I can take the point that lore can be questionable on particular points, and that there might be a couple of intepretations. Since modder's choice is my bag, I've uploaded a " Draugr DON'T Have Black Souls" variant main file that excludes the Draugr, but keeps the Dragon Priests (as that seems to be the split being asked for). Now you can play the flavour that suits your immersion
To be fair, while that is iffy, I /liked/ your interpretation of it, and plan on using the main file anyway. I very much like this nice, simple tweak to unloved humanoid races!
I think the fact that they can communicate with one another as well lends nicely to this.
Just a quick heads up: the edits from this mod have an unintended side effect: Draugr are flagged for human kill moves. The human kill moves don't all work on Draugr, however, and it causes the kill to fail and the Draugr to be immune to damage for a few moments.
There any good way to fix this? I assume since Draugr are also flagged for humanoid kill moves all the other enemies are too. Even modifying a few strings in TES5Edit as a fix sounds pretty good to me.
Thanks for this. I was going to make this mod myself (with pretty much the exact selection you made, though I probably would have forgotten the Hagravens). This is going to be a boon for those of us on "potatoes" who also have a soul-trap weapon we use. I find that the scripting involved in the ST process can often get backlogged and cause all sorts of problems (general lag but also other stuff failing because the scripting for it cannot run until all the ST stuff has completed). It's a common problem for me especially in dungeons crawling with Draugr, and other multi-enemy situations (if one forgets to stop using the ST weapon, anyway). Since most of us are not carrying around a whole sack full of Black Soul Gems, this should mitigate that problem considerably.
I don't use a lot of black soul gems that is to say i don't FILL a lot of them. ... But I never even REALIZED most of these don't give you black souls. A nessecary fix.
Cool mod but it isn't lore friendly because after you enter sovngarde's dining hall, you speak to Olaf one-eye. His soul being there means that the draugr Olaf one-eye had his soul changed to a grand one. The draugr walking around had their souls changed to animalistic souls so they could be resurrected as undead ones when Alduin returned.
I think everything else though is actually really good. The rest are all sentient humanoids, and definitely should work for black soul gems. While the draugr ones are a little iffy, I think they actually make sense too. Very cool mod.
The things they say are in the dragon's language, and when you translate it you realize they are apologizing. They are smart enough to know what their bodies are doing is wrong, but unable to stop it. Considering people can't even agree on what the soul IS in TES, it may be black soul gems simply bypass Arkay's protection and draugr don't have this protection, along with reiklings, dragonpriests, and any other "monster" races, meaning black souls gems aren't required.
18 comments
I can take the point that lore can be questionable on particular points, and that there might be a couple of intepretations. Since modder's choice is my bag, I've uploaded a " Draugr DON'T Have Black Souls" variant main file that excludes the Draugr, but keeps the Dragon Priests (as that seems to be the split being asked for). Now you can play the flavour that suits your immersion
Plague
I think the fact that they can communicate with one another as well lends nicely to this.