Oblivion
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PushTheWinButton

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PushTheWinButton

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About this mod

Choose between two scripted and customisable methods of renaming potions for better inventory organisation. Lightweight and 100% scripted, meaning no compatibility issues!

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Custom Potion Naming
Requirements:
Oblivion Script Extender



Description

This mod offers two variations of renaming potions for better inventory organisation using a scripted method that runs once when you load the game. These are:

Mode 1
Potions and poisons are renamed depending on their effect, e.g. 'Potion of Alacrity' becomes 'Restore Speed'.

Mode 2
The 'Potion of' and 'Poison of' prefixes are removed from all potions, optionally preserving the prefixes 'Strong' and 'Weak' (see below). This means 'Strong Potion of Healing' becomes 'Strong Healing' and 'Potion of Alacrity' becomes just 'Alacrity'

On top of the above, you can also add custom suffixes of your choice to the end of all the renamed potions. There are three suffixes available for both potions and poisons, corresponding to tier 1, 2, and 3 of each (Weak, Normal, Strong). If you are using Mode 2 mentioned above, entering a custom suffix will delete the 'Weak' and 'Strong' prefixes from potion names, and use your suffixes instead (e.g. a suffix of ', Strong' will cause a strong healing potion to be named 'Healing, Strong').

This mod can be simply customised through the included ini file, which contains full instructions. Custom suffixes can be literally anything, and a few ideas are given in the ini file. However, keep in mind that long potion names may have trouble displaying if you use vanilla menus. I've been using Simple Better Inventory and Map recently to give more space in menus, but other options are available and this is definitely not required.

Mode 1 is active by default, and suffixes for potions and poisons are 'Dilute', 'Good', 'Strong' and 'Dilute', 'Harmful', 'Potent', respectively. The change from 'Weak' and 'Strong' is so that potions sort alphabetically in ascending order of potency in inventory lists. A configuration closer to vanilla is definitely possible too.


Installation

This mod requires:


Standard installation procedure: add the file to your data folder and check in the game launcher or your mod manager of choice.


Uninstallation

This mod can be uninstalled at any time and will have no permanent effects on your game.


Compatibility

This mod should have no compatibility issues or performance impact as it uses a very lightweight, temporary, run-once scripted method. It will even work fine with overhauls or other mods that modify potions in any way—this mod will simply overwrite their names with your new ones. The only issues that will arise are with mods which add new potions that fit the vanilla naming scheme, as this mod will not pick them up by default. In this case, I or someone else will need to create a very simple patch to add the new potions to the reference container used by this mod (it's a one-minute FNVEdit job, very straightforward).


My Mods

I spend a lot of time creating and supporting my mods, so any donations are gratefully received.