Yes, there's is a bug that I've learned about that I can't fix without wiping or the inventory of a couple of the containers. I've uploaded a new version here - https://www.nexusmods.com/oblivionremastered/mods/1878?tab=description
This doesn't have the bugs and your inventory should be safe. If you move over, make sure to read the instructions!
Got a question. I have mods I wrote and some I downloaded for old Oblivion. Not sure how to get the Construction Kit working for Remastered. Any suggestions? Thanks!
umm wanna ask, when i opened the MagicLoader.exe and clicked the "Do Magic!" button, it does nothing and it seems the button cannot be clicked, because there is no animations clicked-whatsoever. I already tried the instructions in description post, but still not worked. here's what it looks like:
Great mod! I for some reasons still have the NL on all the notification, spells, and even the map name with the mod installed. I have tried changing the load over in attempts to fix it but no dice. Is there a fix for this without having to go through downloading OBSE and the NL Remover mod? I have other mods in which the mod authors were able to remove the NL from the mod.
Unfortunately, this mod shows up in xedit as touching other things besides the ones mentioned. Including, raising one of the vendors gold capacity and has, seemingly, random cell edits. That's where the NL from the market and the cells are coming from.
Make sure that the following 3 -AltarESPMain.espAltarDeluxe.espAltarGymNavigation.espAre at the end if the file. As long as my mod is before these, you'll be fine.
"Unfortunately"? What other things? I don't use xedit and don't know how to use it so I'm curious to know what you're talking about. I have edited a cell - the ones where the storage is kept when it's dismissed. The vendor from discount magic, I don't know if adding a spell to him is considered editing or not? The other vendors, yes they were edited because they don't normally sell magic and 1 (or 2?) I had to raise their level a little because they were too low to even sell it. Feel free to PM me if you want to talk about it further.
I've done a bit more digging on the issues that MackSolo has mentioned and you're right. One of the vendors has has their gold capacity raised - probably something that was done in the original version I ported over and edited. I'm currently rebuilding the mod from scratch (I just figured out why I couldn't save new esp files in TES Construction Set - I used the old one as a base before) so that I'm ONLY changing what I've said is changed. Watch this space, I'll have an update soon.
I've heard putting those esps last in the load order causes problems, getting the NL tag remover mod is probably a better alternative. However, I just went into xedit and copied over the changes from the altar esp to this mod and got rid of the NL tags. This method doesn't work for anything added that's new, so you'll continue to get the NL for new entries.
Any edits to NPCs will cause friction with other mods that do the same unless they're patched/merged, which is why I suggested one NPC with the spells. There are also game settings (autosave) records in xedit from this mod...don't know why, I just removed them. Yes, I noticed the cell with the storage items...Aleswell if I remember correctly? But you also touched the Imperial City Market cell, explains why people are getting the NL tags there as well. It's a good practice to load up your own mod in xedit to check for these things before uploading. Hope I helped a bit, and thanks again for the mod!
Hi All, Looking for a little help, none of the vendors have the summon spells. When I first started trying to use the mod i got multiple messages about various containers being sent back to the ether so it sounds like the mod loaded and started.
My Plugins.txt contents are : 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 More Lockpicks and Hammers.esp WealthyVendors50k.esp DR_Valuable Clutter.esp CarryWeightMod.esp Summon Magic Chest.esp
Any suggestions appreciated. Ok, this is strange. It turns out that the spells showed up directly in my inventory, not at the listed vendors.
Move over to the new version linked in the description, this version is bugged and can't be fixed with an update without wiping out the stuff stored in the container.
My chest got randomly wiped despite not updating anything. Ended up having to roll back an hour of saves till it had the items again. What even happened?
It's my fault. For a couple of the summonable items, I duplicated containers that respawn... and that wipes the contents. I can't update the mod with a new chest as the will also wipe the contents. See my sticky post for a new version that will not have this problem
I get a weired Bug. After spawn in my house i wanted to get access to my chest. It worked 1 Times, and after that no more else. Hitting "F" to search and nothing happen. Also to any other Barrels & Chests. After deleting this Mod all works Normal
hi just wondering is there a way to keep the furniture u spawn present in the world at all times if this can be done u can add the armour stand from the Crusader's Relics so we can maybe decorate our homes ty again for this great mod :))
too buggy for me. first the [NL] tag everywhere in imperial city. Second, when casting a spell it resets to 3 slot quick. ctd when casting barrel and accessing.
I've already address the NL issue previously. It's not caused by the mod but the order that the esp files are listed in the Plugins.txt in the data folder.Make sure that the following 3 -AltarESPMain.espAltarDeluxe.espAltarGymNavigation.espAre at the end if the file. You shouldn't see the NL tag in game after this.
Explain what you mean by "resets to 3 slot quick". I don't know what you mean.
Should these three ESP be placed after your mod or just before it? I see you were very clear your mod should last on the plugin texts just trying to confirm this. Thank you the mod is excellent and exactly what I was looking for.
111 comments
I've uploaded a new version here -
https://www.nexusmods.com/oblivionremastered/mods/1878?tab=description
This doesn't have the bugs and your inventory should be safe. If you move over, make sure to read the instructions!
https://www.nexusmods.com/skyrim/mods/61752
This mod did that besides the shacks
I already tried the instructions in description post, but still not worked.
here's what it looks like:
What other things? I don't use xedit and don't know how to use it so I'm curious to know what you're talking about.
I have edited a cell - the ones where the storage is kept when it's dismissed.
The vendor from discount magic, I don't know if adding a spell to him is considered editing or not? The other vendors, yes they were edited because they don't normally sell magic and 1 (or 2?) I had to raise their level a little because they were too low to even sell it.
Feel free to PM me if you want to talk about it further.
I'm currently rebuilding the mod from scratch (I just figured out why I couldn't save new esp files in TES Construction Set - I used the old one as a base before) so that I'm ONLY changing what I've said is changed.
Watch this space, I'll have an update soon.
Any edits to NPCs will cause friction with other mods that do the same unless they're patched/merged, which is why I suggested one NPC with the spells. There are also game settings (autosave) records in xedit from this mod...don't know why, I just removed them. Yes, I noticed the cell with the storage items...Aleswell if I remember correctly? But you also touched the Imperial City Market cell, explains why people are getting the NL tags there as well. It's a good practice to load up your own mod in xedit to check for these things before uploading. Hope I helped a bit, and thanks again for the mod!
My Plugins.txt contents are :
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
More Lockpicks and Hammers.esp
WealthyVendors50k.esp
DR_Valuable Clutter.esp
CarryWeightMod.esp
Summon Magic Chest.esp
Any suggestions appreciated.
Ok, this is strange. It turns out that the spells showed up directly in my inventory, not at the listed vendors.
See my sticky post for an updated version that fixes this issue.
After deleting this Mod all works Normal
It's not caused by the mod but the order that the esp files are listed in the Plugins.txt in the data folder.Make sure that the following 3 -AltarESPMain.espAltarDeluxe.espAltarGymNavigation.espAre at the end if the file. You shouldn't see the NL tag in game after this.
Explain what you mean by "resets to 3 slot quick". I don't know what you mean.
Put the 3 ESP at the end of the file, make sure my mod is before it.