[Relz] Kyoma's Spell Renamer

Post » Sun Mar 20, 2011 8:19 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.

1. Spell Renamer will detect and remove L.A.M.E.'s existing prefixes and remove them before adding it's own. Unless your sorting mode is the same as in L.A.M.E. ofcourse.
2. No, your saves won't be affected. All the changes to the spell names are undone when quitting and restarting the game. Only custom spells keep their name because they are part of the save (and thus a change in their name will be saved aswell).
3. Yup, Spell Renamer should detect and correctly rename any spell, be it from vanilla Oblivion or a mod-added spell.. Unless I made a small mistake somewhere in the system but in that case it's my fault, not Spell Renamer's fault. :P
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Kelly Upshall
 
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Post » Sun Mar 20, 2011 10:54 am

Thanks, and yes, it all works very well. Midas spells get renamed correctly, and, provided you use a prefix that includes mastery levels, you get the added benefit that you always know the mastery level of any spell, not only those you cannot cast at the moment. That makes planning future characters a lot easier... Spells with unknown magical effects from mods get the Sx code after the school. Very nice.

About custom spells: If I'm not mistaken, all spells I made myself have been renamed correctly. These *are* custom spells, aren't they? So why have they been renamed?
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Matt Fletcher
 
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Post » Sun Mar 20, 2011 3:33 am

Thanks, and yes, it all works very well. Midas spells get renamed correctly, and, provided you use a prefix that includes mastery levels, you get the added benefit that you always know the mastery level of any spell, not only those you cannot cast at the moment. That makes planning future characters a lot easier... Spells with unknown magical effects from mods get the Sx code after the school. Very nice.

About custom spells: If I'm not mistaken, all spells I made myself have been renamed correctly. These *are* custom spells, aren't they? So why have they been renamed?

By default custom spells are renamed like any other spell. If you do not want this then look in the Kyoma's Spell Renamer.ini for a line that says set SRQuest.bSkipCustom to 0. Set it to 1 to disable custom spells being sorted.
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Eibe Novy
 
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Post » Sun Mar 20, 2011 2:27 am

By default custom spells are renamed like any other spell. If you do not want this then look in the Kyoma's Spell Renamer.ini for a line that says set SRQuest.bSkipCustom to 0. Set it to 1 to disable custom spells being sorted.

No, this is exactly as I wish. I just misinterpreted your answer (2) from your last post as saying that custom spells wouldn't be renamed. But it doesn't say that, sorry.
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Marquis T
 
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Post » Sat Mar 19, 2011 10:41 pm

Kyoma any idea what caused this NULL problem?

http://img84.imageshack.us/img84/7348/spellprobrh8.jpg

I looked at my spell list this morning and all my spells has the prefix missing and it was replaced by NULL all the way down the list. So I thought ok maybe it was a load problem so I exited and came back in. Things seemed ok but it's left on a few spells but now the prefix is there with Null.


I have it on a few spells. I've done a few things to try and fix it. I cleansaved and reloaded spell namer back in. No change there. Without renamer loaded the NULL and prefix are still there on the 3 or 4 that are errored.
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Krista Belle Davis
 
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Post » Sun Mar 20, 2011 8:26 am

Kyoma any idea what caused this NULL problem?

http://img84.imageshack.us/img84/7348/spellprobrh8.jpg

I looked at my spell list this morning and all my spells has the prefix missing and it was replaced by NULL all the way down the list. So I thought ok maybe it was a load problem so I exited and came back in. Things seemed ok but it's left on a few spells but now the prefix is there with Null.


I have it on a few spells. I've done a few things to try and fix it. I cleansaved and reloaded spell namer back in. No change there. Without renamer loaded the NULL and prefix are still there on the 3 or 4 that are errored.

The NULL error could appear in previous versions, do you have the latest version? If so, then it's a different problem and I'll need to check it out.

As for the spells keeping their names, the only reason they would is if they're player-made. Or considered player-made (aka cloned spells). Try rightclicking with the mouse on them with Spell Renamer loaded. If they are custom, you should get a menu where you can type a new name (and thus fix the prefix-NULL-prefix thing).

[edit]Uploaded new version. Small bug fix and also added some code to help determine what causes the NULL-prefix problem.[/edit]
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LADONA
 
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Post » Sun Mar 20, 2011 6:10 am

The NULL error could appear in previous versions, do you have the latest version? If so, then it's a different problem and I'll need to check it out.



ok thanks for the ideas. I was using Renamer 2.0 when that happened. I clean saved it to try and figure out the problem.


So I took that screenshot and it did that weird double prefix with a null error spell name. So it wasn't fixed and I put back in Renamer 2.03. The prob didn't go away but I was able to rename them.


Can you let me know is the NULL error a problem with the spell names only or is there something going on behind the scenes I should be worried about. ie. my save game in jeopardy :)


btw that was the first time in 100 hours on version 2.0 i had seen the NULL problem. I'll put the new version in you mentioned in your edit, do you want us to do anything special if we get it again?
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Vincent Joe
 
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Post » Sun Mar 20, 2011 8:03 am

ok thanks for the ideas. I was using Renamer 2.0 when that happened. I clean saved it to try and figure out the problem.


So I took that screenshot and it did that weird double prefix with a null error spell name. So it wasn't fixed and I put back in Renamer 2.03. The prob didn't go away but I was able to rename them.


Can you let me know is the NULL error a problem with the spell names only or is there something going on behind the scenes I should be worried about. ie. my save game in jeopardy :)


btw that was the first time in 100 hours on version 2.0 i had seen the NULL problem. I'll put the new version in you mentioned in your edit, do you want us to do anything special if we get it again?
The NULL problem is only with renaming, it was because I made a small error in the code. In pre-2.0.3, if the sorting happened when you where on a horse, the NULL-problem occured.

In the latest version I've added a check that will prevent the NULL problem from happening. Although I believe I fixed it, should it still happen from time to time, the sorting will be aborted. I forgot to add some code to automatically fix any permanent NULL-prefixes, but like you mentioned, you can (well rather you have to) rename them by hand. Sorry for the inconvinience. :(
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Rachel Cafferty
 
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Post » Sun Mar 20, 2011 5:12 am

Small mini-poll:

I take it there hasn't been any NULL problems with the latest version? :)

============================================

Something else, in the older versions of the Spell Renamer Addon (before it went basic) you could rename any spell. For those that really miss this feature, when OBSE v17 comes out, I plan to re-add it again.
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Soku Nyorah
 
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Post » Sun Mar 20, 2011 1:47 pm

NULL-thing: none on my side...
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Tyler F
 
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Post » Sun Mar 20, 2011 8:16 am

Hey Kyoma, I've got a feature request: could you eliminate the (quest-script induced) delay after loading/starting a new game before the spells get sorted by moving the script to a token or something? A lot of my play time is spent testing mods, which means that there's a lot of start-oblivion-load-check-something-quit-repeat, which means that I run in to the unsorted-spells-in-the-first-few-seconds issue a fair bit.
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djimi
 
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Post » Sun Mar 20, 2011 4:48 am

Hey Kyoma, I've got a feature request: could you eliminate the (quest-script induced) delay after loading/starting a new game before the spells get sorted by moving the script to a token or something? A lot of my play time is spent testing mods, which means that there's a lot of start-oblivion-load-check-something-quit-repeat, which means that I run in to the unsorted-spells-in-the-first-few-seconds issue a fair bit.

It's a very good suggestion. I've always hated and never understood why it takes between 1 and 2 seconds for a quest script to start running after Oblivion starts. Even though the fQuestDelayTime is 0.1. :wacko:

Moving it to a token will fix this issues? That's good to know for other things aswell. :)
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SiLa
 
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Post » Sun Mar 20, 2011 11:15 am

Yeah, I noticed that token OnEquip scripts didn't suffer from it in Super Hotkeys, and tested further that quest-like GameMode scripts on tokens didn't suffer from it either in Spell Deletion. Will be good for those sort of scripts that you use immediately after loading a saved game.
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Cool Man Sam
 
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Post » Sun Mar 20, 2011 10:19 am

Version 2.0.5
  • Moved most of the script to a token as a workaround for the 2 seconds delay at startup. (Thanks to SkyRanger-1 for the tip!)

Yeah, I noticed that token OnEquip scripts didn't suffer from it in Super Hotkeys, and tested further that quest-like GameMode scripts on tokens didn't suffer from it either in Spell Deletion. Will be good for those sort of scripts that you use immediately after loading a saved game.

Yea, definitely something to remember. :)
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Isabella X
 
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Post » Sun Mar 20, 2011 9:52 am

Thanks!
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Jennifer Munroe
 
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Post » Sun Mar 20, 2011 9:24 am

I have some questions, in the description you say:
To rename a custom spell, simply highlight the spell and right click on it.


Does this mean you can only rename custom spells or does it work for all spells? I tried it on a spell that was added by a mod and nothing happens when I right click it (but it doesn't have a prefix.) And is there a way to disable the prefixes? I only want to rename spells with the mod.
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Nathan Barker
 
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Post » Sun Mar 20, 2011 12:03 am

I have some questions, in the description you say:


Does this mean you can only rename custom spells or does it work for all spells? I tried it on a spell that was added by a mod and nothing happens when I right click it (but it doesn't have a prefix.) And is there a way to disable the prefixes? I only want to rename spells with the mod.
Right now you can only rename player-made spells, not sure why you would have a spell without a prefix though. To disable the prefixes all together you can set iSRMode to -1 in the ini. But this mod is ready for a long-over-due update to support renaming any spell. Shouldn't take long.
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Sarah Unwin
 
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Post » Sun Mar 20, 2011 2:41 pm

Right now you can only rename player-made spells, not sure why you would have a spell without a prefix though. To disable the prefixes all together you can set iSRMode to -1 in the ini. But this mod is ready for a long-over-due update to support renaming any spell. Shouldn't take long.


Thanks, and great that it is going to be updated :lol:
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matt
 
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Post » Sun Mar 20, 2011 11:05 am

Ok, it took a tiny bit longer but I've finally updated the mod. Apart from internal changes you can now rename any spell and also any scripted effects they may have. So if you come across a spell from a mod and you keep thinking: "why does it have such a silly effect name", then this is the mod for you. :)

Too lazy for the rest so see OP or download page for better info. ;)
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Adrian Powers
 
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Post » Sun Mar 20, 2011 5:22 am

Too lazy for the rest so see OP or download page for better info. ;)


http://tesnexus.com/downloads/file.php?id=12049 Thanks for the update, Kyoma!
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Dragonz Dancer
 
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Post » Sun Mar 20, 2011 5:22 am

Uploaded v3.0.1
It fixes a bug with string_var bloating so highly recommended that users upgrade to this version. Other than that I've also made the renaming key configurable.
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Chad Holloway
 
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Post » Sun Mar 20, 2011 10:34 am

I have noticed a conflict (by design) with menu escape. It uses a rt. click to close a menu. You use a rt. click to rename a spell. Load order does not make a difference. The menu always closes on me and never selects the spell for renaming. Could you create a second alternative method for menu escape users to select a spell for renaming. Perhaps left click the spell and use a hotkey combination to activate the rename menu? Thereby giving users two ways to access the rename menu.
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matt
 
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Post » Sun Mar 20, 2011 12:03 pm

I'd just like to let you know that there's a problem with the latest version of OBSE (v19 b4.1) and your mod. Now this is a test version of OBSE, so I'm not sure there's anything to be concerned about. I've been running with this mod for ages without incident, but once I upgraded to the latest test version of OBSE, the letter prefixes on my spells disappeared. It's really weird because some of my mysticism spells still have the proper prefixes, but not of my other spells do. I have posted the issue in the OBSE thread because I think it's more likely an issue with OBSE, but I thought I'd let you know as well.

I might try disabling and re-enabling this and see if it straightens itself out. I feel like I'm missing some spells as well, but I can't say for sure...
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Kahli St Dennis
 
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Post » Sun Mar 20, 2011 9:20 am

All sorted! It was a problem with OBSE v19 b4.1. Scruggsy is being cagey about what it was, but says it's fixed now :) Waiting for the new version of OBSE now...
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Avril Churchill
 
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Post » Sun Mar 20, 2011 10:13 am

...and it's definitely fixed now. OBSE v19 b4.2 just released (I installed and confirmed already :)). Scruggsy mentions what the issue was in the readme...
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Greg Cavaliere
 
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