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Kenshkrix

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Kenshkrix

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About this mod

This mod provides bonuses depending on how many dragon souls the character possesses and has not used.
It has arbitrarily high limits for these bonuses, and is fully configurable in a menu provided in the MCM.
Inspired by the mod True Dragonborn, I decided to make an 'unlimited' version, which continues to grant bonuses nigh-indefinitely.

Requirements
Permissions and credits
Translations
  • German
Changelogs
Installation:
  • A Mod Manager
  • Take the Data folder out of the zip file and dump it into your Skyrim Special Edition folder and then enable the SoulBoost.esp in your launcher.

Requirements:
  • SKSE is required.
  • SkyUI is necessary for the MCM, but the mod may work without it (Disclaimer: completely untested)

Compatibility:
  • Should work with anything


Each type of effect gives you a certain boost amount per number of souls, you can set both of these values.
If you set the Boost of a given value to 0, it will be disabled.

It provides the following effects by default:
  • Shout Recovery (1% per 3 souls)
  • Carry Capacity (5 per 1 soul)
  • Fortify Health (5 per 1 soul)
  • Fortify Magicka (5 per 1 soul)
  • Fortify Stamina (5 per 1 soul)
  • Restore Health (1 per 3 souls)
  • Restore Magicka (1 per 3 souls)
  • Restore Stamina (1 per 3 souls)
  • Resist Fire (1% per 2 souls)
  • Resist Frost (1% per 2 souls)
  • Resist Shock (1% per 2 souls)
  • Resist Magic (1% per 4 souls)
  • Resist Disease (1% per 3 souls)
  • Resist Poison (1% per 1 soul)

Version 1.02 Effects Added:
  • Speed Boost (1% per 1 soul)
  • Fortify Destruction (2% per 1 soul)
  • Fortify One Handed (2% per 1 soul)
  • Fortify Two Handed (2% per 1 soul)
  • Fortify Unarmed (2 per 1 soul)
  • Resist Damage (1% per 5 souls)

Version 1.05 Effects Added:
  • Fortify Alteration (2% per 1 soul)
  • Fortify Conjuration (2% per 1 soul)
  • Fortify Illusion (2% per 1 soul)
  • Fortify Restoration (2% per 1 soul)

Version 1.1 Effects Added:

  • Fortify Enchanting (1% per 1 soul)
  • Fortify Speechcraft (3% per 2 souls)


Version 1.02 Miscellaneous:
Split tooltips up individually so they function as intended when some effects are disabled.
Changed magic effect titles into dragon language for no apparent reason.

The script runs every time you absorb a dragon soul, and also periodically checks to see if you've lost any dragon souls.
You can configure how frequently it checks but the impact of the check is negligible so it's mostly a superfluous option I didn't bother removing.


Version 1.03 Miscellaneous:

Added menu option to recombine tooltips for reduced menu clutter due to request
Fixed a bug causing restore attribute effects to interfere with fortify attribute effects

Version 1.04 Miscellaneous:
Remade magic effect descriptions without concatenation, so menu clutter is properly reduced

Version 1.05 Miscellaneous:
Split MCM UI into two columns to avoid the bottom line getting cut off

Version 1.1 Miscellaneous:
Fixed MCM Mislabelling of Boost values for Illusion and Restoration
Modified MCM to update values instead of resetting the entire page
Removed Periodic update (which was apparently annoying for anybody using a damage display mod)
Added some code to ensure the values update at a reasonable time without periodically running the actual updates, see above.


Version 1.11 Miscellaneous:
Fixed display update for compressed tooltip (specifically, enchanting)



For people curious as to how this mod works:

While inspired by True Dragonborn, its methodology wouldn't allow for a fully dynamic system so I had to script this mod mostly from scratch.
First I created a series of magic effects for each bonus type, of magnitudes 1, 2, 4, 8, 16, 32, 64, 128, 256, etcetera.
This is because combining these numbers properly you can obtain any value in between them (70, for example, would give you 64+4+2).
These bonuses are hidden in the UI, I used this method so that it would remain functioning upon reloading before scripts start running. This way I don't have to run a script right when the game loads, and can instead wait and let other scripts run things.

The bonuses do have a limitation, for example the fortify stat bonuses stop at around 262,143 because I figured that was plenty.
Also, I left the papyrus source files in the mod, so anybody can take a look at them.
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