this mod makes close to zero edits to stay compatible to everything, so as long as enderal doesn't change the script name the mod works. just choose the projectile version and the soultrapcontroler in the installer.
Just wanted to say I really, really like this mod. Top tier cheese right here. Thank you so much.
Hey dude, I looked under the hood (starting a new game seeing if it conflicts with anything) and you made only 1 change to the vanilla game and its a small message change. How do you do it? How do you overhaul the soul trap mechanic without touching anything vanilla?
There are 2 vanilla edits, the boring one in .esp you found, and a total rewrite of the script file magicSoulTrapFXScript that where the Changes are done.
Hmm..I hope you're still seeing to this mod, as I have a bit of a problem that makes soul trapping a little broken..in my favor. You see, ever since the update and when I updated this mod, there seems to be a high chance that when I soul trap someone via the spell or a weapon,(Most of the time I end up soul trapping things via the bound weapon perk that soul traps someone/something on hit) when they die, for some reason I trap their soul more than once. Sometimes three, four, or even five times! It ends up filling up gems that are too big to hold just one type of soul that's too small for the gem much quicker than usual. I have a few theories as to why this might be happening, one, I installed this mod manually, I don't let a mod organizer program automatically install it.(I've come to not trust anything to install my mods these days, but I Will let them organize them.) There's no instructions as how to manually install this mod, so I may have incorrectly done it. Second theory, I have this other mod, Afterlife for NPCS(https://www.nexusmods.com/skyrim/mods/88401) that only affects soul trap in one way, when a person is soultrapped, their soul goes to Soul Cairn. THAT author said there shouldn't be any problems if I put Afterlife above your mod...but my 'problem' as I said is something KINDA in my favor. xD Can this be patched?
If I got it correct, the main point are "multitraps" of one person. the soultrap casts on the OnFinish Event which should only be called once per spell, but there may be multiple spells in action.
You may need to wait for the weekend though, I'm busy.
Yep, one person, one creature, doesn't matter... if it can be soul trapped,(And I have the correct soul gems/correct size..or at least the gem is big enough)there seems to be a chance based on how I kill the target that I'll get more than just one soul from them...for some reason. What I -HAVE- noticed however, is if I hit the target with a spell, and a bound weapon with that perk that soul traps struck targets, that almost guarantees that I will get more than one soul from their corpse...that and if it was a person, the amount of npcs in Soul Cairn doesn't go up. Along with the other things I pointed out, I'm not sure what exactly is causing it.
I'm pretty sure this bug is a vanilla one: The spell and the weapon use different magic effects if you cast the same effect twice the first one will be replaced by the second but if the effects are different normally both will apply which means two soultraps will both capture the same soul at the same time. The easiest way to fix this, is to make both effects exclude each other, though this should be ported to usleep.
Huh..I don't think this is a vanilla bug, because before I even had this mod, soultraps would work as normal. Even when I got the mod, soul traps worked like they should, but the multitraps started happening around....a few weeks or so ago..probably around when the new update came. Then again, like I said, I also have that Afterlife mod as well, and it probably modifies soultrap in a way so that it's features could work. Also, I do have USLEEP. Maybe a patch is needed so Afterlife and your mod can play nice?
normally this happens if an esp is missing a master or loaded before its master, there was no recent change to the esp 1.9.1 was a pure script update. ideas: use loot to check load order try 1.9 may be the archive was corrupted, though it looks ok. any other recently installed mods?
The new USLEEP code allows black gems to capture white souls and consequently be underfilled(v3.0.7 (2016-10-29)), and it adds a new temp container for the soulgem storage to block filling, this might be worth porting(19297). My script overwrites all changes and should still work, but I'm still interested in the original report which lead to this change.
Edit: The original report refers soulgem traps(those things that spit fire/frost at you) not the soultrap spell
I got a recent report in the Special edition version stating: One hitting enemies with summoned weapons(with their soul trap perk of cause) wont trap their souls, which seams to be bethesdas fault, does someone know whether this bug is present in normal Skyrim, too?
Not sure if this is intentional but trapping souls does not seem to change the statistics for souls trapped. In Skyrim, Esc key > General Stats > Crafting > Souls Trapped. I tried on a new game. I also tried multiple new games with Vanilla, ASGM and Smart Souls and those do count the souls trapped in the statistics. While this might not be an issue for some, Ordinator has a perk that gets better once it sees you have 250 souls trapped in the statistics. I would prefer to use this mod over the other options but don't know if it can be fixed.
For some reason NMM is showing this as an out of date version. I deleted and reinstalled twice. Still shows wrong version. I know it is the right version but figured you may want to look into it so it shows the right version in NMM. Thanks for you time and effort making such a great mod.
Yes it is all right it's just for some reason in NMM there is a feature that tells you the mod version which version you have and if there is a newer version what it is. I checked the zip file that I downloaded and it is the right version,. It just NMM say that it is an earlier version and I need the new one. I was just letting you know so you could fix whatever is causing it if you wanted to. It is no problem for me I was just trying to help. Apologies for any confusion, Thanks for replying though. Mine says I have v 1.40 with a "!" next to it It looks like! 1.40/1.7.1
For not apparent reason, when using MO (set-up as Gopher showed) I had crashes every few minutes with just only few mods installed, so I want to stick with Enderal Launcher for now - worried that I will see the same with NMN. I still have MO installed (waiting for Requiem after I finish Enderal , so if I can use it to install your mod and then move necessary files somewhere to be picked up by Enderal Launcher - maybe it can work? I you could help me with installing your mod I would really appreciate it.
Ok first the installer thinks in steps for each step it has multiple options to copy files depending on your wishes: first extract the archive into an empty folder using a program like 7zip. you will find multiple folders inside it starting with the number of the step deciding over their usage. step 0: extracts common files which are always necessary. so copy the contents of the folder starting with 0 to your data-folder. step 1: decides whether the file should be localized, it has cross-dependencies to step 2 so there is no folder starting with 1 localization it currently only useful for german players, (english game versions wont see any difference other languages could receive errors,) otherwise use the non localized version the have two short names l for localized and nl for not localized. step 2: decides whether the should be a revert of the unofficial patch "feature" to give soultrap a projectile, as there is neither a unofficial patch for enderal nor enderal uses the forms changed by this option we don't use this feature and use a folder containing the word Projectile. the combination of both decicions gives you the name of the correct step 2 folder copy its content to your data-folder step 3: adds a script from the unofficial patch if the patch itself is not present which is a required resource of this file, as enderal has no u. patch we need this, so copy the contents of the 3 folder to your data folder.
in short you need: 0 - Common either 2 - Projectile_l or 2 - Projectile_nl 3 - USKPSoulTrapController
It worked! Great mod - one of those relatively small things that - for me - change the game-play substantially - should be included in all overhauls! Thanks a lot for help. Of course Endorsed
101 comments
just choose the projectile version and the soultrapcontroler in the installer.
Hey dude, I looked under the hood (starting a new game seeing if it conflicts with anything) and you made only 1 change to the vanilla game and its a small message change. How do you do it? How do you overhaul the soul trap mechanic without touching anything vanilla?
the soultrap casts on the OnFinish Event which should only be called once per spell, but there may be multiple spells in action.
You may need to wait for the weekend though, I'm busy.
The spell and the weapon use different magic effects if you cast the same effect twice the first one will be replaced by the second but if the effects are different normally both will apply which means two soultraps will both capture the same soul at the same time.
The easiest way to fix this, is to make both effects exclude each other, though this should be ported to usleep.
Any Ideas?
ideas:
use loot to check load order
try 1.9 may be the archive was corrupted, though it looks ok.
any other recently installed mods?
MagicTrap: Validity check for soul gems was missing which led to errors processing the main while loop. (Bug #14979)
I am guessing your script overwrites that anyway?
Edit: The original report refers soulgem traps(those things that spit fire/frost at you) not the soultrap spell
One hitting enemies with summoned weapons(with their soul trap perk of cause) wont trap their souls, which seams to be bethesdas fault, does someone know whether this bug is present in normal Skyrim, too?
Edit Fix is currently tested.
Edit Tests passed.
Edit Fixed.
Edit Upload Complete.
It is the FMOD install that says 1.4, thus causing the error in MO or NMM stating it is out of date.
if you want to manually install it though it will be a tough job, but I will help you.
I you could help me with installing your mod I would really appreciate it.
first extract the archive into an empty folder using a program like 7zip.
you will find multiple folders inside it starting with the number of the step deciding over their usage.
step 0: extracts common files which are always necessary. so copy the contents of the folder starting with 0 to your data-folder.
step 1: decides whether the file should be localized, it has cross-dependencies to step 2 so there is no folder starting with 1
localization it currently only useful for german players, (english game versions wont see any difference other languages could receive errors,) otherwise use the non localized version the have two short names l for localized and nl for not localized.
step 2: decides whether the should be a revert of the unofficial patch "feature" to give soultrap a projectile, as there is neither a unofficial patch for enderal nor enderal uses the forms changed by this option we don't use this feature and use a folder containing the word Projectile.
the combination of both decicions gives you the name of the correct step 2 folder copy its content to your data-folder
step 3: adds a script from the unofficial patch if the patch itself is not present which is a required resource of this file, as enderal has no u. patch we need this, so copy the contents of the 3 folder to your data folder.
in short you need:
0 - Common
either 2 - Projectile_l or 2 - Projectile_nl
3 - USKPSoulTrapController
Thanks a lot for help.
Of course Endorsed