Oblivion

File information

Last updated

Original upload

Created by

TheNiceOne

Uploaded by

theNiceOne

Virus scan

Safe to use

52 comments

  1. GlassDeviant
    GlassDeviant
    • premium
    • 10 kudos
    Any way the ability to combine lower level soul gems to make higher level ones, like in Soul Gem Conversion (https://www.nexusmods.com/oblivion/mods/14016?tab=description), an older mod that I suspect won't be compatible with this mod? (will be testing it but haven't done it yet)

    Given a choice I'd continue using this one over having the other, but having the features of both would be handy.
    1. hjhoang2512
      hjhoang2512
      • member
      • 2 kudos
      Both mods are compatible with eachother. This mod apply scripts to vanilla soulgem, Soul Gem Conversion add scripted altar to game world. It's okay to use both. But rember that Soul Gem Conversion can only converse Empty Soul Gem, any filled soulgem are not converted.
  2. jcaceresw
    jcaceresw
    • member
    • 0 kudos
    Is there a way to use mode 7 and 8 (soul gem reuse) and that the soul gem do not get converted to a re-priced one?

    Currently all my grand soul gems gets converted to the filled version and that voids the ability to convert them to black soul gems in the altars.
  3. Odyzinomin
    Odyzinomin
    • member
    • 0 kudos
    I'm trying to use the no waste/0 setting, but similar to others I'm having a problem with Azura's Star. It looks like for some reason if I have Greater Soulgems in my inventory, it will attempt to fill them before Azura's Star (At least with a Common Soul.) But then of course the no-waste kicks in so instead of filling Azura's Star I just lose the soul. If I dump out all of my Greater gems, then even if I have open Petty, Lesser, and Grand gems it goes into Azura's Star as is proper.
  4. kohweihanbrandon
    kohweihanbrandon
    • member
    • 0 kudos
    I cant get azura's star to fill first no matter what I do with the cfg file. I attempted to take a look at the esp file but even if I put the if statement for fillAzuraFirst  to be always true, it never fills first. My coding isnt great and im not familiar with the language tho, and I edited it with notepad instead of creation engine so...
  5. Rathengard
    Rathengard
    • member
    • 0 kudos
    I have a problem with this mod. It's supposed to have a multipleof modular options in the isi settings (one for the waste managment, other for the multi soul-size filling and another one for the priority of filling) but my ini file just has one configurable option and I don't know which one it is, I think it's the last one, hence the least useful. Here I leave a copy of my ini file so someone can tell me if Im just reading it wrong or if I'm actually missing some lines of code, in which case I'd love if someone could give them to me has there are no other mods that handle soul capture managment:

    ; ================= Soulgem Mode:
    ; Set to 5 to have vanilla behaviour for filling soulgems
    ; Set to 0-4 to control amount of free space (waste) allowed in a soulgem. If a soulgem gets filled with a soul that creates more waste, the soul will escape, and empty the soulgem again. Azura's Star is not affected by this.
    ; A value of 0 means that soulgems can only hold souls of the gem's exact size, and 1 that a soulgem can hold souls of its capacity or one less.
    ; A value of 4 means that even a grand soulgem (capacity 5) can hold a petty soul (capacity 1). Use this if you want vanilla functionality, except for the repricing.
    ; Set to 7 or 8 to allow multiple souls to be captured into the same soulgem.
    ; A value of 7 will make the smallest soulgem (with a capacity of at least the soul's level) capture the soul
    ; A value of 8 will make the largest soulgem in your inventory capture the soul
    set tnoSM.soulGemMode to 7
    ; Set special control of whether Azura's Star gets filled before other soulgems even with soulGemMode set to 7
    set tnoSM.fillAzuraFirst to 1
    ;=================== Souls required for next level
    ; Only used if soulGemMode is 7 or 8
    ; Set how many additional souls of the current level that will be needed to increase the soulgem to next level
    ; Minimum is 1, default 4
    set tnoSM.soulLevelExp to 4
    ;=================== Soulgem Messages
    ; Only used if soulGemMode is 7 or 8
    ; Set whether additional messages are displayed when capturing more souls into a non-empty soulgem
    ; 0: No additional messages
    ; 1: Only additional messgaes when the soulgem reaches a full new level
    ; 2: Additional message each time the soulgem receives a new soul
    set tnoSM.soulgemMessage to 2
    ;=================== Soulgem count
    ; Set whether you want each trapped soul to count in the Accomplish menu, or only count the number of times you capture 
    ; and keep soul into an empty soulgem. The former (1) will make the accomplishment count go up much faster.
    ; This stat is used by OblivionXP to give you experience, so if using OblivionXP, you are adviced to set it to 0.
    set tnoSM.countAllCapturedSouls to 1
    ;=================== Value of partially filled Black soulgems
    ; Set the value of black soulgems that are not partially filled. Those are added by Soulgem Magic, so you may want to 
    ; set them to values that matches the empty and the completely filled ones, if changed by other mods.
    set tnoSM.blackPettyPrice to 100
    set tnoSM.blackLesserPrice to 200
    set tnoSM.blackCommonPrice to 400
    set tnoSM.blackGreaterPrice to 700
  6. Dinoc
    Dinoc
    • member
    • 0 kudos
    Amazing mod.
    Nearly perfect, except Azura's Star will only give the fill level from the first soul it picks up after being emptied.
    The mod is clearly tracking the fill level correctly, since it lists the percentage fill up to various levels correctly as you capture souls, but it can't actually use anything except the first soul captured.

    Frustrating.

    If anyone can figure a way to make the mod use Azura's Star with the multi-soul feature of this mod, please let me know.
  7. Casimir01
    Casimir01
    • member
    • 0 kudos
    I got a problem with this mod, if I activate the multisoul feature it spawns myself as an NPC with the name of the monster if I soultrap something o_O
    I have no idea WTF causes this I have nothing that changes soulgems in any way, its  also  loaded pretty far down in the load order(like 5th last)

    Maybe someone can help me here :D
  8. aigorbdm
    aigorbdm
    • member
    • 0 kudos
    Multi-soul gems is a GREAT idea! Not terribly lore-friendly, but just soooo comfortable compared to vanilla...
  9. XxCJAXxX
    XxCJAXxX
    • member
    • 1 kudos
    When using this mod I had an issue with the descriptions for spells appearing behind the menu when attempting to purchase them.

    I found a fix for those who are experiencing the same issue.

    This should work regardless of any UI mod you use (I use NothernUI mainly for the gamepad support).

    in "Oblivion/Data/menus/dialog/spell_purchase.xml" early on at approximately LINE 18 there is an integer value for the X position of the spell descriptor

    Increasing the number moves it left, and decreasing the number (even going negative) moves it right. I set mine to a value of -810 to fix my issue. This logic should also be applicable to similar bugs of the gui element appearing behind inventory windows if you can find the proper .xml file.

    I hope this helps!
  10. AmicableMisanthrope
    AmicableMisanthrope
    • member
    • 0 kudos
    I kinda new to modding and I'm finding it impossible to get this mod to work. I've changed the settings in ini, I've tried changing them again in commands; still nothing. The mod just doesn't want to work for me.
    I select the following:
    set tnoSM.soulGemMode to 7
    set tnoSM.soulLevelExp to 4
    set tnoSM.soulgemMessage to 2
    set tnoSM.countAllCapturedSouls to 1

    Nothing happens. My game runs vanilla.

    I even installed 'Display Stats" as the modder suggested; and that won't work for me either!

    Any help as to what I'm missing here? I would like this mod to work.
    1. maczopikczo
      maczopikczo
      • member
      • 206 kudos
      What mod manager have you used? (Wrye Bash is always preferred for Oblivion.) Do you have steam version of the game? (You'll need to have a look at Bevilex mod list here on nexus to get instructions how to install OBSE.) Have you installed OBSE? Is it working?
      If you have these things out of the way, this should be easy. But even if you want to install it manually, it's straightforward: the .esp goes to the Data folder, .ini goes to the Data\Ini folder. Don't care about the rest of the package (that's OMOD conversion data, and you're clearly not using it anyway.)

      First of all - learn some basics of modding Oblivion. They're different to Skyrim and other newer games. Bevilex' instructions are a good place to start.
    2. AmicableMisanthrope
      AmicableMisanthrope
      • member
      • 0 kudos
      I'm using Vortex (which I'm beginning to realise is probably my first mistake) with Steam. I used to use NMM with Skyrim years ago, so I didn't know which Manager to use with Oblivion and just went with the one NexusMods insisted on.

      I had OBSE 21 installed, but then - under someone else's suggestion - uninstalled it and replaced it with OBSE 20. I can always switch them again.

      The .esp is in the Data folder and the .ini file in the Data\Ini folder.

      I don't have Wrye Bash installed, so maybe that might help?
    3. maczopikczo
      maczopikczo
      • member
      • 206 kudos
      You can not go wrong with installing Wrye Bash, but it seems you have everything in place. Have you made sure that OBSE is working? Please, follow the OBSE for Steam part here. Make a save, check if you have the right files.
      This mod requires an earlier version of OBSE (because it was created a long time ago), but I back up Striker's advice to a recent post on the OBSE site - I personally go for the latest, too. (What's that new thing about someone saying you should shun OBSE 21 anyway? That person should first make sure that they install it properly, I guess.)
    4. AmicableMisanthrope
      AmicableMisanthrope
      • member
      • 0 kudos
      Thanks for the help! It was Vortex that was preventing the mod from working (damn vortex!). I loaded my Oblivion with Wrye Bash and all of a sudden the mod exists during game.

      Just need to fiddle with Display Stats now since I believe Vortex steered me wrong when it told me to place its order after Soul Gems. Nothing's coming up when I hover over a Soul Gem or hold the 's' key.
    5. AmicableMisanthrope
      AmicableMisanthrope
      • member
      • 0 kudos
      Btw the OBSE 20 instead of 21 is if you still want to use the 'permanent enchantment' bug exploit, which I rather like. I've also realised that I need the patch for 'Display Stats' from OBSE 20 to get it to work.

      Kudos for the help, mate!