About this mod
Make soultrapping in Morrowind more fun, rewarding, and logical, while retaining vanilla sensibilities. Tweaks some souls to allow more uses of the neglected Lesser and Greater soulgems.
- Requirements
- Permissions and credits
- Changelogs
The goal of this mod is to make soultrapping in Morrowind more fun, rewarding, and logical, while retaining vanilla sensibilities. It also tweaks some souls to allow more uses of the neglected Lesser and Greater soulgems.
For each creature in the original game and DLCs, I went through a few heuristics:
1.) A general smoothing of soul amounts that correspond either to the order creatures appear in vanilla leveled lists, stats/challenge the creatures present, or -- usually -- a mix of both. A good example are Ancestor Ghosts: They are very early, low-level enemies. A PC confronting them is not likely to have a common soul gem to store their 100 soul. 60 is a good compromise because they are still formidable foes for the newer player but will fill the Lesser soulgems which a lower-level PC is likely to carry. For an experienced player, this also means they can't farm such large souls from one of the weakest enemies in the game. They have to seek out stronger foes.
2.) Unique Creatures have premium souls. Some of us like to collect named creature souls, and it's strange when they're the same or sometimes far worse than their generic counterparts. You can now generally expect to trap a more premium soul when facing unique variants of established creatures. Nothing crazy, just a *bit* above the norm usually (or unchanged if they're already a bit over the norm).
3.) Diseased/Blighted Creatures always higher, except in the case of Durzogs, in which Diseased Durzogs are understood to be the weakest. Diseased/Blighted creatures are generally higher risk, and so should usually carry about 5 more soul than the normal creature variants.
4.) Typo fixes. In vanilla, the Ogrim Titan has 70 soul whereas the Ogrim has 165. The Diseased Rat has 40 soul whereas the regular Rat has 10, but no other diseased creature breaks away nearly that hard! Fixing all these weird inconsistencies.
5.) A light touch, leaving many things unchanged. We all know Enchanting doesn't need any more cheese!
Note: These changes are a mixture of upgrades and slight downgrades! The goal is to smooth things out according to the strength of the creatures, so please don't be upset or call the mod broken without viewing the changes reference :D
Installation:
Install in your load order after any creature mods, and then make sure you create a merged patch! Creatures are pretty easily merged together AFAIK, but I have only tested in the context of MDMD on OpenMW. I may need to make patches in the future, but this works with Delta Plugin:
MDMD -- Creatures Add-On.ESP (for example)
Soul Smoother.ESP
delta-merged.omwaddon (or Merged Objects.esp, Mashed Patch.esp, etc...)
Use your merged patch tool of choice, but make sure Soul Smoother loads after creature mods or else I'm not 100% sure they'll show up.
Changes Reference: See the README for all changes. As an example showcase of the mix of goals going on here, here are the changes applied to Generic Daedra:
- Daedra -
Scamp - 90 (Downgrade from 100)
Clannfear - 100 (Unchanged)
Flame Atronach - 110 (Upgrade from 105)
Dremora - 120 (Upgrade from 100) Common soulgem incentive
Frost Atronach - 130 (Downgrade from 138)
Ogrim - 140 (Downgrade from 165)
Storm Atronach - 150 (Unchanged)
Ogrim Titan - 160 (Upgrade from 70)
Daedroth - 170 (Downgrade from 195)
Dremora Lord - 180 (Downgrade from 200, but c'mon, these guys are dime a dozen) Greater soulgem incentive
Hunger - 200 (Downgrade from 250)
Dire Frost Atronach - 200 (Unchanged)
Winged Twilight - 300 (Unchanged)
Golden Saint - 400 (Unchanged)
Changelog:
- Version 1.0.0: Initial release.