A minor suggestion, but since you've already made an enchantment that combines Absorb Health and Soul Trap, why not make ones for Absorb Magicka + Soul Trap and Absorb Stamina + Soul Trap? If you're really feeling like making a game-breaker, I also suggest making one that combines all 3 absorbtion enchantments with Soul Trap, similar to Chaotic Soul Trap
hi, just a quick question: does the elemental/magical damage on these enchantments scale with skill level? or is it only the soul trap itself that scales and elemental/magical effects stay the same like it does in fiery soul trap?
Also, could you fix the Chaos enchantments? I know, they are not hard to find (in Solstheim), but still are broken in the same way the Fiery is. Also, by chance, what about fixing the School & MagReg chest enchantment? It's plain dumb that that enchant doesn't work and you have to actually use vanilla robes instead of fancy enchanted ones.
Still, good mod! I bumped on the Icy one a few days ago!
Question: Does this mod inadvertently or accidentally modify the standard "Chaos Damage" enchant?
Here why I ask: I've found the Stalhrim Dagger of Chaotic Soul Trap and also found the Champion's Cudgel. I disenchanted the dagger, and the enchantment works fine (aka the slider modifies the magnitude of the elemental damage). However, after I disenchanted the Champion's Cudgel (normal Chaos enchant), the magnitude of the standard (non-soul trap) chaos damage enchant is stuck at 11 and the slider doesn't change anything but the amount of charges on the weapon.
The only other mod I'm running that might affect this enchant is SkyRe, but that's higher in my load order, so this will overwrite the enchant if it is inadvertently modifying the base Chaos enchant.
EDIT - Found the "solution", see my response below.
EDIT: Did some digging - turns out to be a bug within the code itself.
However, when you changed the "Base Cost" values for your copies of the "FFContact50" Magic Effects (to make them greater than the Soul Trap base cost value), it looks like you accidently changed one for the original base Chaos Damage enchant, and therefore the game is changing the one with the highest cost value, which is no longer the Shock damage one, which shows the tooltip.
I have reported the base code bug to the USKP team, so hopefully they'll be able to find a solution. Great mod, by the way!
Also, sidenote - Why didn't you add an extra damage to undead to the Holy Soul Trap enchant? If you do it the same way as the original one (say, on Auriel's Bow), make sure it is a set amount of extra damage (~20-25 pts of sun damage), and make sure it has a lower base cost than the sun damage you want to be variable with the slider, you can have that extra damage to undead. Obviously it won't scale with the enchanting slider (in the same way that the Chaos enchant is broken due to an engine limitation), but if you just make its description say something like "Extra damage against the undead" without actually showing a value with the <mag> callout, it works quite nicely. =)
If i've already disenchanted the fiery axe present in vanilla will this mod still work with it?.. That and i think i'd have to revisit everywhere to get the other ones lol
That's good to hear If enough interest is shown for this option, I will consider. However, to do this (because I kind of did this wrong) I think I'd have to start over.
EDIT: I just tried this and it's actually easier than I thought, so I will be merging these two sometime soon.
Finally Vilja can get her wish, without waiting for the Dovakiin to master enchanting, a "fiery sword with soultrap"! Apperantly it's a girls best friend.
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Also, by chance, what about fixing the School & MagReg chest enchantment? It's plain dumb that that enchant doesn't work and you have to actually use vanilla robes instead of fancy enchanted ones.
Still, good mod! I bumped on the Icy one a few days ago!
Question: Does this mod inadvertently or accidentally modify the standard "Chaos Damage" enchant?
Here why I ask: I've found the Stalhrim Dagger of Chaotic Soul Trap and also found the Champion's Cudgel. I disenchanted the dagger, and the enchantment works fine (aka the slider modifies the magnitude of the elemental damage). However, after I disenchanted the Champion's Cudgel (normal Chaos enchant), the magnitude of the standard (non-soul trap) chaos damage enchant is stuck at 11 and the slider doesn't change anything but the amount of charges on the weapon.
The only other mod I'm running that might affect this enchant is SkyRe, but that's higher in my load order, so this will overwrite the enchant if it is inadvertently modifying the base Chaos enchant.
EDIT - Found the "solution", see my response below.
However, when you changed the "Base Cost" values for your copies of the "FFContact50" Magic Effects (to make them greater than the Soul Trap base cost value), it looks like you accidently changed one for the original base Chaos Damage enchant, and therefore the game is changing the one with the highest cost value, which is no longer the Shock damage one, which shows the tooltip.
I have reported the base code bug to the USKP team, so hopefully they'll be able to find a solution. Great mod, by the way!
Also, sidenote - Why didn't you add an extra damage to undead to the Holy Soul Trap enchant? If you do it the same way as the original one (say, on Auriel's Bow), make sure it is a set amount of extra damage (~20-25 pts of sun damage), and make sure it has a lower base cost than the sun damage you want to be variable with the slider, you can have that extra damage to undead. Obviously it won't scale with the enchanting slider (in the same way that the Chaos enchant is broken due to an engine limitation), but if you just make its description say something like "Extra damage against the undead" without actually showing a value with the <mag> callout, it works quite nicely. =)
[00:00] 01EnchSoulTrapFFContact "Soul Trap" [MGEF:32026874]
[00:00] MGEF \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [030022EC] < Error: Could not be resolved >
[00:00] MGEF \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [03002DB2] < Error: Could not be resolved >
[00:00] All Done!
Sounds like this is the same error you found, Tregolani.
Edit: Is it feasible to merge both plugins together to keep my esp count below my self imposed limit?
If enough interest is shown for this option, I will consider. However, to do this (because I kind of did this wrong) I think I'd have to start over.
EDIT: I just tried this and it's actually easier than I thought, so I will be merging these two sometime soon.
Edit: Got it. Might want to mention it in your installation instructions in the Description.
Endorsed.