Captain's hall.
-All containers are safe for player storage.
-Lodge Rooms Inlcude:
--Main Hall, with Office, Dining Room.
--Training room with storage and trophy room.
--2 Large self-contained barracks & a Sergeant's Quarters.

-The Captain's Hall includes
--Main hall, with Shrines to Zenithar and the Nine divines to recieve your blessings. A Dining area and bedroom complete with labeled containers.
--Basemant with Mage's Office and Warrior's Training room.
--Trophy room with multi-colored and organized display cases and two large tables with the "Knight's Blade" "Knight's Avenger" "Knight's Claymore" and "Knight's Longsword" Unique Weapons collection.

-Call your white Stallion with a blast from your Hollowed Minotaur's horn as Knight-Captain.

-New White Stallion Tapestry present in several loctaions within the Lodge and Captain's Hall.

New Weapons and Armor:
-New set of armor "White Stallion Cuirass" in both light/heavy versions.
--Heavy armor is slightly better then legion and the light armor is slightly better then Guard's armor.
--The armor is found in the Office room of White Stallion Lodge.

-The Black Bow & Blackthorn
--An enchanted charcoal colored bow and longsword are weilded by the leader of the Black Bow bandits in his lair.

-The Knight's Blade
--The "Knight's Blade" will be rewarded to you when you turn in 20 Black Bows. It is a very well made Steel-Longsword.

-The Captain's Gear
--"Knight's Avenger" "Knight's Claymore" and "Knight's Longsword" Added to Captain's hall Trophy Room. All three swords have slightly different stats.
--"Aegis of Leyawiin" Heavy Shield Added to Captain's hall Trophy Room.
---The shield is a weaker version of the "Spellbreaker" daedric Artifact.
--Knight Captain's Armor, with a new texture using the Crusaders armor Mesh (Requires KotN to be installed, but not active)
--Knight Captain's Helmet

Faction Perks:
-Citizens of Leyawiin have improved disposition with Knights of the White Stallion.
-Knights of the White Stallion pay slightly reduced fines.

The Knights & Squires:
-Knights
-Sir Gailer Ramuald, Imperial Knight
-Sir Radd Hard-Heart, Nord Knight
-Sir Kael-Tharious, Altmer Spell-Sword
-Sir Rampart The Blind, Bosmer Rogue
-Sir Baratan Faenthand, Imperial Knight and Blacksmith
-Squires
-Squire Ramziah, Imperial Thief
-Squire Weigrafious, Imperial Warrior
-Squire Vincent Mirna, Breton Warlock
-Guard Dog "Jean" who guards the Horses and follows Rampart on thie hunting missions
--All Knights eat Breakfast, Dinner, chat in the evenings, train in the mornings. They will spend the morning in the Chapel in Leyawiin on Sundays, each go to their favorite shop on Saturdays and guard the lodge on Fridays. Follow them around and see what they do and where they like to shop. They also have rotating Guard Duty.

Black Bandit Raids:
On a weekly basis 2 Black Bow raiding parties will try to attack the lodge.
The Lodge's occupants will be prepared to defend the lodge!


================================================================
Version History
----------------------------------------------------------------
1.11
"Knights of the White Stallion Lodge" given an exterior remodel, and is now "White Stallion Castle". Check it out!

1.10
Incorporated my own "Knights of the White Stallion mod" for consistency and to prevent the inevitable compatibility issues.

1.00
Initial Release

================================================================
Contact Info
----------------------------------------------------------------

Questions/Comments and fellow modders welcome to contact me at
ByblosHex At Gmail.com

================================================================
Agreement
----------------------------------------------------------------

By downloading and installing this plug-in you agree to the following.
1) You will not sell any of the contents of this archive or the archive as a whole.
2) You will not share or otherwise redistribute any of the archive's contents or the archive as a whole without permission form the author.
3) You will read the Readme.

Expect to see my works in Dragon Age: Origins. :)
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Tue May 17, 2011 6:56 am

Thanks for throwing this thread up. I just downloaded, having stumbled across your brief exchange with Psymon. But this will make it much easier to track.

Question: The Readme has no mention of incompatibilities. Know of any? Or things I should watch out for and might be able to foresee on my own?

In particular, I run FCOM and a little mod Temple of the Full and New Moon, which adds a location quite near to the Lodge. Depending on how much larger your mod makes the lodge, I might see problems.

Thanks again,

gothemasticator
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Tue May 17, 2011 2:53 am

Thanks for throwing this thread up. I just downloaded, having stumbled across your brief exchange with Psymon. But this will make it much easier to track.

Question: The Readme has no mention of incompatibilities. Know of any? Or things I should watch out for and might be able to foresee on my own?

In particular, I run FCOM and a little mod Temple of the Full and New Moon, which adds a location quite near to the Lodge. Depending on how much larger your mod makes the lodge, I might see problems.

Thanks again,

gothemasticator


I know it works with everything with FCOM. Because when I was developing it I was also using FCOM. I think the biggest problem was a parchment flying in the air.

I don't know about the other mod, you'll have to load up the game and find out.
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Tue May 17, 2011 5:18 am

sweet! I was just about to play KotWS ... glad you posted a new version before I start =3
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

Post » Tue May 17, 2011 9:31 am

Any chance you could just put version 1.11 up on Nexus instead of relying on Filefront? Filefront is flaky beyond belief.
User avatar
Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Tue May 17, 2011 2:30 am

Any chance you could just put version 1.11 up on Nexus instead of relying on Filefront? Filefront is flaky beyond belief.


The file is too large. It always fails. That's why I used Filefront in the first place.
User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Tue May 17, 2011 12:54 pm

Not surprising. They broke something recently that borks larger uploads with Firefox. I've been having to upload updated versions through Opera instead. Maybe get it hosted at TES Alliance instead?
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Tue May 17, 2011 11:02 am

I just want to say I love this mod.

It really adds to the feel of the game, making it more like earlier TES games. Which is great.

Im just not sure about the KotWS having a castle as apposed to a lodge to live in. I mean every other Knightly order only has a small lodge like at Weynon Priory. Knights of the Nine, Knights of the Thorn etc.
Doesnt seem right somehow...
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Tue May 17, 2011 8:52 am

I have version 1.12 of Feudal Empire , should I delete it and download this one ? what is the latest version ?
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Tue May 17, 2011 10:03 am

I have version 1.12 of Feudal Empire , should I delete it and download this one ? what is the latest version ?



This is the latest release. Where did you find a 1.12?
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Tue May 17, 2011 9:54 am

On Tes Nexus (If i remember correctly) . The version history in the readme states :
1.12
Knights given uniform armour.
"Knights of the White Stallion" faction rank structure reworked to be more authentic.
Quest related journal entries and item names changed to be more authentic.
You do not need to be the Castellan (Formerlly called "Knight-Captain") to access the upper hall and kitchen. However, the vault, bathouse, study and bedroom though are locked off instead.
Added new Seneschal and Chamberlain NPCs. :)

1.11
"Knights of the White Stallion Lodge" given an exterior remodel, and is now "White Stallion Castle". Check it out!

1.10
Incorporated my own "Knights of the White Stallion mod" for consistency and to prevent the inevitable compatibility issues.

1.00
Initial Release
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Tue May 17, 2011 12:04 pm

On Tes Nexus (If i remember correctly) . The version history in the readme states :
1.12
Knights given uniform armour.
"Knights of the White Stallion" faction rank structure reworked to be more authentic.
Quest related journal entries and item names changed to be more authentic.
You do not need to be the Castellan (Formerlly called "Knight-Captain") to access the upper hall and kitchen. However, the vault, bathouse, study and bedroom though are locked off instead.
Added new Seneschal and Chamberlain NPCs. :)

1.11
"Knights of the White Stallion Lodge" given an exterior remodel, and is now "White Stallion Castle". Check it out!

1.10
Incorporated my own "Knights of the White Stallion mod" for consistency and to prevent the inevitable compatibility issues.

1.00
Initial Release


Whoa, yeah. I do remember making those changes.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Tue May 17, 2011 11:51 am

Maybe that version should be uploaded so that we can all get it?
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Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Tue May 17, 2011 12:54 pm

Maybe that version should be uploaded so that we can all get it?


That *would* be the newest version, though all of the changes are only cosmetic.
User avatar
Soph
 
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Post » Tue May 17, 2011 10:32 am

I too would really appreciate being able to download v1.12 if that could be managed. :liplick:
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Tue May 17, 2011 8:24 am

hi there nqb, thank you for sharing! :foodndrink:

I 've got one question:

Have you received any conflict reports regarding major landscape / quest mods like Eslweyr, Kragenir's Death Quest, Heart of the Dead etc?

The first two alter the area around Leyawiin and that is the reason I am asking you.


thanks in advance

take care

equi
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BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Tue May 17, 2011 1:49 am

I've been hearing some rumors about Feudal Empire 300 conflicting with the Dwarven home added by Kragenir's Death Quest, covering part of the house with land. I wasn't able to confirm this though, it looked fine to me. Could you check it? (for easy access to the house you can coc to povssdwarvenhouseinterior and unlocking the door leading outside.)

It's also the easiest quest mod to check with a download of <2 MB :P
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Steven Hardman
 
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Post » Tue May 17, 2011 11:04 am

Your house was what scared me in first place povuholo ;)
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Jeff Turner
 
Posts: 3458
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Post » Tue May 17, 2011 2:50 pm

I too would really appreciate being able to download v1.12 if that could be managed. :liplick:


Someone else would have to upload it or mail it to me or something. My harddrive's been wiped a billion times since I modded Oblivion.

I'm moving on to Dragon Age now.

hi there nqb, thank you for sharing! :foodndrink:

I 've got one question:

Have you received any conflict reports regarding major landscape / quest mods like Eslweyr, Kragenir's Death Quest, Heart of the Dead etc?

The first two alter the area around Leyawiin and that is the reason I am asking you.


thanks in advance

take care

equi


I would like to know about this too, so I can put it in the readme.

I've been hearing some rumors about Feudal Empire 300 conflicting with the Dwarven home added by Kragenir's Death Quest, covering part of the house with land. I wasn't able to confirm this though, it looked fine to me. Could you check it? (for easy access to the house you can coc to povssdwarvenhouseinterior and unlocking the door leading outside.)

It's also the easiest quest mod to check with a download of <2 MB :P


If it looked fine to you I dont know how it could conflict for other people? Unless you dont have a new version of my mod before the castle was put in?
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Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Tue May 17, 2011 4:44 pm

Someone else would have to upload it or mail it to me or something. My harddrive's been wiped a billion times since I modded Oblivion.
I was hoping Luchetto would respond and offer to upload his/her copy to 4shared or similar.

hint, hint.
User avatar
Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Tue May 17, 2011 12:06 pm

I was hoping Luchetto would respond and offer to upload his/her copy to 4shared or similar.

hint, hint.

I'll see what I can do ASAP
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darnell waddington
 
Posts: 3448
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Post » Tue May 17, 2011 4:33 am

Hmm... I have a version called 1.12, don't know where from ... is there one such?
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Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Tue May 17, 2011 6:06 am

navy_gurl_boyd recognized the changes that Luchetto mentioned from the readme, so it appears that there was a 1.12 release.

If your readme has the same changelog as the one Luchetto mentioned, then I'd say you have the most recent version as well.
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Tue May 17, 2011 3:42 am

Guys(?)-

As I recall the last iteration of the mod was only released on a thread here at this forum which was then later purged. NGB (300) then departed for other regions for months.

Many people kept asking for the mod over and over and someone (can't recall who or when) posted a version off of a download site. That post may have as well been purged by now.

The one on nexus was never the updated one until recently, so yeah there have been copies floating around. I got my copy (which doesn't have a version number in the description box) when NGB released it about a year ago. I was eager to get it because my game constantly crashed with KotWS installed. The readme states 1.12 - and I've had it for about a year (maybe 10 months).

I think at one point Arthmoor wanted to look at it too, because even the new version throws errors when you try to clean it with tes4edit.
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Scared humanity
 
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Post » Tue May 17, 2011 9:21 am

Problem is I think Oblivion once every 6 months and then I make minor tweaks here and there for my own amusemant. I never know for sure which changes are uploaded to the internet. 1.12 is definitely a genuine release though. I was reading a book about actual medieval castles and it inspired me to make name changes and include a steward etc. That's what happened there.

I wouldnt be offended if someone wanted to take over my projects.
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loste juliana
 
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