There is an issue involving creatures that are supposed to be aggro. if you leave the creature to wander or stand stationary for three days and leave the cell they are in for that long, they will become aggro and attack you. With creatures that have unique ID's you can get away with just lowering their fight value as you won't be encountering them ever again. however, standard creatures, that spawn via leveled lists (and NPC's with seph's soul trapping) that are normally aggro, you can't get away with this because altering their fight value will affect all creatures of the same ID, thus making all creatures of that ID non-hostile towards you. Which breaks immersion. There is a way around this with the Lua console UI expansion adds but it's clunky. A better solution would be to simply have the soul released creature be duplicated to a unique ID and its fight set to 0-30 but this would require a coding change to the mod.
If I take any items from the creatures' inventory, then the change in my load is not recalculated and in the future, after removing the taken items from my inventory, problems arise with correctly accounting for the maximum load.
Could there be a feature to return the summon to the soulgem?
p.s.: With black soul gem mod, you can even have NPCs and, with Azura's Star set as a black soul gem, Dagoth Ur as a summon. Going to make him clean my house and cook kwarma eggs for Paxon.
Edit: I turned my house into a dungeon of sorts, with Lichs as guards.
tried the mod but when summons died cant remove corpse tried begone i use the soul trap glitch as i see no point in summoning them for 20 seconds, tried them to patrol my camp they dont move
Great mod concept, and seems to execute flawlessly - however, I noted a small glitch/incompatibility with Black Soul Gems (from OAAB_Data/Seph's Soup Trapping). Casting Soul Release on a filled Black Soul Gem successfully releases the soul. The soul arrives naked--to be expected, as the NPC models don't come with clothes as do the summoned creatures. The error occurs when I try to re-equip them--the game then crashes. Is this an insurmountable glitch? Am I doomed to have naked thralls?
First, this is a great Mod, thank you for creating it ! I love bossing my summon arround, suits my young aspiring Telvanni very well !
Secondly, sory to say but I had a fue issues. Starting with not being able to find the Soul Release spell. I saw it one time in Sharn gra Muzgrob of Balmora mage guild, but I had to reload my save and when i came back to her she didnt had it anymore. I encountered a couple of spell vendors, some in Sadrith Mora and all Mage guilds but couldnt find it. Didint try telvanni towers yet, my charachter is not here yet. If I could only have the spell ID I would console it to me and it would be fine. Other issue I have slight incompabilities with two mods : Summon Creeper (MWSE) Dremora Merchant (OpenMW and Vanilla-Friendly) They both summon creature vendors to barter with, but they are supposed to talk to be able to do that. Your mod is showing the ordering message box first, so I'm not able to talk to them, so they are just regular summons. If I want to use those spells I need to remove your mod, wichI don"t want to do at all. I'm not sure If I should also post a message to those modpages to let know the autors, what do you think ?
Thank you anyway for the time you put on this mod, and the time you'll take to read and answer me !
As for your other issue I'm sure I can make this mod compatible with the ones you mentioned, I'm just gonna have to dig into their code. I'll get back to you asap
Oh I'm trying this out immediately! I have a couple of questions that I'm sure I'll find the answers myself real quick once I start playing, but in case anyone else is wondering the same: Does the 'begone' option return them to a soulgem, or does it just delete them? What happens to the soulgem once the soul has been released from it? Does it get used up, or does it go back to being an empty soulgem?
Thanks, I was wondering about this exact question too.
Would be cool to add a mechanic that makes the soul return to the soul gem on death. E.g. based on conjuration level (80+?), with a specific item/ring/glove, or after a quest.
Wouldn't want to lose Vivec or Almalexia accidentally!
24 comments
Edit 1: for anyone reading this, using a summoned soul makes it both permanent and non aggressive.
Could there be a feature to return the summon to the soulgem?
p.s.: With black soul gem mod, you can even have NPCs and, with Azura's Star set as a black soul gem, Dagoth Ur as a summon.
Going to make him clean my house and cook kwarma eggs for Paxon.
Edit: I turned my house into a dungeon of sorts, with Lichs as guards.
tried begone
i use the soul trap glitch as i see no point in summoning them for 20 seconds, tried them to patrol my camp they dont move
First, this is a great Mod, thank you for creating it ! I love bossing my summon arround, suits my young aspiring Telvanni very well !
Secondly, sory to say but I had a fue issues. Starting with not being able to find the Soul Release spell. I saw it one time in Sharn gra Muzgrob of Balmora mage guild, but I had to reload my save and when i came back to her she didnt had it anymore. I encountered a couple of spell vendors, some in Sadrith Mora and all Mage guilds but couldnt find it. Didint try telvanni towers yet, my charachter is not here yet. If I could only have the spell ID I would console it to me and it would be fine.
Other issue I have slight incompabilities with two mods :
Summon Creeper (MWSE)
Dremora Merchant (OpenMW and Vanilla-Friendly)
They both summon creature vendors to barter with, but they are supposed to talk to be able to do that. Your mod is showing the ordering message box first, so I'm not able to talk to them, so they are just regular summons. If I want to use those spells I need to remove your mod, wichI don"t want to do at all.
I'm not sure If I should also post a message to those modpages to let know the autors, what do you think ?
Thank you anyway for the time you put on this mod, and the time you'll take to read and answer me !
The spell id is "Spa_ME_SoulRelease"
As for your other issue I'm sure I can make this mod compatible with the ones you mentioned, I'm just gonna have to dig into their code. I'll get back to you asap
That would be awesome if you could make it compatible, thanks !
Does the 'begone' option return them to a soulgem, or does it just delete them?
What happens to the soulgem once the soul has been released from it? Does it get used up, or does it go back to being an empty soulgem?
The soulgem is emptied, but not consumed, and can be reused to trap something else
Would be cool to add a mechanic that makes the soul return to the soul gem on death. E.g. based on conjuration level (80+?), with a specific item/ring/glove, or after a quest.
Wouldn't want to lose Vivec or Almalexia accidentally!