I cannot thank you enough for this MOD. After installing it and confirming it works I exited the game just to thank you. I do not know how much time I have spent saving and reloading to get the stone I want. I wish I had thought to look for this type of MOD sooner.
Notes on installing the MOD: NMM crashes when it tries to activate this MOD. OMM also seemed confused by this MOD (but OMM confuses me also) The simplest way to install this MOD for me was to extract it to a folder then drop the appropriate esp in your Oblivion data file. (if you have not installed any other sigil stone altering MODs it is: SigilStoneSelector.esp).
Türkçe "Kvatch ve Bruma kap?lar? ?çin çözüm üretmeni bekliyorum senden." sordun, de?il mi? -- Oooiii, bunun alt?nda "Mod notlar?, Kvatch ve Bruma ana görev kap?lar?nda seçim yapamayaca??n?z? söylüyor." dedi. ?mkans?z çünkü ana görev kap?lar? kodlanm??, san?r?m. You asked in Turkish "Kvatch and Bruma doors? I expect you to come up with a solution for it.", right? -- Oooiii said below that "Mod notes say you won't get a choice on the Kvatch and Bruma main quest gates.". It's impossible because main quest gates are hard-coded, I presume.
This mod doesn't appear to work for me at all. I downloaded it manually and using OBMM. But whenever I go to use the mod in-game, it doesn't do anything. I still get a random sigil stone based on the vanilla mechanic.
I had to install this mod manually, since it crashed NMM. After installing it, I found the game suffers a CTD whenever I try to save inside the Sigil Keep. I disabled this mod, and was able to save once again. I'm not sure what the conflict is. I should note that I didn't install it on a new game, I installed it after I'd already cleared the Kvatch Oblivion Gate.
Edit: I finally got it to work by moving SigilStoneSelector.esp up as high as it would go in the load order, after the official DLCs, so it's currently right underneath Knights of the Nine.
If you want to use this mod with OOO but you're not interested in MM or SSEE you can try your luck with this (crossing fingers): http://oblivion.nexusmods.com/mods/43811
I think I've found another notable exception: the oblivion gate out of Cheydinhal, in the quest "The Wayward Knight" involving Farwil and the Knights of the Thorn. You don't get the menu option but the usual random sigil stone. It would be great if the author (or anyone else) provided a version for OOO only (without SSEE). It's a shame because this mod is exactly what I've been looking for ages. Saving my game and reloading until I get the SS I want can be VERY annoying.
38 comments
Notes on installing the MOD:
NMM crashes when it tries to activate this MOD.
OMM also seemed confused by this MOD (but OMM confuses me also)
The simplest way to install this MOD for me was to extract it to a folder then drop the appropriate esp in your Oblivion data file. (if you have not installed any other sigil stone altering MODs it is: SigilStoneSelector.esp).
You asked in Turkish "Kvatch and Bruma doors? I expect you to come up with a solution for it.", right? -- Oooiii said below that "Mod notes say you won't get a choice on the Kvatch and Bruma main quest gates.". It's impossible because main quest gates are hard-coded, I presume.
Edit: I finally got it to work by moving SigilStoneSelector.esp up as high as it would go in the load order, after the official DLCs, so it's currently right underneath Knights of the Nine.
http://oblivion.nexusmods.com/mods/43811
Level required for OOO Sigil Stones:
Descendant=1, Subjacent=9, Latent=15, Ascendant=21, Transcendent=27
Note:
User kaburke/Q has been given permissions to edit the page, and might merge the content into his mod if he's willing to do so.
It's a shame because this mod is exactly what I've been looking for ages. Saving my game and reloading until I get the SS I want can be VERY annoying.