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Zackhasacat

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Zackhasacat

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39 comments

  1. acymetric
    acymetric
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    Anyone know if this plays well with Practical Necromancy? If not I'll be able to provide an answer soon.
    1. acymetric
      acymetric
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      It does play well with Practical Necromancy, you may end up with two different "Black Soul Gem" items since the mods use different item codes, which isn't really a big deal.
  2. acymetric
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    I noticed an error in my logs in BSG_G.lua and thought I would share in case anyone else ever sees it, or something similar.  I'll note that I am not an experienced Morrowind modder so if I've made any mistakes here please forgive me (it is also possible that this error has negligible impact and can simply be ignored, I saw that a fix was fairly easy so I didn't really bother investigating much).  I'm not sure what the cause is, possibly a conflict with another mod changing the same cell in which case I will be in for a surprise when I make it there, but it looks like it is trying to remove some items/objects that don't exist from a cell, and the fixCell function does not expect them not to be there.

    [ E] Global[scripts/BlackSoulGems/BSG_G.lua] onPlayerAdded failed. Lua error: Can't remove 0 of 0 items
    [ E] stack traceback:
    [ E] [C]: in function 'remove'
    [ E] [string "scripts/blacksoulgems/bsg_g.lua"]:72: in function 'fixCell'
    [ E] [string "scripts/blacksoulgems/bsg_g.lua"]:106: in function <[string "scripts/blacksoulgems/bsg_g.lua"]:104>

    To fix this, I appendedand greefOb.count > 0 then
    and and tableOb.count > 0 then

    to the if isValid() then  checks for each object, because getObjectByFormId() will return an object and isValid() will return true as long as the object is valid even if the count is 0 in that cell.  Technically that means this function will keep being called, because fixedCell will never be set and saved to true, (since it failed initially in my case) but that shouldn't matter because it is a no-op, and this way on the off chance something about your setup changes and these items do need to be removed at a later point, the function will run as needed on load. 

    In fact, as I write this, I suppose a really careful change would be to separate fixedGreefOb and fixedTableOb flags for each object rather than one for the cell overall, since in my case the error is with the greefOb which prevents the tableOb conditional from running at all, but if it were the other way around then it potentially would have set the fixedCell flag to true even though tableOb:remove() wasn't successful.

    Somewhat related question:  are script variables like fixedCell here saved per script, or are they global for the game/all scripts?  A quick scan of the docs didn't yield an obvious answer.

    So anyway, at a minimum if you get this error you can change:
    if greefOb:isValid() then to if greefOb:isValid() and greefOb.count > 0 then and
    if tableOb:isValid() then to if tableOb:isValid() and tableOb.count > 0 then

    if you want the more careful separate flagging in case ensuring that both definitely run if the objects are present is important:
    local fixedCell = falseto
    local fixedGreefOb = false
    local fixedTableOb = false

    Change if fixedCell then return end to if fixedGreefOb and fixedTableOb then return end

    For the two instances of fixedCell = true change the first to fixedGreefOb = true and the second to fixedTableOb = true

    Change:
        return { fixedCell = fixedCell }to
    return { 
    fixedGreefOb = fixedGreefOb,
    fixedTableOb = fixedTableOb
    }

    Finally, change 
    if not data or not data.fixedCell thento 
    if not data or not data.fixedGreefOb or not data.fixedTableOb then

    Of course I'm not exactly sure what the purpose of these removals is, so maybe this was much ado about nothing but there you have it.  This ended up about 5x longer than I expected when I started but I'm going to let it stand, I guess, maybe I'll learn something.
    1. Zackhasacat
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      I've added the count check now.
  3. thephasewalker
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    Using nightly .49, Grand Soul Gem doesn't convert into black despite the animation happening on soul trap
    1. Zackhasacat
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      This should be fixed now.
  4. Incid35
    Incid35
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    Are there any versions of this mod that work with .48?
  5. Nazwrath
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    So I have the newest nightly for OpenMW (which is now 0.49 I believe) and everything installs fine. I have the script and the two .esps checked in my load order. When I arrive at the location, the necromancer and black alter art present, however no animation occurs over the course of 8 days. I rested and test each with a Grand soul gem and soul trap but nothing happens at any point. The souls gems do not convert and there is no visual change in anything no matter the day on an 8 days spread. All I want are the names soul gems, is there a way to console command a stack for use to work around the table?
    1. TenShadows
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      I came here to write basically this exact post. In other words, seconding this.
    2. zsouza13
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      I had the same issue and I found that reloading my save in the cell fixed it and everything worked properly 
  6. offspring1mc
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    Can you only enchant items with this I don’t seem to be able to recharge items
  7. EdgyBoye89
    EdgyBoye89
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    Have you considered adding more altars to different locations? Had a thought about adding one to Tel Uvirith, but then I realized I'd have to make a patch to integrate it with UviLeg, and that's a bit more work than I was willing to do for a minor addition. Still, might be something to consider.
  8. wcfcarolina13
    wcfcarolina13
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    Hmm what's going on here...

    [00:35:50.830 E] Can't start L@0x4cbd4[scripts/BlackSoulGems/BSG_N.lua]; Lua error: module not found: openmw.animation

    //Later...

    [00:42:00.222 E] Can't start L@0x4cbf0[scripts/BlackSoulGems/BSG_N.lua]; Lua error: module not found: openmw.animation
    [00:42:00.233 E] Can't start L0x1072eff[scripts/BlackSoulGems/BSG_N.lua]; Lua error: module not found: openmw.animation
    [00:42:00.288 E] Can't start L0x1300005f[scripts/BlackSoulGems/BSG_N.lua]; Lua error: module not found: openmw.animation
    [00:42:00.310 E] Can't start L0xb0000053[scripts/BlackSoulGems/BSG_N.lua]; Lua error: module not found: openmw.animation
    1. Zackhasacat
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      You need a newer build of the openmw dev build. The animation API was added at the start of the last weekend. 
  9. RallyArtRob
    RallyArtRob
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    Unfortunately I cant get it to work.

    I have OpenMW 0.480
    I use mod organizer 2.4.4
    ( black soul gem message fix esp ) and ( black soul gem esp ) are installed

    the necromancer's alter is there.

    I put 1 grand soul gem inside it

    I have the original "Soul Trap" spell given at the start to a Breton.

    The message "It's not a Shade of the Revenant day" comes up when "Soul Trap" is casted

    On the correct day the "Soul Trap" spell dose cast with a White/blue ball flash but.... no black soul gem, Just the same grand soul gem :(

    I believe the problem is installing the "OpenMW Nightly"  master/merge from https://gitlab.com/OpenMW/openmw/-/pipelines?scope=finished&page=1&ref=master

    I have tried both with "openmw" in the title.
    I have tried the one with "windows" in the title
    I have tried the top two with "Ubuntu" in the title

    mo2 dose not like any download ( content of data files dose not look valid )

    downloaded to desktop and un-zipped shows it has been double zipped and when the other 4 folders were un-zipped they look look like a full OpenMW install

    I have copied them over to the Morrowind main folder but still no black soul gem

    Please advise what have I not done/need to do/read how to do.
    1. RallyArtRob
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      Well I could of just deleted my post but maybe my info could help someone.

      IT WORKS   IT WORKS   IT WORKS!!!

      I am soooooo happy 

      The "FILE" description reads ( This is the only file. Make sure to activate both the ESP and the omwscripts and run the latest nightly in OpenMW )

      I have both esp plugins.

      OpenMW 0.480 is  is newer than April 23rd 2022.

      Ok what is this omscripts  where is it

      go to the ( OpenMW 0.480 ) folder 

      select the ( openmw-launcher.exe )

      it's in the ( Content Files )

      checked the box, run the launcher happy days...
  10. staberind
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    Silly Question; I murked the gaggle of npc's hanging out near Therano's shroom house, using the "Soul Drinker" as I have not found the black soul trap, yet got no souls in my black soul gems? what did i do wrong?
    1. Zackhasacat
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      The current version requires using the specific soul trap or soul drinker. I will release a new version that works better soon but it will require openmw 0.49 dev. 
    2. staberind
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      Thats great, can you tell me where I might find that specific soul trap, or where that info is in the description? sorry to be a moron.
    3. staberind
      staberind
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      Whups, it seems it was added to my spells automagically
    4. Zackhasacat
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      I've uploaded a new version that does not require the special spell. You'll need to download the latest version of OpenMW though.
    5. staberind
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      Heh, I did just that, you also removed souldrinker, aaaagh!
      so I assume it will work with any random self made weapon with soultrap now?
      Excellent!
    6. Zackhasacat
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      Yes. Any normal soul trap enchantment or spell will work. Soul drinker is a normal Daedric dagger, if you really want it you can do player->additem “Daedric dagger_soultrap” 1

      it was in previously because of workarounds that were necessary.