I keep finding that my empty soul gems are being underfilled, when there's an underfilled soul gem available of the correct type to put the new soul in. This is... annoying, is there any way to have it so they automatically use the correct gem type, even if they're alrealy filled with something?
EG, I have an empty grand soul gem, a lesser soul gem filled with a petty soul, and an empty petty soul gem. I cast soul trap on a creature with a lesser soul, and what happens is it goes into the grand soul gem. What I WANT to happen, is the lesser soul displaces the petty soul in the lesser gem, the lesser gem's petty soul is transferred to the petty soul gem, and the grand soul gem is left untouched.
I have Soul Shrinking and Soul Relocation enabled, by the way.
it definitely seems use full, but most people don't know about the dropping under full soul gems, and i was wondering about if it slow down my game at all. sorry to offend you, it does seem like a goods mod.
Thanks for the info -- I think the issue is not that the option doesn't work, but rather that changes to the notification options do not take effect until after your next soul trap. Can you confirm that if you trap one soul, then trap another (not at the same time), the 2nd one shows the correct notifications?
How would I add custom Soul Gems to GIST? Requiem adds Soul Tomatoes which function identical to soulgems but they don't work at all if GIST is installed.
Q1 = whats the "White Souls" this mod is talking about in the MCM? Correct me if im wrong.. I only know of "GrandSouls = Mammoths Giants etc" and "BlackSouls = Humans"
Q2 = this mod does everything Acquisitive Soul Gems Multithreaded does right? but with additional functionality of relocating souls from gem to gem? EDIT: i figured this is a dumb question.. both mods has different implementations, only similarities i see is the multithreading
I have GIST mostly working with Enderal.I'm cautious about discarding any changes that the Enderal team has made to stock scripts. The Enderal version has several changes from the stock script, but it looks mostly like some localization and parallelism support.So, instead of using the magicSoulTrapFXScript.psc from GIST, I updated the magicSoulTrapFXScript.psc that comes with Enderal to use GIST.
The biggest problem I'm having is that my modified magicSoulTrapFXScript's OnEffectStart and OnEffectFinish functions only get used after I kill a target that I *cast* soul trap on.If I use a summoned bow (with the relevant perk), something else is capturing the soul and printing a notification.
I have no idea how summoned weapons do soul trap. I would have guessed that it would have simply applied the same magic effect that the soul trap spell uses.
Can you give me any clues as to where to look to troubleshoot why bound bows aren't running the effect events?
Turns out bound weapons don't work because Enderal does not (and can not) include the skyrim unoffical patch.The unofficial skyrim patch fixed the problem that MGEF PerkSoulStealerFFContact did not make use of the magicsoultrapfx script that other soul trap spells and enchantments use.
So, I just need to port that fix to Enderal and GIST should start working for bound weapons.
Yes, GIST makes soul gems work sanely.Bethesda should have done it this way.Enderal players deserve GIST too.
I was thinking of offering my changes as an optional download to your oldrim mod.But, a separate mod under the Enderal flag makes more sense.It might make more sense for you to post the mod? If not, I can.
I want to go through the script a bit more.I need to see if the anims left in it are redundant with GIST. Also, I wonder if some of things the Enderal team did differently are even really needed.I'll send you a pm.
Doesn't work with Equivalent Soul Gems (adds a repeatably craftable version of the black star), and it's not feasible to add compatibility. It does work okay if you avoid that particular soul gem, though, but that kind of defeats the point if you do.
It would be nifty if it followed the path of Acquisitive Soul Gems Multithreaded, which reads .json files that allows you to specify mod-added soul gems that have equivalent behaviour to the vanilla soul gems.
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Edit: Works fine. As far as I know, Soul Gems have never been altered (Vanilla updates) since the mod went public.
new soul in. This is... annoying, is there any way to have it so they
automatically use the correct gem type, even if they're alrealy filled
with something?
EG, I have an empty grand soul gem, a lesser soul gem filled with a petty soul, and an empty petty soul gem.
I cast soul trap on a creature with a lesser soul, and what happens is it goes into the grand soul gem.
What I WANT to happen, is the lesser soul displaces the petty soul in the
lesser gem, the lesser gem's petty soul is transferred to the petty soul
gem, and the grand soul gem is left untouched.
I have Soul Shrinking and Soul Relocation enabled, by the way.
Can this mod be used with Skyrim AE and all the CC content? I am pretty sure it's yes since it's a very basic scripting system which I love.
Can this mod be used on a current save? I am also guessing yes.
I will update if I have any issues with this mod.
Update: I confirmed this mod works with Skyrim AE and has no issues. <3
But if you don't want to fix the issue then this isn't the mod for you.
Requiem adds Soul Tomatoes which function identical to soulgems but they don't work at all if GIST is installed.
Correct me if im wrong.. I only know of "GrandSouls = Mammoths Giants etc" and "BlackSouls = Humans"
Q2 = this mod does everything Acquisitive Soul Gems Multithreaded does right? but with additional functionality of relocating souls from gem to gem?
EDIT: i figured this is a dumb question.. both mods has different implementations, only similarities i see is the multithreading
I was still editing to add some additional questions just incase and noticed you already answered before i made the edit
THANK YOU!
I'll test it out and be sure to endorse later <3
The biggest problem I'm having is that my modified magicSoulTrapFXScript's OnEffectStart and OnEffectFinish functions only get used after I kill a target that I *cast* soul trap on.If I use a summoned bow (with the relevant perk), something else is capturing the soul and printing a notification.
I have no idea how summoned weapons do soul trap. I would have guessed that it would have simply applied the same magic effect that the soul trap spell uses.
Can you give me any clues as to where to look to troubleshoot why bound bows aren't running the effect events?
So, I just need to port that fix to Enderal and GIST should start working for bound weapons.
I was thinking of offering my changes as an optional download to your oldrim mod.But, a separate mod under the Enderal flag makes more sense.It might make more sense for you to post the mod? If not, I can.
I want to go through the script a bit more.I need to see if the anims left in it are redundant with GIST. Also, I wonder if some of things the Enderal team did differently are even really needed.I'll send you a pm.
It would be nifty if it followed the path of Acquisitive Soul Gems Multithreaded, which reads .json files that allows you to specify mod-added soul gems that have equivalent behaviour to the vanilla soul gems.