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Changelogs
Version 1.0.4
spells sold by vendors will no longer be randomized upon purchase
spells will no longer be randomized from or into Porphyric Hemophilia
Version 1.0.3
fixed a bug that caused the skeleton key spell to be randomized every frame
fixed a bug that caused scripted items not to be treated as quest items
all keys given through scripts will now be treated as quest items
re-dated the race randomization plugins so that they don't require a mod manager to work
Version 1.0.2
potential stability increase
fixed an error that caused world items from non-master files not to be randomized with oWorldItems 2
fixed an error that prevented some containers from being randomized of oRandInventory was set to 1
added oRandGold - if it's set to 1, then gold will be treated as a regular object and randomized
added oRandSpells - if it's set to 1, then spells will be randomized into spells of the same school; if set to 2, then any spell can be randomized into any spell; note that this feature is not 100% complete
oRandContainers has been moved into the main version of the mod
dead creatures will no longer be randomized as if they were containers - this feature caused way too many issues to be viable
added a distinction between mod files that will be excluded from randomizer's lists and mod files that will be excluded from randomization
randomizer's lists info is now only displayed in the console on the initialization as opposed to every reload
added an experimental crash patch - if your save game crashes on a load, set the oInstallCrashFix option in the config file to 1; bear in mind that it's an experimental feature and even if your save game loads afterwards, it may be susceptible to corruption
Version 1.0.1
fixed errors in the randomization code that caused certain items to appear too rarely
fixed an error in the randomization code that caused actors to get huge numbers of arrows if oRandInventory was set to 2
fixed oWorldItems requiring oRandCreatures being set to 1 to work
Version 1.0.0
BACKWARDS SAVE INCOMPATIBILITY: saves made with older versions of the mod will not work properly when used with this version. You can still use them, but you might be locked out of completing creature-related quests.
updated the FAQ section of the readme
DLCs / Official Plug-Ins are no longer needed to run the mod
renamed RandomizerRacePreview.ESP to RandomizerRaceSI.ESP
added RandomizerRace.ESP (works the same as RandomizerRaceSI but does not randomize actors into Golden Saints and Dark Seducers)
creatures and items are now loaded dynamically from all detected mod files (you can exclude certain mods from this process by editing RandomizerSkip.cfg)
creature randomization no longer relies on PlaceAtMe
creatures that are not spawned from leveled lists will now be re-randomized every time you restart the game
deceased creatures (for example the dead Goblin Shaman in the tutorial) will now have their inventory randomized as if they were containers
added an option to control creature randomization (oRandCreatures)
added an option to control inventory randomization (oRandInventory; 1 = inventory items will be randomized into items of the same type [for example a sword will always be randomized into another sword]; 2 = randomize into any item)
added an option to controls the chance for each actor to become a vampire (oVampire - 10% by default)
added an option to control whether essential creatures are used in the randomizer's lists (oUseEssentialCreatures)
added an option to control whether items given through scripts are randomized (oAddItems; 1 = randomize into the same type; 2 = randomize into any item)
added an option to control whether items given to creatures/NPCs on their death will be randomized (oDeathItems; 1 = randomzie into the same type; 2 = randomize into any item)
added an option to control whether items spawned freely in the world (for example a book lying on a table) will be randomized (oWorldItems; 1 = randomize into the same type, 2 = randomize into any item)
oExcludeQuestItems now also controls whether scripted creatures will be included in the randomizer's lists (oUseEssentialCreatures being 1 overrides this)
if oRandomizeAttribEssential is set to 0, then Lucien Lachance will also not get his aggression/responsibility/confidence randomized (even though he doesn't become essential until the player kills Rufio)
fixed an error that prevented certain types of clothing from being randomized into containers
fixed numerous errors and poor techniques that negatively impacted the game's stability
fixed Imperial Guards randomized into Dark Seducers not being recognized as Guards
fixed Redguards randomized into Golden Saints appearing as Dark Seducers with Argonian lines
Version 0.9.2-unstable
discarded RandomizerAttrib.ESP, RandomizerDelay.ESP and RandomizerQuest.ESP
created a configuration file (Randomizer.cfg) that allows the player to customize certain plugin options
added a random chance for any attack to apply a random effect to the target actor (disabled by default)
added actor scaling (disabled by default)
added a way to restore the base actor stats (disabled by default)
if you choose not to randomize essential actors' stats, then their confidence and responsibility will also no longer be randomized
Version 0.9.1-unstable
Fixed races not being remembered after saving and quitting the game
Warning: if you intend to use the race randomization, you should make sure that the plugin files are activated in the correct order (i.e. Randomizer.ESP is loaded before RandomizerRace/RandomizerRaceSI.ESP) - to do so, use a mod manager, for example Wrye Bash.
Main Features
Oblivion Randomizer seeks to randomize as many parts of the game as possible, which currently include: