(Placeholder post for future sitcky posts and updates)
Known Issue: The new Soul Gems kind of float over what they're resting on. This is a havok collision mesh issue and I don't have the know-how to adjust them correctly to reduce the hovering.
1.10 Update: Made some tweaks to meshes and also included ENB particles for FULL Soul gems so they will now emit light with ENB settings that have particle lights. I only tested this with my ENB and dialed the brightness down on the enb particles to what I thought was reasonable. It may appear dimmer or brighter to you depending on what your ENB has set up for particle lights.
1.05 Update should have fixed the floating issue now. New version also supports mods that look for a _full variant. Please let me know what you think of the full versions, and or if you think I should include a script for this mod by itself. (I didn't because other mods exist already that utilize variant of full.)
I whipped up a few basic compatibility patches for the plugin version, if you want them here, or if you're cool with me uploading them. For ISC and Requiem.
If you want different colors for the gems you can feel free to open the texture files with _d at the end and alter them to whatever shade you like. You'll need to save them as DXT1 .dds after your changes are done.
Without the esp the gems are still replaced they just wont have their full variants with effects. If you'd still like to have the full effect of the mod, you can convert it to an esl (by flagging it as an esl) with Xedit I think. Not a process I am familiar with doing myself.
Well it's entirely unrealistic for me to make a patch for every ENB Profile. I'd suggest tweaking the particle lights settings and complex particle lights if that's something you're comfortable doing to see if it gives you any changes. Backup your ENB profile (ENB.ini / ENBEffect.ini) before tweaking anything.
Also, note that only soul gems with their highest quality souls will glow brightest and put out light accordingly. Empty gems have no effect and gems with low quality souls will not glow at all, except petty which should always glow when full.
These are nice and gave me a thought. Someone should make a BOS for all the Soul Gem Shape mods. It'd be great immersion, like why would all these random crystal stones be the same.
Randomizing assets is expensive on memory is why, even in a procedural setup where they could be randomly generated.
As for immersion I can think of a few natural phenomena that produce crystaline structures identical and repeating. Snow flakes are crystaline structures and symmetrical typically and so I think in that you could consider soul gems fractured symmetrical shards of a larger structure. Lore wise it's said somewhere that the Aedra create Soul Gems themselves.
No, as that requires some additional function to the new models that I did not have time to look into doing correctly for that enb feature. I may be able to update it if I can get some time to work on it.
I can confirm that new version solve HIGGS crashing issue. Thank you.
Edit: Number of JKs interior mods use soul gems as non-havok static. I think it also common practice for interior mods. Problem is, this new soul gems end up suspended midair. Not sure why, exactly. Would you consider making Ultimate Soul Gems use different path for meshes? This way, interior mods will still use vanilla meshes for static. Not ideal solution, but probably preferable to floating static.
Changing paths wont really fix anything because their mods will still have reference conflicts which mean a patch would have to be made for every single mod that has a conflict with this one still.
The floating is a mesh origin issue as the new meshes do not share the same origin as the originals. Second issue is the collision information makes the new models float / self correct their orientation. I don't really know how that works but that it "just works" inside Havok's funky system.
Using soulgems for decor that are not default static is really on the authors of the interiors. There are modders resources for doing just that as well as manually making the default soul gems static objects. Doing it via script is the standard practice but as you're experiencing if something replaces them... visual oddities occur.
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Known Issue:
The new Soul Gems kind of float over what they're resting on. This is a havok collision mesh issue and I don't have the know-how to adjust them correctly to reduce the hovering.1.10 Update: Made some tweaks to meshes and also included ENB particles for FULL Soul gems so they will now emit light with ENB settings that have particle lights. I only tested this with my ENB and dialed the brightness down on the enb particles to what I thought was reasonable. It may appear dimmer or brighter to you depending on what your ENB has set up for particle lights.
1.05 Update should have fixed the floating issue now. New version also supports mods that look for a _full variant. Please let me know what you think of the full versions, and or if you think I should include a script for this mod by itself. (I didn't because other mods exist already that utilize variant of full.)
For ISC and Requiem.
For example, all soul gems are blue but black soulgem is purple.
Also, note that only soul gems with their highest quality souls will glow brightest and put out light accordingly. Empty gems have no effect and gems with low quality souls will not glow at all, except petty which should always glow when full.
Someone should make a BOS for all the Soul Gem Shape mods. It'd be great immersion, like why would all these random crystal stones be the same.
As for immersion I can think of a few natural phenomena that produce crystaline structures identical and repeating. Snow flakes are crystaline structures and symmetrical typically and so I think in that you could consider soul gems fractured symmetrical shards of a larger structure. Lore wise it's said somewhere that the Aedra create Soul Gems themselves.
Edit: Number of JKs interior mods use soul gems as non-havok static. I think it also common practice for interior mods. Problem is, this new soul gems end up suspended midair. Not sure why, exactly. Would you consider making Ultimate Soul Gems use different path for meshes? This way, interior mods will still use vanilla meshes for static. Not ideal solution, but probably preferable to floating static.
The floating is a mesh origin issue as the new meshes do not share the same origin as the originals. Second issue is the collision information makes the new models float / self correct their orientation. I don't really know how that works but that it "just works" inside Havok's funky system.
Using soulgems for decor that are not default static is really on the authors of the interiors. There are modders resources for doing just that as well as manually making the default soul gems static objects. Doing it via script is the standard practice but as you're experiencing if something replaces them... visual oddities occur.