[Relz] Kyoma's Spell Renamer

Post » Sat Mar 19, 2011 9:19 pm

Spell Renamer
Fully compatible spell sorter
Version 3.0.1 Basic by Kyoma


Do you like having your spells sorted according to school and level? Do you like it when you can quickly see what the level and magic school is for a spell? If so, then this is the mod for you. It adds prefixes to your spells and those on spell merchants. What kind of prefixes are added is up to you. You can have the spell's school and level, or also it's strongest effect. And several ways to seperate the prefix from the spell. To configure the sorting mode, change the settings in the "Kyoma's Spell Renamer.ini" file. You can find a full list plus examples of different sorting modes in that file.

This version is a reboot of the 'Spell Renamer' series and goes back-to-basics. If you were using an older version (anything below v2) and had a slight lag when using it, you should definitely try this new version. The possible performance hit has been reduced to (almost) zero.

New in this version (well part new, part expanded) is the ability to rename a spell by hand. To do this you can rightclick on a spell and a menu will be displayed where you can type the new name for it. As a bonus I've now also added the ability to rename scripted effects on spells. If a spell has scripted effects a button "Scripted Effects" will appear in the renaming menu mentioned above. When you click it you'll get a small menu where you can select the scripted effect you want to rename. From there it is the same as renaming the spell itself. If you've previously renamed the spell or any of its effects you can restore the original spell names by clicking the appropriate button. Custom made spells won't have this.

***Modders Note***
If you are changing the names or the school/mastery level of a spell, the Spell Renamer does not know it needs to recheck it for the correct prefix. It's not a big problem since it will always recheck after a game load but it can be annoying. As a modder there is something simple you can do to help Spell Renamer. See readme for a description.

Download linky: http://tesnexus.com/downloads/file.php?id=12049

=====================
Kyoma's Spell Renamer
Version 3.0.1
=====================

Forum thread
http://www.gamesas.com/bgsforums/index.php?showtopic=931763

1. Description
2. Installing, Updating and Requirements
3. Version History
4. Contact and Feedback
5. Credits

==============
1. Description
==============

Do you like having your spells sorted according to school and level? Do you like it when you can quickly see what the level and magic school is for a spell? If so, then this is the mod for you. It adds prefixes to your spells and those on spell merchants. What kind of prefixes are added is up to you. You can have the spell's school and level, or also it's strongest effect. And several ways to seperate the prefix from the spell. To configure the sorting mode, change the settings in the "Kyoma's Spell Renamer.ini" file. You can find a full list plus examples of different sorting modes in that file.

This version is a reboot of the 'Spell Renamer' series and goes back-to-basics. If you were using an older version (anything below v2) and had a slight lag when using it, you should definitely try this new version. The possible performance hit has been reduced to (almost) zero.

New in this version (well part new, part expanded) is the ability to rename a spell by hand. To do this you can rightclick on a spell and a menu will be displayed where you can type the new name for it. As a bonus I've now also added the ability to rename scripted effects on spells. If a spell has scripted effects a button "Scripted Effects" will appear in the renaming menu mentioned above. When you click it you'll get a small menu where you can select the scripted effect you want to rename. From there it is the same as renaming the spell itself. If you've previously renamed the spell or any of its effects you can restore the original spell names by clicking the appropriate button. Custom made spells won't have this.


***Modders Note***
If you are changing the names or the school/mastery level of a spell, the Spell Renamer does not know it needs to recheck it for the correct prefix. It's not a big problem since it will always recheck after a game load but it can be annoying. As a modder there is something simple you can do to help Spell Renamer. It doesn't mean you'll need Spell Renamer as a master plugin, it doesn't even mean you have to be using Spell Renamer. All it requires is OBSE v18 or higher, if your mod doesn't need v18 you can make this addition optional by checking for OBSE's version first. Just place the lines below after the code where you change a spell. Keep in mind you need to use a MyQuest.spellRef syntax as it will be run in the console (and there are no variables in the console itself).

If you're only changing a single spell you can put these two lines in your script.
RunScriptLine "set SRQuest.pSpell to "
RunScriptLine "set SRQuest.iRecheck to 1"
Or if you're changing multiple spells per frame you can use this instead. That will cause Spell Renamer to recheck all spells.
RunScriptLine "set SRQuest.iRecheck to 2"
******************

========================================
2. Installing, Updating and Requirements
========================================

* Copy the esp and ini file to your data folder. This mod requires:
- OBSE v0018 beta4 or higher. You can find the latest version at http://obse.silverlock.org/.
* If you're using an version below v3.0.1 of this mod, you MUST make a clean save first.

==================
3. Version History
==================

--3rd Generation--
v3.0.1
* Important bugfix to prevent string_var bloating.
* Made the key used for renaming configurable
v3.0.0
* Rewrote the mod for OBSE v18
* Added the manual spell renaming feature and expanded it to also cover scripted effect names
* Made sure the manual renaming is on a per-save basis instead of per-game
* Fixed some possible hidden bugs

=======================
4. Contact and Feedback
=======================

Should you have any questions or comments you can PM me (kyoma) at the Bethesda Forum or post in the forum thread (see top of readme).

==========
5. Credits
==========

* The OBSE team, without them this mod would even exist!
* bg2408, for coming up with the L.A.M.E. style sorting and organizing all of the abbreviations for me :D
* SkyRanger-1, for the many bugreports and suggestions.
* All the other people that gave feedback and helped me with problems (sorry, just don't remember all the names :P)

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Kara Payne
 
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Post » Sun Mar 20, 2011 3:53 am

This looks good...I think I'll use it.

I'll admit, the promise of little lag makes me jump on it. I've got a new setup, and am running Oblivion as high as I can, so I want as little performance hit as possible.
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Andrew
 
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Post » Sun Mar 20, 2011 5:13 am

woot ty...upgraded and no problems to report so far
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Spencey!
 
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Post » Sun Mar 20, 2011 9:08 am

If I played a mage, this would be instantly downloaded. It an awesome idea!
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Ross Thomas
 
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Post » Sat Mar 19, 2011 10:28 pm

Thanks for the update and the linky, will amend the list ! ! ! ! !
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Trish
 
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Post » Sat Mar 19, 2011 9:40 pm

My character is currently in Edgars Discount Spells, buying the mod-added spell "Gather Ye Rosebuds". It is a low level scripted mysticism spell, and this mod has prefixed it with "(D1)".

Its primary effect is a script, but it has a side-effected of stunted magicka or somesuch from the destruction school. The spell is not auto-calc, and is set to be of the mysticism school.
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NAtIVe GOddess
 
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Post » Sun Mar 20, 2011 6:14 am

My character is currently in Edgars Discount Spells, buying the mod-added spell "Gather Ye Rosebuds". It is a low level scripted mysticism spell, and this mod has prefixed it with "(D1)".

Its primary effect is a script, but it has a side-effected of stunted magicka or somesuch from the destruction school. The spell is not auto-calc, and is set to be of the mysticism school.

Hmmm, will investigate. Thanks for letting me know. :)

[edit]Ok, found the problem and fixed it (hopefully without breaking something else). Check new version.[/edit]
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Kelly John
 
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Post » Sat Mar 19, 2011 10:35 pm

Thanks for sharing and keep up the good work.



p
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Nathan Maughan
 
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Post » Sun Mar 20, 2011 7:35 am

Thanks for the re-release Kyoma!
As a mage, im going to enjoy this. Ill let you know if any bugs need to be squashed.

Perhaps a bit unneccesary to ask, but the mod is cleaned from dirty edits right?
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Juanita Hernandez
 
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Post » Sun Mar 20, 2011 7:40 am

Thanks for the re-release Kyoma!
As a mage, im going to enjoy this. Ill let you know if any bugs need to be squashed.

Perhaps a bit unneccesary to ask, but the mod is cleaned from dirty edits right?

Should be, I'll check it again just to be sure though.

[edit]Yup, all clean. :)[/edit]
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Mario Alcantar
 
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Post » Sat Mar 19, 2011 10:22 pm

EDIT2: OOOKAY, don't read the post below, I'm so blonde. Anyway, congrats&thanks for the release, Kyoma: works obviously like a charm (provided the user has a brain somewhere behind his skull)

Weird thing here... Installed it after a clean save (I used your Spell Renamer v1.2), but all I get are NULLNULL spells. So, my spellbook looks quiet and well organized, but it's not too handy... I guess it's a load order problem, as I placed it quite high (for no obvious reason, that's just where I had placed your previous version before), but testing such things takes hours with OBMM having to load/manage too many mods. Anyway, since you didn't mention anything about that in your readme, I didn't think it could matter -
Ah finally it opened up. Here's my load order:


[size=1]Oblivion.esmTamrielic Ingredients.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmMart's Monster Mod for OOO.esmArmamentarium.esmcssBase.esmToaster Says Share v3.esmTamrielTravellers.esmUnofficial Oblivion Patch.espOblivion Citadel Door Fix.espUOP Vampire Aging & Face Fix.espNo More Annoying Messages.espBeyondCyrodiilMarkers.espP1DlookAtShrines.espHrmnsOblivionScriptOptimizationv1.0.espTemps_X2.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espSM Plugin Refurbish - SI.espVanityCameraSmoother.espShivering OOO.espLoadingScreens.espDark Dungeons -  SI.espnewsheoth.esplights for bliss.espArthur_Natural_Weather_HDR_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espShort Grass V3.espEnhanced Water v2.0 HD.espAmbientTownSounds.espAmbient Inns, 0.1.espPek_Painting_Exchanger.espOBSE-Storms & Sound SI.espIWR - Windows Lights Shutters - Optimised.espDaggerfallBooks.espDarNified Books.espCliff_BetterLetters.espReznod_Mannequin.espSpell Delete.espLiving Economy.espLiving Economy - Items.espmoDem's City Life.espMap Markers Be Done -Elys-.espDLCOrrery.espSM Plugin Refurbish - Orrery.espBlackLuster.espMerryBellInn.espPersuasionOverhaul.espattack and hide medium v2.1.espNo psychic guards v1.2.espStockClothingArmor-forExnems.espTamrielic_Ingredients_cOMbo.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espMart's Monster Mod for OOO.espMart's Monster Mod - Blood Fix v3.espMart's Monster Mod - Additional Enemy NPC Vars.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Less Rats.espMart's Monster Mod - Less Reavers.espMart's Monster Mod for OOO - LessReaversInGates.espMart's Monster Mod - Safer Roads.espMart's Monster Mod - No Slimes.espMart's Monster Mod - No Werewolves.espMart's Monster Mod - No Beholdens.espMart's Monster Mod - Spawn Rates - Reduced.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Friendlier Factions OOO+FCOM.espOOO-Armor.espPersuasionOverhaul_MMM.espPersuasionOverhaul_OOO.espArmamentariumLL4OOO.espArmamentariumLLVendors.espArmamentariumArtifacts.espVHBloodlines 1.2.espDancer_Undress0_6-10194.espQueensarmory.espDM-Lingerie.espDancers clothes.espLKF_EY_Vampirehunter.espHentaiChinaDress.espIce Gowns for HGEC.espApachii_Goddess_Store.espTamrielTravellerAdvScript.espTamrielTravellers4OOO.espTravellers4MMMHostileFactions.espShiveringIsleTravellers.espShiveringIsleTravellersFriendlyFactions.espTamrielTravellersItemsNPC.espbartholm.espcssNalia.espPCSoundInnocent.espIvellon.espBD&R - Deepgrave.espGPPaleGoblins.espDarbinshire Keep.espPinePeakLodge.espRuins of Tarnesia.espSilentStonesCamp.espSingingStablehandInn.espSleepyCatInn.espThe Ayleid Steps.espUnique Dungeons - Lichs Lair.espThe Lost Spires.espSur Les Traces d'Otha Kaerna 1.3.espZera LeSaar's Frostrift Cavern.espMO_Fremleyan.espMighty Umbra.espBlood&Mud.espOrigin of the Mages Guild.espTheNecromancer.espxuldarkforest.espKvatchAftermath.espxulTheHeath.espxulColovianHighlands_EV.espxulBravilBarrowfields.espxulAncientYews.espxulCloudtopMountains.espxulPantherRiver.espUL_IC_ Isle.espLostSpires-DarkForest patch.espNatural_Vegetation_by_Max_Tael.espDecoratorAssistant with OBSE v1.1.espKyoma's Spell Renamer.espKyoma's Journal Mod.esppersonality_idles4.esptalkwithyourhands PI4.espRoleplaying Dialogues.espRealisticFatigue.espSyc_AtHomeAlchemy.espShining Flame Atronachs.esp[GFX]_Initial_Glow-all.espEnchantment Enhanced.espbgBalancingEVCore.espSupremeMagicka.espSM_ShiveringIsles.espSM_OOO.espSM_MMM.espSM_EnchantStaff.espSM_Scrolls.espSM_SigilStone.espbgMagicEV.espbgMagicBonus.espbgMagicEVPaperChase.espbgMagicAlchemy.espGalerionLeveling-v11.espbgMagicEVShader.espbgMagicLightningbolt.espbgBalancingEVOptionalClasses.espbgBalancingOptionalLessHealth.espbgBalancingEVLAMEAddition.esppetitajustage.espBashed Patch, 0.espStreamline 3.1.esp[/size]

I'll try putting it after SM and LAME, see if that helps, and report back :)

EDIT: Ah, no luck, that wasn't the problem. The .ini file is there, I left it to default (both modes to 0). It's supposed to be in the /Data folder, not in a /Kyoma (or whatever) subfolder like for some other mods of yours, isn't it? That's how it was set in your .zip at least. Oh, and right-clicking a spell name doesn't do anything.
Either I'm missing something obvious (like, my OBSE is outdated - I'm pretty sure it's not, but I didn't double-check, now that I think of it), or there's a bug/ compatibility issue somwhere. Other players are 100% fine with different mods settings?


(EDIT2?: obviously, that was it. Outdated OBSE, or so it seems. I had been using some outdated version for weeks with mods that probably required the last one... weirdo. But anyway :x )
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Lucie H
 
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Post » Sun Mar 20, 2011 4:00 am

Well, now Gather Ye Rosebuds is now properly listed as M1. But I'm currently in the Chorrol Mages Guild, where a bosmer wants to sell me Summon Water Golem. It's Frost Shield 5% for 40 seconds plus a script effect "Summon Water Golem" for 40 seconds. It's a master level alteration spell, and is prefixed with C5. I think it was added by Supreme Magicka, though I suppose it could be OOO instead.
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Chase McAbee
 
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Post » Sun Mar 20, 2011 7:33 am

Well, now Gather Ye Rosebuds is now properly listed as M1. But I'm currently in the Chorrol Mages Guild, where a bosmer wants to sell me Summon Water Golem. It's Frost Shield 5% for 40 seconds plus a script effect "Summon Water Golem" for 40 seconds. It's a master level alteration spell, and is prefixed with C5. I think it was added by Supreme Magicka, though I suppose it could be OOO instead.

Will check it again. Oh and I think it's from OOO, it has alot of Summon xxx Golum spells.

[edit]Yup, made a small mistake when fixing the previous problem. Will upload a fix later today.[/edit]
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Chavala
 
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Post » Sun Mar 20, 2011 12:13 am

I had the same kind of issues with a few other spells including a scripted effect, apparently the scripts didn't take into account the "main" effect of these spells. More surprising, some spells don't get renamed : actually two, and they are quests related (Finger of the Mountain, and Mage's Wrath). I'd guess it's intended, but 1? they were renamed with previous renamer version and 2? I can't rename them...
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Dawn Farrell
 
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Post » Sat Mar 19, 2011 10:04 pm

I had the same kind of issues with a few other spells including a scripted effect, apparently the scripts didn't take into account the "main" effect of these spells.

Yea, made a silly mistake. :facepalm:

More surprising, some spells don't get renamed : actually two, and they are quests related (Finger of the Mountain, and Mage's Wrath). I'd guess it's intended, but 1? they were renamed with previous renamer version and 2? I can't rename them...
They should be sorted like any other spell, are you by any chance using Supreme Magicka?

As for the renamer in v2, I changed it to only be able to rename player-made spells. It didn't seem worth all the trouble for those very few spells you would want to rename. :shrug:
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Zach Hunter
 
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Post » Sun Mar 20, 2011 8:55 am

Yup, Supreme Magicka, overriden by LAME loaded afterwards, indeed :).
For these spells that don't get renamed, okay, it makes sense anyway. But you might want to mention that detail in the readme, just so that nitpicky people like me aren't surprised?
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kirsty joanne hines
 
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Post » Sat Mar 19, 2011 10:55 pm

Yup, Supreme Magicka, overriden by LAME loaded afterwards, indeed :).
For these spells that don't get renamed, okay, it makes sense anyway. But you might want to mention that detail in the readme, just so that nitpicky people like me aren't surprised?

Actually, they do get renamed. :) Only afterwards Supreme Magicka renames them back to the original if the QuestSpellLevelling is on.

[edit]Ok, new version is up. Just a bugfix for users but something relatively important for modders. Namely, a way to signal Spell Renamer to recheck a spell (or all spells).[/edit]
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Erika Ellsworth
 
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Post » Sun Mar 20, 2011 9:07 am

If you're only changing a single spell you can put these two lines in your script.
RunScriptLine "set SRQuest.pSpell to "
RunScriptLine "set SRQuest.iRecheck to 1"
Or if you're changing multiple spells per frame you can use this instead. That will cause Spell Renamer to recheck all spells.
RunScriptLine "set SRQuest.iRecheck to 2"

Suppose one mod changes all spells and sets iRecheck to 2, then another mod changes a spell (perhaps in response to what the first mod did) and sets iRecheck to 1?
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stacy hamilton
 
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Post » Sun Mar 20, 2011 5:46 am

Suppose one mod changes all spells and sets iRecheck to 2, then another mod changes a spell (perhaps in response to what the first mod did) and sets iRecheck to 1?

It happens right away. The very next frame the script runs and only once. After that iRecheck is set back to 0. I guess it could happen that another mod sets it back to 1 before SR can respond but it's unlikely. :shrug:
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james kite
 
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Post » Sat Mar 19, 2011 8:38 pm

Here's your latest bug report:

I'm using Enhanced Magic System to create a spell that has only a scripted effect which requires 50 skill in destruction to cast. EMS creates the spell with the name "(D2)z_attack2 (insta-hit)", because it is a variant on a spell that had a "(D2)" prefix and EMS doesn't know that's a prefix. This happens to be the right prefix for the resulting spell, but that's probably irrelevant. Anyway, it shows up in my spell book as "(D1)z_attack2 (insta-hit)" at first (renamer appears to get the prefixed skill level wrong). However, when I save and reload, it changes prefixes to the correct "(D2)".

When is this version going to let me turn off the prefixes on my custom spells?

Renaming:
I just used the new renaming for the first time, the interface is very cool. When I read the docs I thought it must mean that I first have to select the spell and then left-click but no, testing says just left-clicking on a spell works even if the spell isn't selected.

Is there a reason to allow carriage returns in spell names? After I typed in my spell name I hit enter reflexively, and got confused for a moment when the buttons moved down to make room a second line of spell name.

You might consider forcing the spell window to update. You might also consider applying any prefixes you're going to apply immediately... when I saw it in the spell menu without prefixes I thought that meant it would let me disable prefixes on custom spells by renaming them, but it got prefixed again as soon as I closed the menu.
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Marcin Tomkow
 
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Post » Sat Mar 19, 2011 9:53 pm

Here's your latest bug report:

I'm using Enhanced Magic System to create a spell that has only a scripted effect which requires 50 skill in destruction to cast. EMS creates the spell with the name "(D2)z_attack2 (insta-hit)", because it is a variant on a spell that had a "(D2)" prefix and EMS doesn't know that's a prefix. This happens to be the right prefix for the resulting spell, but that's probably irrelevant. Anyway, it shows up in my spell book as "(D1)z_attack2 (insta-hit)" at first (renamer appears to get the prefixed skill level wrong). However, when I save and reload, it changes prefixes to the correct "(D2)".
I'm a bit puzzled by this, seeing as SR does add the correct prefix after a save and reload I see no reason why it would fail to do so the first time. All that happens after a save and reload is that all the spells are rechecked and re-prefixed. Is there a possibility that EMS changes or does something to the spell after it's added but before it's sorted by SR?

When is this version going to let me turn off the prefixes on my custom spells?
Next version (probably later today). Simply didn't think about it when I started the mod from scratch. :)

Renaming:
I just used the new renaming for the first time, the interface is very cool. When I read the docs I thought it must mean that I first have to select the spell and then left-click but no, testing says just left-clicking on a spell works even if the spell isn't selected.
Oops, I see I misinterperted the GetActiveMenuSelection function. I was under the impression it returned the spell that is selected but it seems to return the spell that is highlighted. Will fix the readme to reflect this.

Is there a reason to allow carriage returns in spell names? After I typed in my spell name I hit enter reflexively, and got confused for a moment when the buttons moved down to make room a second line of spell name.
No particular reason, just forgot about it when I used the new OpenTextInput. I'll disable that and have enter function as if clicking the done button.

You might consider forcing the spell window to update. You might also consider applying any prefixes you're going to apply immediately... when I saw it in the spell menu without prefixes I thought that meant it would let me disable prefixes on custom spells by renaming them, but it got prefixed again as soon as I closed the menu.
Again, forgot about that aswell. :P I'll also add an extra option that will skip any spells that have been renamed.
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Shaylee Shaw
 
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Post » Sun Mar 20, 2011 12:41 am

Ok, new version is up. Let me know if I forgot something. :)
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Milad Hajipour
 
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Post » Sun Mar 20, 2011 4:28 am

I'm a bit puzzled by this, seeing as SR does add the correct prefix after a save and reload I see no reason why it would fail to do so the first time. All that happens after a save and reload is that all the spells are rechecked and re-prefixed. Is there a possibility that EMS changes or does something to the spell after it's added but before it's sorted by SR?

It does change the spell after it's added to the player... but I thought that was still in the same frame and in the same script with no chance for other scripts to run... on second thought there may be a 1 frame delay. I guess the problem is probably in EMS then.

Oops, I see I misinterperted the GetActiveMenuSelection function. I was under the impression it returned the spell that is selected but it seems to return the spell that is highlighted. Will fix the readme to reflect this.

No... I didn't mean that... I mean, the readme was already correct... it said "simply right click on it in the magic screen". I just didn't believe it could be true at first... oh, never mind.

Again, forgot about that aswell. :P I'll also add an extra option that will skip any spells that have been renamed.

That will good for my character.
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Kay O'Hara
 
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Post » Sun Mar 20, 2011 12:25 am

I have a few questions before I install this mod:

I currently have LAME installed, which already adds prefixes for its own spells. I'd like to use the SRMode 5 renaming scheme (I guess that's the one with the simplified magic effect abbreviations, although that's not mentioned explicitly), not the LAME one, and would like the LAME prefixes to disappear. How would I do that, specifically:
(1) It is necessary to change to the LAME version without prefixes to remove them before I install the Spell Renamer (1a), or will the Spell Renamer do that for me (1b)?
(2) If the answer to question 1 is (1a), will this affect my savegames in any undesirable way?
(3) Will the Spell Renamer rename spells from Midas Magic correctly?

Otherwise, I can only say that something like this is really indispensible for mages in the long run. My spell list has about 150 entries even after removing some obsolete ones, and it's getting hard to find the spells with the different sorting schemes mixed.
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Cagla Cali
 
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Post » Sun Mar 20, 2011 4:38 am

Answer to your first question is 1b - or, in short, both mods work fine together, no headaches.
For Midas Magic's spells, I can't say for sure since I didn't test it myself yet, but it will very probably work on them allright. Scripted effects might cause a bit of trouble to the renamer, though - but anyway, give it a try and let us know. It won't do any harm to your savegames :)
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keri seymour
 
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