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Showing results for tags 'soulgem'.
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I'm not new to programming - but I am certainly new to this community and the creation kit. It's been fun learning; great community and resources! The reason I started (attempting) modding was because I thought the 'Soul Captured!' notice is not very helpful. I want it to be slightly more informative and to include soul size and what size soul gem it was placed in. It seems that the function that does the trapping, Caster.TrapSoul(), is being used in the Papyrus script 'magicsoultrapfxscript' inside of the magic effect 'SoulTrapFFActor'. How do I access the script Caster.TrapSoul()? Am I looking at the right function & effect? Any help is welcome as well.
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A single soul gem, always filled and reusable, to use with your enchanting. Like Azura's Star or the Black Star, but after you've used it, it remains in your inventory for further use. This would save you from farming souls for hours on end, and also carry weight as you'd replace your many soul gems with the one.
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I saw the mod once but it was horribly early when my computer could barely play this game. Now I have a stronger machine but can't find the mod nor remember where where I saw it before. (it was featured in a youtube vid if that helps) The mod in essence used souls as an extra life system. You get killed, it would use the soul to revive you. Going to try to put down all I remember. You collect filled grand soul gems. I don't know if it had to be black soul gems or just grand. It didn't use dragon souls I don't think. In order for it to work. You had to go to a specific place and sacrifice the filled gems to an tablet or alter and it would keep count of the number sacrificed. Those amounted to your extra lives. Your hp gets wiped and you go through an animation before you get back up having used one of those stored lives. That is as about as clear as I can remember it. For the life of me, I cannot remember what this was called or find it. My search foo is far too weak for this task. :sad:
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The name of the thread might seem confusing. What I want is: when you enchant Stalhrim with frost, the enchantment is stronger. I checked how this happens and found out that there is a perk with an "item" and an "enchantment" conditions; what I want is to modify the strength of the enchantment based on which soulgem is selected (obiously I'll be making new soulgems) I just can't think of a way. If anyone has one, please answer.
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Hi, I apologize if this is incredibly simple or has already been addressed, but I couldn't locate it. I would like to make a constant effect enchantment that has no magnitude require a grand soul to place. I have everything else functional, but the enchantment can currently be managed with a petty soul. Thanks in advance.
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an enchant where instead of forcing the soul into a gem its forced directly into the weapon and increased the damage or recharges it. could any one tell me if there is one or could some one make it?
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- soul trap
- soul steal
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LE [REQUEST] Charge weapon mechanic applied to soul gems
aquilux posted a topic in Skyrim's Mod Ideas
My request is simple. If possible, apply the mechanic used to charge enchanted items to soul gems. This way we would be able to consolidate the energy from many small soul gems into one larger gem, transfer a small soul in a large gem into a more appropriate gem, or top off a gem that was filled with a soul smaller than what it is able to hold. I can think of two possible scenarios for implementing this. The energy in soul gems are handled by a value saved in the item's memory, similar to the charge of a weapon. (Unfortunately more likely) Soul gems do not store a value, and instead rely on the indication of what type of soul fills it to produce a value when being used to charge an item.In the first instance I imagine achieving this would be rather straight forward. I hope this is the case. In the second instance, I imagine the mod generating an invisible, weapon-like item (in the fact that it'll accept charge) when the charge item button is pressed, who's charge capacity is determined by the type of gem selected. In this moment the gem to be charged is, behind the scenes, emptied into this item and destroyed. Afterwards the player can charge this phantom item with as many souls as they wish, using the same mechanic as charging any weapon (including the waste incurred by overfilling, and the conservation of empty gems). Upon exiting the charge menu, a new gem is created in the player's inventory who's type and contained soul is determined by the phantom item's capacity and charge level respectively, and he phantom item is destroyed. As a penalty this method would be quite prone to waste as the resulting gem can only hold certain categories of soul, and not energy values (if this is the case). Any overflow of the phantom item would be immediately be lost, as well as the excess charge when rounding down to the closest soul type in terms of potential charge. -
Hi there! So, I am in the process of creating a mod with my very limited scripting knowledge and would like to ask if anyone here is kind enough and has the knowledge to help me out with this script. Essentially, I want to make a script that makes it so that upon casting a specific spell, it will consume a Soul Gem and without having a Soul Gem, you can't cast this specific spell. Any help is appreciated!
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Hey there, I currently want to mod some sort of "Azura's Star" for Enderal (Total Conversion of Skyrim). Yet as Enderal uses a scripted soul trap spell to avoid the well-known bug of soul gems loosing their filling I actually wanted to continue on that. Furthermore, if I use the keyword "ReusableSoulgem" on a filled Azura's Star and try to recharge an enchanted weapon, the game crashes. Yet it works, when I use an unfilled Azura's Star but I don't like that you can loose the fill level of the gem, when you drop the item. Furthermore I would like that the soul gem can hold creature AND NPC souls. Which actually works very well by having a script that simply removes the empty Azura's Star and adds a filled one, with the proper level. Yet... If I use that one, it surely disappears as I cannot use the keyword as I don't want the game to crash. ^^ Is there any other possibility to check if the player uses a specific soul gem? That's my current script for the magic effect Soul Trap. It perfectly avoids that bug of the regular soul trap effect, where you loose your filling of the gem, when you drop it. Yet... "SiraSoulbender" is that Azura's Star clone but simply get's removed either, when used like a regular soul gem. And by using an unfilled Soulbender with the "ReusableSoulgem" keyword to make it not disappear after usage, the issue with the lost filling and not being able to attach NPC souls is present. So basically it sounds easy. I just want the game to know when I used any type of Soulbender to recharge a weapon and give it then back to the player. But as you cannot attach a script to a soul gem I am a bit clueless. :sad: I appreciate any help. :smile: Thank you and kindest regards.