Skyrim Rename Items Mod [CRACKED]
A Reddit user found out they can rename items in Skyrim and wasted no time doing so, finding a funny nickname for their weapon. This feature allows Skyrim players to customize the items collected by their Dragonborn, giving them new names or making jokes based on their abilities.
Skyrim Rename Items Mod
In the comments to this Reddit post, several other Skyrim players were baffled to learn they could rename their gear. Other Reddit users shared the nickname they gave some of their equipment, such as Neck Slits and Chill for a frost dagger or Soul Goodman for a soul trap. Linxdev shared a useful tip with fellow Skyrim players, suggesting they add a space as the first letter of their renamed items to make them appear first in their bags.
Players can rename items without using any mod or console command by opening the Enchanting menu in Skyrim. Upon selecting an item, the option to rename it appears at the bottom of the screen, next to the button to exit the menu or craft the item. The default command on PC is F, which will open the window to input a new name for the enchanted item. Once the desired item has been enchanted, there is no way to change its name, so players should choose it carefully.
To rename items, in your resource pack, create a texts folder in the root directory. In texts, create a file that is the language code .lang. For example, United States would be en_US.lang, and the United Kingdom would be en_GB.lang. There is a different file for each language.In each file, in the language it is in, to rename blocks, do this:
Is there any way to rename armor / weapons and the like without enchanting them? I can't seem to find a way, and would LOVE to be able to add an asterisk to Krosis for easier sorting in my inventory, so I don't sell it by accident...again....
Another handy thing to do if you're enchanting crappy stuff to make it valuable to sell, is rename it with "aaa" at the beginning (e.g. aaaIron Dagger). This will place them at the end of your inventory out of your way. I prefix stolen stuff with "sss" to split it out from the rest since that stuff needs fenced.
Instantly move any items from your pack into any container. Easily Move, Rename, or Unlock any container... even from other mods! Stow your gear or open a chest in your home from anywhere else. Craft your own containers to add permanent new storage to any location.Arod's Storage Solutions will forever improve your Skyrim experience. It works on any chest, barrel, pouch, sack or other container, and with any item you can put in your backpack, even if they came from third party mods. Supports Dragonborn, Dawnguard, and Hearthfire DLCs as well.Works with 100% pure vanilla Skyrim. SKSE or other third-party enhancement software is NOT required.
The Installers tab is split into three main sections: on the left is the Package List, and the right is split between the Information Tabs at the top and the Comments field at the bottom. The Information Tabs and Comments sections display information specific to the currently selected package. Much of the contents of the Information Tabs depends on the install status and order of the package. The information tabs are detailed in the table below. Information Tabs TabDescription GeneralShows summary info and the files to be installed, as determined by sub-package, plugin, voice filtering, etc. MatchedShows files which are identical to current Data directory files. MissingFiles which are missing from the Data directory. MismatchedFiles which are present in the data directory, but which aren't identical to the selected package's version of those files. ConflictsShows which other packages will conflict the current package and for what files. Note that if a given file is mismatched, but the mismatch isn't due to other packages, then it won't appear. This report can be modified to show inactive conflicts and lower order conflicts by enabling the Show Inactive Conflicts and Show Lower Conflicts options respectively. UnderiddenShows packages which should be overridden, but are not, due to install order errors. This can be corrected by running Anneal or Anneal All. DirtyShows files which the selected package previously installed, but which now should be removed or altered due to a reconfiguration of the package. Dirty files can be cleared by running Anneal or Anneal All. SkippedShows which files in the selected package were skipped by Bain.The Comments field is provided as an area in which notes may be kept on packages. It is useful for keeping track of what packages do, what your favourite install options are, etc.BAIN Refresh Back to topTo perform its magicks BAIN needs to know what's inside two directories: the game Data/ directory and its subdirectories and the Bash Installers folder (where the packages are). The Data directory scanning is done once per run of Wrye Bash, when the Installers tab is first opened, because walking this potentially huge directory and checking sizes and modification times does take a while. The Bash Installers folder however will be scanned whenever the installers tab regains focus after losing it (ie. you select another program's window, then switch back to Wrye Bash, or you switch to another tab then back to installers tab). This automatic scanning just checks modification times and sizes of installers inside Bash Installers folder to decide if any package changed, and should usually be very fast (although noticeable). There is a catch however: this check is almost instantaneous for packages (archives) but for biggish projects takes a while as Bash needs to scan modification times and sizes for all files inside the project. To make this (automatic) scan faster two options are provided for projects: Don't Refresh (on the project's context menu) and Auto-Refresh Projects (on the global menu). If a project is affected by these options Bash will skip over it when scanning Bash Installers directory and changes inside the project's dir have to be detected manually. However the initial refresh (on booting BAIN) will ignore those skip flags and will scan all project directories for changes (comparing their sizes and modification times with the ones it loads from Installers.dat).However, changes in files in the Data directory will have to be manually detected after initial refresh, as in this scenario: Install a mod from some package. Go to the installers tab. Note the package is marked green. Go back to the mods tab and edit the mod using xEdit or the CK/CS/etc. Return to the installers tab. The package is still marked green instead of being marked as out of sync with the data.This is because, as already mentioned, the refresh of the game Data directory is performed once on boot, so modifying/deleting/adding files in the game directory will not be detected afterwards, except in some few scenarios - notably, deleting a plugin from inside Bash will notify BAIN (add more actions is in the TODOs).BAIN provides several menu items for manually refreshing for the scenarios above (and others). What you most likely need is Quick Refresh. See also Full Refresh, Refresh Data and Refresh.Technical: This situation is a limitation of our refresh model which is basically polling the directories for changes. We should switch to an event based refresh but the code is not yet ready (see relevant issue).Skipped Files Back to topBAIN skips the installation of some files and directories. The types of files skipped are: Silent skips. These are not listed on the Skipped panel on the right and are: thumbs.db and desktop.ini files the omod conversion directory (omod conversion data, fomod) if on the top level of package or subpackage the wizard images directory (again if on the top level of package or subpackage) Developer files. Any file or directory that begins with '--' and is at the top level of a package or a subpackage will be silently skipped. This is so that mod authors can include files related to a mod that are not required for it to work (eg. screenshots) in packages. Bash will also skip voices for plugins that are not installed from complex installers Specified skips. There are a few options in BAIN to skip the installation of certain file types, namely the ones on the Global Skips submenu for all installers and Skip Voices (on a per installer basis). If any such options are enabled, the file type(s) in question will be silently skipped. Non-standard directories. Standard directories include all the game's default directories (including those only found in BSAs by default) - see BAIN-Compatible installer layout for a detailed list per game. Files skipped because of this will be listed in the Skipped panel on the right on the == Skipped (Dir) section. Installation of non-standard directories may be forced by using the Has Extra Directories option. Even if Has Extra Directories option is checked, directories that are silently skipped will still be skipped. For a complex package, any top level files (with the exception of files that contain "readme" and variations in their name) will be also considered as belonging to a skipped directory and will be listed in the '== Skipped (Dir)' section. Top level means at the subpackages level, not inside a subpackage. Archives & executables. Executable files, apart from Script Extender plugins if the Skip **SE Plugins option is disabled, and archives in packages will be skipped. Files skipped because of this will be listed in the Skipped panel on the right on the == Skipped (Extension) section. The complete list of extensions skipped is: .001, .7z, .7z.001, .ace, .bz2, .ckm, .db, .exe, .fomod, .gz, .lzma, .manifest, .omod, .py, .pyc, .rar, .tar, .tb2, .tgz, .zip This includes BCFs (they have a .7z extension) - still BAIN will detect those. Plugin files that are not in top level of the package/subpackage. It makes no sense to have those files in a subfolder, so those are skipped.The Plugin Filter Back to topThe Plugin Filter can be used to select which of the installer's plugins you actually want to install. It can also be used to install plugins using a different name, see the documentation for the Rename... option for more information about this.