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.
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.
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?
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.
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.
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?
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.
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.
39 comments
[ 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 appended
and greefOb.count > 0 then
andand 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
toif greefOb:isValid() and greefOb.count > 0 then
andif tableOb:isValid() then
toif 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 = false
tolocal fixedGreefOb = false
local fixedTableOb = false
Change
if fixedCell then return end
toif fixedGreefOb and fixedTableOb then return end
For the two instances of
fixedCell = true
change the first tofixedGreefOb = true
and the second tofixedTableOb = true
Change:
return { fixedCell = fixedCell }
toreturn {
fixedGreefOb = fixedGreefOb,
fixedTableOb = fixedTableOb
}
Finally, change
if not data or not data.fixedCell then
toif 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.
[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
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.
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...
so I assume it will work with any random self made weapon with soultrap now?
Excellent!
it was in previously because of workarounds that were necessary.