I learned how to remove the NL Tag correctly, the mod no longer requires the NL Tag Remover. In doing so, I also brought the reach values back to the Remastered version.
Silver Depletion Weapons should now work as intended across the board.
Overwriting the Full Name change in AltarESPMain.esp for the items may cause issues with the item name displaying (could result in Missing String errors) Localization is handled UE side with Remasterd, so for example it passes the namekey LOC_FN_EnchSilverDaggerAbsMagicka from the old skyrim to UE, which does its lookup to find "Dagger of Depletion" to display. (Also overwrites some reach changes)
I think to clarify his point, you didn't bring over the new names used by remastered for these records, leaving them with the names from the original oblivion, causing the NL tags. If you just bring over the new name, it eliminates this problem and there is no need for the NL-tag remover.
I'll be waiting for an updated version with the name carry over to avoid the NL tag error before installing. Will definitely endorse when you do! It's the fixes like this we need that end up getting compiled into an Unofficial Patch.
thank you! may i suggest a temp fix for magicka particles on the player character? Until there is a proper fix for it, just disable them all on the player character since they constantly get stuck forever and i litteraly have to load a save to make them go away. It happens with any magical effect, if an enemy casts a spell on me or i cast a spell, wearing enchanted items and when eating random ingredients. Its driving me insane, please.
This isn't something I know how to fix, and is likely controlled by UE5 engine more than the classic Gamebyro engine. It'll be fixed eventually, either in an official patch or once a proper unofficial patch rolls out.
isnt this one of the original oblivion bugs? I think this existed even in the original. It will probably get fixed eventually, most likely not by bethesda but i really cant wait that long. It makes the game unplayable to me. :( im scared to save the game with this visual bug on because it persists when i load back in. I have to load older saves.
i am guessing it is a Fix for The "War Axe of Depletion" is not enchanted although it was clearly intended to be. http://www.uesp.net/wiki/Oblivion:War_Axe_of_Depletion#War_Axe_of_Depletion
Depletion is one of the enchantments in the game, exclusive to silver weapons.
None of them were marked to correctly behave as silver weapons, so they couldn't damage ghosts. The War Axe specifically was both not marked and not enchanted, but still had the correct name.
EDIT: Thank you though, I went ahead and explained added this to the mod description.
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Silver Depletion Weapons should now work as intended across the board.
Localization is handled UE side with Remasterd, so for example it passes the namekey LOC_FN_EnchSilverDaggerAbsMagicka from the old skyrim to UE, which does its lookup to find "Dagger of Depletion" to display.
(Also overwrites some reach changes)
may i suggest a temp fix for magicka particles on the player character? Until there is a proper fix for it, just disable them all on the player character since they constantly get stuck forever and i litteraly have to load a save to make them go away. It happens with any magical effect, if an enemy casts a spell on me or i cast a spell, wearing enchanted items and when eating random ingredients. Its driving me insane, please.
im scared to save the game with this visual bug on because it persists when i load back in. I have to load older saves.
All depletion weapons are now correctly marked as silver in the engine (ignoring normal resistance).
War Axe of Depletion is now enchanted.
This doesn't really explain what this mod does.
What are depletion weapons? Why would marking them as 'silver' matter? Why is that axe now enchanted?
http://www.uesp.net/wiki/Oblivion:War_Axe_of_Depletion#War_Axe_of_Depletion
None of them were marked to correctly behave as silver weapons, so they couldn't damage ghosts. The War Axe specifically was both not marked and not enchanted, but still had the correct name.
EDIT: Thank you though, I went ahead and explained added this to the mod description.