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.
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?
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.
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.
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!
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 :)
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.
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
+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.
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)_/¯
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.
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.
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
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
107 comments
Why not just run this on your own mod once instead of making every single person who installs your mod do it separately?
I got no idea how this works...
Description please? Step by step maybe?
- Download the mod zip file
- Extract the "SigilStoneSelector.esp" file and place it in the following folder.
- 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.
- 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.{Your game installation folder}\OblivionRemastered\Content\Dev\ObvData\Data
SigilStoneSelector.esp
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.
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.
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)_/¯
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.
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
I also have some pak file mods: better infoboxes, better hud, alt sprint, and improved mossy grassDLCBattlehornCastle.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
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] 1
Sigil 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.