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.
I have a mod that alters some Sigil Stones, and I've tried editing your mod to reflect those changes, but those changes aren't showing up in game. (i.e. In xEdit, in the 'SigilStoneRandomSCRIPT' I've changed the MessageBox "Absorb Fatigue/Fortify Fatigue" text to "Absorb Fatigue/Resist Normal Weapon" but the Sigil Stone Selection menu still says "Absorb Fatigue/Fortify Fatigue") Could you provide any insight into fixing this?
I was also hoping to do this. I was going to ask if adjusting the script would be best, but ML2 may be the better way to go. Curious on the author's thoughts.
Not sure if this is a bug or an unlucky coincidence, but first gate I tried to close after installing this when I activated the stone the selection menu popped up as expected but once I chose the stone it just played the gate closing sound effect and disappeared. It wasn't added to my inventory and the gate didn't close. Tried loading + reloading, leaving + coming back but it didn't change anything. May not be a bug from this bc I uninstalled and then went to a different gate and tried to close it and the same thing happened, minus the selection menu added by this mod. But I also never had this issue before installing.
Edit: It was the A-Bomb bug. Figured it out when I stopped being able to open interior doors. If anyone knows of or wants to make a remastered compatible version of the oldblivion animations fixer program, lmk. That would be so appreciated.
No, no, you are all confused. The sun is not going down, the horizon is moving up. There is one Sigil Stone at the top of the big tower no matter how much you want to select another to avoid save scumming. Please, I just want an electric coffee stirrer.
Does not work for me. Installed .esp and added to plugins. Tried changing load order, didn't work either. I am only running this mod, AutoUpgradeRewards and Difficulty Slider Fixed. I have also tried disabling the other two, and it still didn't work. No idea what the issue is.
EDIT: Tried messing around some more and it works now. I'm not sure whether what did the trick was running OBSE manually (and not via steam launch options), or maybe the mod is just inconsistent about which gates it works with.
140 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.
(i.e. In xEdit, in the 'SigilStoneRandomSCRIPT' I've changed the MessageBox "Absorb Fatigue/Fortify Fatigue" text to "Absorb Fatigue/Resist Normal Weapon" but the Sigil Stone Selection menu still says "Absorb Fatigue/Fortify Fatigue")
Could you provide any insight into fixing this?
Edit: It was the A-Bomb bug. Figured it out when I stopped being able to open interior doors. If anyone knows of or wants to make a remastered compatible version of the oldblivion animations fixer program, lmk. That would be so appreciated.
Problem solved, nothing to do with this mod.
There is one Sigil Stone at the top of the big tower no matter how much you want to select
another to avoid save scumming. Please, I just want an electric coffee stirrer.
EDIT:
Tried messing around some more and it works now. I'm not sure whether what did the trick was running OBSE manually (and not via steam launch options), or maybe the mod is just inconsistent about which gates it works with.