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Omnishambles9

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Omnishambles9

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107 comments

  1. Blackread
    Blackread
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    It's believed the NL prefix means "Not Localized". For existing records you can fix it by copying over the editor ID from the base game plugins, but for new records (which this mod presumably has) there is no known fix yet, at least to my knowledge. It's not yet known how the localization system works in the remaster.
    1. Omnishambles9
      Omnishambles9
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      Install NL-Tag Remover for [NL] tag fix
    2. sinthesys
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      Fix NL - Copy Name from Previous Override - xEdit Script

      Why not just run this on your own mod once instead of making every single person who installs your mod do it separately?
    3. Omnishambles9
      Omnishambles9
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      Because that is for a different problem. Did you try it before posting this? Did you check to see if anyone else had posted this who I'd already replied to? 
    4. Blackread
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      The script only works for existing records, not new ones. Which I already said in my original post.
    5. Daiyus
      Daiyus
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      To be honest, the NL-Tag Remover plugin should be considered as an equivalent fundamental for OB:R as Script Extenders or Unofficial Patches are for the other games. It's a one time fix for all mods. It sorted out Horse Whistle and Alternate Start for me, as well as this mod. Just install it and forget it exists while it fixes any other mod you install.
    6. ryukenangel
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      The suggestion to install NL-Tag Remover is well-taken, but it requires Script Extender which is unsupported for GamePass version.
    7. Omnishambles9
      Omnishambles9
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      There's an alternative version which uses ultimate ASI loader for the gamepass version, instructions are on the NL tag remover page 
  2. Breacca
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    I stil dont know how to install this mod.
    I got no idea how this works...
    Description please? Step by step maybe?
    1. nopunintendo
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      To manually install this mod:

      • Download the mod zip file
      • Extract the "SigilStoneSelector.esp" file and place it in the following folder.{Your game installation folder}\OblivionRemastered\Content\Dev\ObvData\Data
      • In that file location, there should be a file named "Plugins.txt".  Edit it with Notepad and add this text on a new line underneath whatever else is in there.SigilStoneSelector.esp
      • Save the changes to the file.
      • Launch the game
      This mod lists another mod NL-Tag Remover as a prerequisite requirement, but this mod will function fine without it.

      When mods like this add new text into the game, they get prepended with "[NL]" which stands for "Non-Localized". That occurs as a signal to developers that this text is missing translations. The NL-Tag Remover mod simply removes that text. However, the NL-Tag Remover also requires you to install Oblivion Remastered Script Extender first. You can go through the process of installing the script extender, and then the NL-Tag Remover as well (they have installation instructions in their respective pages), or you can use the mod as-is and safely ignore the "[NL]" tags if they appear.
  3. Bookiestovepipe
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    Please please do not make this mod dependent, in anyway, on the unofficial patch now or in the future. It was a scourge on the community in Skyrim and I don't want to see Oblivion Remastered see the same fate. Thank you for your work!
    1. Zanderat
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      Just how many mods did you spam this troll comment on ?
    2. Bookiestovepipe
      Bookiestovepipe
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      Every mod i like to use. It isn't spam if its a message to different authors. Not sure how its trolling when its a legitimate concern. the starfield modding community didnt put up with that egomaniac and i am hoping the oblivion modding community doesnt either. Enjoy all of your nonbug related gameplay changes and newly introduced bugs at the whim of a control freak :)
  4. Daantjo
    Daantjo
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    Does load order matter in this case? Doesn't seem to work for me if its above the DLC esps
  5. theInflux
    theInflux
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    Getting a random stone at Cheydinhal gate. I've got a save there and happy to test when you get a chance to update. :)
  6. sarge490
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    Thanks for the upload! This is great.

    One suggestion that I would absolutely love but I have no idea how much work it would be: An option/version to Limit the choices to 3-5 randomized selections. I know there are some of us us who don't like save scumming but think just getting a random effect is lame. Especially when there is a finite amount of stones so you may never get what you want. Giving us a choice from a few randomized options would be the sweet spot.

    Downloaded and endorsed regardless. 
    1. L34Z
      L34Z
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      +1
    2. SamFisher91
      SamFisher91
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      Nice idea. Doesnt make this as cheaty and still adds some rng to it
    3. etzalalolo
      etzalalolo
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      +1
    4. CobraStriker230
      CobraStriker230
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      +1 would love to see this option as well.
    5. Slickrick174138
      Slickrick174138
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      +1
    6. akh
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      +1 Fantastic idea! Kind of like playing cards. You get a random hand and choose best from what you've been given.
    7. Lizcuits
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      +1 would love this as an option!
    8. orokinlonewolf
      orokinlonewolf
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      +1 !
    9. Onsatko
      Onsatko
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      +1
    10. neosis52k
      neosis52k
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      +1
    11. PetrucciJohn
      PetrucciJohn
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      +1
    12. yuiop321
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      +1
    13. ziplock9000
      ziplock9000
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      That's silly, either have it random the way the game is or be able to pick your own. A half-way house is nuts
    14. LuizCaza
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      thought this was a very good idea and looked into it as well, but it's currently impossible as you'd have to hardcode the text screens. so even if you would only give out transcendent sigil stones that's still about 7776 menus you'd have to hardcode for 5 options for example
    15. Crocolyle
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      +1, having a choice of three random effects would be perfect if possible, or some other way to up my chances of getting something good without just full on cheating.
  7. gravityzcatz
    gravityzcatz
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    I'm getting a random Sigil Stone still at the gate that spawns by Frostcraig Spire. I don't know if that one is special or not, but I'm certain I followed the pinned instructions.

    Edit: Figured it out, but now I have a new problem. I have this and the Auto Upgrade Leveled Items mod (https://www.nexusmods.com/oblivionremastered/mods/567) and I can only get one of them to work. They are the only two .esp files I have installed and whichever one that is at the bottom of the Plugins.txt file is the one that loads and works. I can't seem to get both of them going at the same time. I think they might conflict, or I'm being stupid and somehow not allowing the game to load more than 1 extra plugin
    .

    Edit 2: I don't know what I did but now they both work, so ignore me I guess. ¯\_(ツ)_/¯  
  8. Tulsy
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    Not working at Kvatch, just gives a random stone.
    1. Omnishambles9
      Omnishambles9
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      It's tested and working on Kvatch, you probably don't have it installed correctly
    2. Tulsy
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      I followed precisely the pinned instructions from that one guy. It is in my data folder and on my plugins.txt
      Unless it belongs somewhere else, other than explicitly described, I do indeed have it installed incorrectly.
      I would very much like for this to work, and after further testing discovered that it isn't working at another standard random gate either.
  9. SharpeGuy
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    Can't seem to get this to work at all, not getting any sort of prompt when I interact w the sigil stone.
    Installed before Bruma gate, got a random stone.
    Currently have a save standing in front of the Cheydinhal one, and its giving me the same agility one each time I reload.
    I didn't try multiple times for the Bruma one so idk if it would have been the same like it is with Cheydinhal.

    Here's my plugins.txt:
    Oblivion.esm
    DLCBattlehornCastle.esp
    DLCFrostcrag.esp
    DLCHorseArmor.esp
    DLCMehrunesRazor.esp
    DLCOrrery.esp
    DLCShiveringIsles.esp
    DLCSpellTomes.esp
    DLCThievesDen.esp
    DLCVileLair.esp
    Knights.esp
    AltarESPMain.esp
    AltarDeluxe.esp
    AltarESPLocal.esp
    LU_TempleAltars.esp
    FasterHorses.esp
    ValuableClutter.esp
    Friendly Animals Lite.esp
    No More Wild Goose Chases.esp
    Balanced NPC Level Cap.esp
    Impoverished Bandits.esp
    Orcish armors to Orcs.esp
    Orcish armors to Orcs - Impoverished Bandits - Balanced NPC Level Cap Patch.esp
    EnemysWeaponStaysOnCorpse.esp
    Horse Whistle.esp
    Difficulty Slider Fixed.esp
    Quest NPCs Run.esp
    AutoUpgradeRewards.esp
    FasterLevelling0.75x.esp
    FrostcraigSpireReturn.esp
    Leveled Creature Diversity.esp
    Leveled Item Diversity.esp
    LessAnnoyingEnemiesNearbyWarnings.esp
    zSB_More_Sensible_Crime_Alarm.esp
    SigilStoneSelector.esp
    I also have some pak file mods: better infoboxes, better hud, alt sprint, and improved mossy grass
    Also have OBSE64 w NL tag remover, ayleid reshade (w reshader program of course), the .dll from universal achievement unblocker, UE4SS for auto local map, and ultimate engine tweaks.
    Tried removing better infoboxes/hud to no avail.

    For those having the same issue, if you have achievement unblocker/don't care about achievements, you can in the console to get whichever sigil stone you want:
    player.additem [Sigil Stone Form ID] 1Sigil stone ID's are on Oblivion UESP same ID for the OG works for remastered.
    Don't technically need this mod if doing that, but it just saves you the hassle of having to look up the ID.
    1. Omnishambles9
      Omnishambles9
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      Both of these sigil stones use different scripts to standard gates, which I thought I had covered but clearly I've missed something. Will have to figure out why it isn't working with these gates when I have some free time. Sorry for the inconvenience everyone 
    2. Omnishambles9
      Omnishambles9
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      New version is up, would really appreciate if you could test it for me as I'm having trouble getting Burd there with console commands
    3. SharpeGuy
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      It works! Awesome, thank you!
  10. Richterman1
    Richterman1
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    your nl tag remover mod is now gone, I guess it wasn't required
    1. Omnishambles9
      Omnishambles9
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      The link broke for some reason and changed from https://www.nexusmods.com/oblivionremastered/mods/473 to https://www.nexusmods.com//mods/473
  11. Morr0w
    Morr0w
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    Gives a random stone in the Bruma Gate
    1. Omnishambles9
      Omnishambles9
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      Hopefully fixed now, I would appreciate if you could let me know if it's working properly as I'm having trouble getting Burd there with console commands
  12. sydney666
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    100% Chameleon here we come!