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Hexaae

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rolloLG

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13 comments

  1. maredark3d
    maredark3d
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    Thank you, I like soul trap gems of people and enchantment skills
  2. Rex1029
    Rex1029
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    Since I did a mod that tweaks things before with soul gems, I have to ask.

    is the graphic effect the same when looking at it in inventory, with the change with filled gems?

    I ask because I found with my earlier work, any soul gem filled with a trap (not already set as filled initially), is still recognized as an empty gem, according to the game, despite a name change.

    Is this working with the gems filled after the fact? or do they still maintain the same empty graphic, even when filled with the trap?

    or is this mod simply one that changes the full filled images, and doesn't worry about the trap mechanics?

    ===

    I do like the images, don't get me wrong, ... but due to my other work, I was wondering about that other aspect.
    1. rolloLG
      rolloLG
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      Oh no.... another Bethesdate....
      The soulgems mechanics is totally broken: as far as I can see from a quick test not only you're right, but I have to confirm other bugs related to charged gems: price won't rise for manually filled gems, and if you drop them onto the ground they'll also completely loose the charge.

      I'm afraid the problem here is: Bethesda didn't really replace empty gems with filled (different) copy objects, and this causes these 3 bugs. Since the object is the same (empty) the game still uses empty mesh, has fixed (empty object) value, and once you drop it looses its "properties" becoming a simple empty gem as it actually is (on the contrary if you drop already filled soulgems you've found, they won't loose the charge, because they are actually filled-gems objects, not empty ones "reconverted").
      Empty and filled soulgems have a different BaseID.

      EDIT: USKP fixed at least one these bugs (updated Readme section)
    2. Rex1029
      Rex1029
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      Actually... No... That was the mechanics I found over a year ago, and it was deliberate then, as it is now. (*shrugs*) ... I have fussed about that since I made my mod Soul Tokens. (I made one originally for Oblivion, and wanted to do the same for Skyrim.. but they hid the code, and prevented people from seeing what they did to change the gems. (*shrugs*)

      The trap filled gems match, code wise, to a empty soul gem. Since it has the same code, it has the same price with vendors. That was intended by Beth on the front end. (*shrugs*)

      If you fill it with the soul trap, it STILL has that same code. (*shrugs*) The price is based on that code, not on the name, so that was planned by Beth. (*shrugs*) The problem is, it doesn't change that code, or give you a simple way to identify such in the lists. You can look for that code, but it finds empty and trap filled ones, and comes up with a number that way.

      That was why I was asking... If your mod did use the other graphic, if it was filled by a trap, I was going to see how you did it, so I could adapt such information for my mod. I have a few ideas for such, but I have also had more than a couple ideas already fall flat. (*smiles and shrugs*) That information is the key thing to fix some other issues, not only in my mod, but in a number of others as well.

      The thing isn't "Broken" any more than normal... And it's been set up like that since the beginning. (*shrugs*) ... and it's been problematic since the beginning.

      Those very reasons were why I asked. If you find a solution, please let me know, and I will return the same courtesy.
    3. rolloLG
      rolloLG
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      That's incorrect: the gems, when full filled (appropriate gem for appropriate soul) will change their price.

      Yes, unfortunately Bethesda seem to have planned something but then dropped the idea and kept always the same ID + 3D model leading us to the known issues when you try to make them truly different (and coherent with their current form). There is no other explanation as they implemented 2 (??) different RefIDs (empty/filled) but didn't update player inventory accordingly when switching full<->empty status.
      Player inventory system, besides this, has some other known bugs: f.e. the bug with the Steed doom stone, and Unhindered, Conditioning perks, all relying on the broken internal entry point function "Mod Armor Weight" that cause a bad cheat like the possibility to have an infinite amount of the same armor you're wearing with the bonus, all weightless (= Mod Armor Weight gets applied to the whole player inventory! Not just the piece of armor you're wearing).

      Unfortunately this game has many broken mechanics and internal bugs (= can't be fixed with CK/scripts) never fixed... Just like Oblivion it was released in beta untested state and the very few small official patches fixed a very few bugs only. Skyrim could have been much better with a longer and accurate beta-testing and fine tuning.
  3. livnthedream
    livnthedream
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    I would like to see this with support for Animated Soul Gems (http://skyrim.nexusmods.com/mods/32918/?)
    1. rolloLG
      rolloLG
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      Nice effect indeed... I'll consider this.
      I'll get in touch with the other author to cooperate for a static (empty) vs animated (full) version too...

      EDIT: just created an internal beta and is perfectly working Now waiting for ravensaw answer...
    2. rolloLG
      rolloLG
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      Uploaded, but keep in mind the known bug: when an empty soulgem becomes full it won't change its look (will look still empty)....
    3. livnthedream
      livnthedream
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      Sall good, thanks!
  4. Jokerine
    Jokerine
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    I like this idea, but would it be possible to have a version that only removes the cubemaps, and doesn't change the size, so the .esp could be avoided? I'm trying to keep the amount of mods I have under control, haha! Would it work if you just extract the .bsa and ignore the .esp?
    1. sir stanley
      sir stanley
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      I totally agree on that request.
    2. rolloLG
      rolloLG
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      No you can't delete the esp as it's required to use the full Soulgems with the cubemaps.
      Skyrim has no problems up to 255 (well written) mods...

      The size in vanilla was confusing: it was hard to distinguish among common/lesser/petty soulgems onto pedestals/traps IMHO. Now it's clear even before you take it, and lore friendly since the dimension is important, the books say...
  5. Gangetz
    Gangetz
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    Not a bad idea would be cool if they could be changed to have a glow effect when full but no glow effect when empty.