ASG is over. Thanks for using this mod and I hope it didn't suck.
But, there are alternatives available which cover everything this mod does, and more, and they do it better, and so this mod is now totally deprecated. Don't use it.
I've put up links to the alternatives in the description, and I'm closing the comments here. If you want to discuss ASG take it to the Soulfire comment thread I guess. That's *my* successor to ASG. Take discussion of the other alternatives to the threads for those mods, obviously.
At this point I consider this mod "basically done" as I have added everything I want to add to it (though see below). I don't plan to do more work on it aside from bug fixes, if necessary.
However, I did not start modding again just to sort out some long-standing issues with ASG I have also begun working again on another mod of mine, Soulfire, and my plan there is to first make a few basic improvements to it that I've been considering for quite a while. After that, I will be rolling up ASG into Soulfire, and expanding on the feature set of both (yes, I have some additional features/changes in mind that aren't quite in scope for ASG in the main).
I won't reveal too much yet, except that there will be perks involved, using Campfire's perk system.
Of course, legacy ASG will be kept around here for people who just want the basic functionality.
What if I want to use the individual unofficial Skyrim patches and run this mod? it doesn't let me unless I have the unofficial legendary edition patch
I was recently asked to add localization support to mine. Turns out it wasn't super hard, although it does require SKSE, since it's SKSE that provides the ability.
You might consider adding it to this- you're welcome to look at my 3.1.i to see how I managed it.
ASG was originally made so that people could get Smart Souls functionality without needing SKSE, and also to do it in a way that wouldn't break after each official patch, since at the time it took shademe three or four weeks to update it. So requiring SKSE to use it now, even if almost everyone uses SKSE anyway, sort of misses the point IMO. I guess ASGM is a little different since it provides customization options that even Smart Souls does not, and probably the language support is better than Smart Souls as well, but for ASG itself requiring SKSE doesn't make sense to me.
And anyway, I'm focusing on Soulfire now and won't waste time on a basically-obsolete mod.
Looks like the only differences between ASG and ASGM now is that ASG requires USLEEP and ASGM is configurable. (Of course, I always considered ASGM being configurable to be the one true distinction anyway. )
I'm looking forward to whatever it is you're doing with Soufire and the SF-ASG merge.
Out of curiosity, why did you choose PerceptionCondition when you merged in my code? I thought at first it was to prevent conflicts between ASGM, but then I realized that absolutely no one would have ASG and ASGM installed at the same time- they're mutually incompatible and almost functionally identical. (Actually, with the options in ASGM kept at their default settings, they are functionally identical now.)
So now I'm super curious.
(Note to onlookers: I am in no way upset that blue has incorporated my code into the original ASG. I'm glad he has, in fact. I do not consider it theft any more than he considers ASGM to be theft of his work, just to stop anyone who might want to yell at blue before they work up the breath to do so.)
Because dead people's brains don't work anymore.... (And before you ask, I chose the number I did for two reasons, the first being the extreme unlikelihood of that number ever being assigned to BrainCondition even if another mod uses that AV (a la "Pick a number between 1 and 10." "4 million."), and the second being because I felt like putting in a bit of a joke/easter egg thing in my mod.
Getting this weird glitch where the Grand Soul Gems in my inventory keep multiplying by some indeterminable factor. I'm not even sure what the trigger for this is. Is this happening for anyone else? Any suggestions for a fix?
Thanks to creator for the mod. Hope I can get it working.
I will take a look at this ASAFP as we certainly can't have that. Do you have Unofficial Skyrim Legendary Edition Patch installed? Note that legacy USKP is not enough - it has to be USLEEP.
My *guess* is that you have legacy USKP installed instead of USLEEP and this is causing the script to malfunction, where multiple instances of the script are interfering with each other.
I'll be adding USLEEP as a hard requirement (i.e., a master of Acquisitive Soul Gems.esp) in a 3.0.2, to avoid this issue going forward.
Does version 3.0.1 incorporate content/scrips for Dawnguard in the same manner as the 2.5.6 Dawnguard version or will there be a 3.0.1 Dawnguard version?
While I'm here: thank you for this excellent mod, it's a must have for all my playthroughs
EDIT: Just thought, as USLEEP is used and that applies to all expansion content, I'm assuming my answer is yes to the former and no to the latter.
Added requirement of USLEEP. The new script is built off the USLEEP patch for Black gems, and any fixes to that USLEEP script in the future, will be incorporated into ASG if applicable.
Patches for other mods that modify soul trap spells should no longer be necessary, as the ASG.esp now only modifies two GMST forms, and nothing else. Provided another mod uses magicSoulTrapFXScript in the usual way, even for new soul trap spells or effects, it is compatible.
A limitation where if two enemies died at exactly the same time, only one could be soul-trapped, has been removed.
I have removed the "ASG Silencer" mod because I don't want anyone trying to use it with the new version and screwing up their game. I will add this feature back via MCM "soon".
Just wanted to say, I am both surprised and pleased to see you update this thing. Good on you.
Still think you're doing the gem checking backwards, and should be starting at Black and working down to Petty, rather than what you're doing, but what you got works, so, you know, whatever.
(Yeah, that's right. I looked at your latest version's code. I'm not a cat, I'm allowed to be curious. )
Your way will usually result in a few more compare ops, though I will admit for something like this it probably doesn't matter. I suppose you are right that readability trumps performance in this case, but this way occurred to me first so I'm sticking with it :-)
Does the latest update basically make this mod the same as the multi-threaded version now?
I love your mod and was very happy that you allowed the multi-threaded version to be uploaded and I would love to come back to your original version if the answer to the question above is yes.
P.S. I am still relatively a noob when it comes to all this modding lark so please don't think I haven't read up on both, just a lack of understanding sometimes means I need to ask questions.
Not quite the same. There is no option to disable messages right now, though I plan to add that via MCM "soon". Also, ASGM allows you to fiddle with how Azura's Star and the Black Star work - this mod doesn't do that and I don't think I plan to add it. Finally, ASGM copies over elements of USLEEP/USKP, but does not require USLEEP or USKP, while this mod does *require* USLEEP in order to work. I've done it that way so that any future changes USLEEP team make there will either be automatically reflected in ASG, or will require very little effort to incorporate into ASG.
Can anyone shed some light on installing this with Perma and Apocalypse - magic of Skyrim? I'm not sure what the load order is supposed to be, but even with both patches installed for the two mods, and loaded after Perma, I still get common souls trapped in grand souls and vice versa. Is this supposed to go after EVERYTHING from Perma - including the Patchus Maximus?
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The author has locked this comment topic for the time beingBut, there are alternatives available which cover everything this mod does, and more, and they do it better, and so this mod is now totally deprecated. Don't use it.
I've put up links to the alternatives in the description, and I'm closing the comments here. If you want to discuss ASG take it to the Soulfire comment thread I guess. That's *my* successor to ASG. Take discussion of the other alternatives to the threads for those mods, obviously.
At this point I consider this mod "basically done" as I have added everything I want to add to it (though see below). I don't plan to do more work on it aside from bug fixes, if necessary.
However, I did not start modding again just to sort out some long-standing issues with ASG I have also begun working again on another mod of mine, Soulfire, and my plan there is to first make a few basic improvements to it that I've been considering for quite a while. After that, I will be rolling up ASG into Soulfire, and expanding on the feature set of both (yes, I have some additional features/changes in mind that aren't quite in scope for ASG in the main).
I won't reveal too much yet, except that there will be perks involved, using Campfire's perk system.
Of course, legacy ASG will be kept around here for people who just want the basic functionality.
You might consider adding it to this- you're welcome to look at my 3.1.i to see how I managed it.
And anyway, I'm focusing on Soulfire now and won't waste time on a basically-obsolete mod.
I'm looking forward to whatever it is you're doing with Soufire and the SF-ASG merge.
Out of curiosity, why did you choose PerceptionCondition when you merged in my code? I thought at first it was to prevent conflicts between ASGM, but then I realized that absolutely no one would have ASG and ASGM installed at the same time- they're mutually incompatible and almost functionally identical. (Actually, with the options in ASGM kept at their default settings, they are functionally identical now.)
So now I'm super curious.
(Note to onlookers: I am in no way upset that blue has incorporated my code into the original ASG. I'm glad he has, in fact. I do not consider it theft any more than he considers ASGM to be theft of his work, just to stop anyone who might want to yell at blue before they work up the breath to do so.)
(And before you ask, I chose the number I did for two reasons, the first being the extreme unlikelihood of that number ever being assigned to BrainCondition even if another mod uses that AV (a la "Pick a number between 1 and 10." "4 million."), and the second being because I felt like putting in a bit of a joke/easter egg thing in my mod.
Thanks to creator for the mod. Hope I can get it working.
I'll be adding USLEEP as a hard requirement (i.e., a master of Acquisitive Soul Gems.esp) in a 3.0.2, to avoid this issue going forward.
While I'm here: thank you for this excellent mod, it's a must have for all my playthroughs
EDIT: Just thought, as USLEEP is used and that applies to all expansion content, I'm assuming my answer is yes to the former and no to the latter.
Added requirement of USLEEP. The new script is built off the USLEEP patch for Black gems, and any fixes to that USLEEP script in the future, will be incorporated into ASG if applicable.
Patches for other mods that modify soul trap spells should no longer be necessary, as the ASG.esp now only modifies two GMST forms, and nothing else. Provided another mod uses magicSoulTrapFXScript in the usual way, even for new soul trap spells or effects, it is compatible.
A limitation where if two enemies died at exactly the same time, only one could be soul-trapped, has been removed.
I have removed the "ASG Silencer" mod because I don't want anyone trying to use it with the new version and screwing up their game. I will add this feature back via MCM "soon".
Still think you're doing the gem checking backwards, and should be starting at Black and working down to Petty, rather than what you're doing, but what you got works, so, you know, whatever.
(Yeah, that's right. I looked at your latest version's code. I'm not a cat, I'm allowed to be curious. )
I love your mod and was very happy that you allowed the multi-threaded version to be uploaded and I would love to come back to your original version if the answer to the question above is yes.
P.S. I am still relatively a noob when it comes to all this modding lark so please don't think I haven't read up on both, just a lack of understanding sometimes means I need to ask questions.
Peace brother!
Thank you for your new update !
Now we don't need a patch for your mod and " Apocalypse - Magic of Skyrim" ?
sry for my bad english.
The instructions for the Apocalypse say load order needs to be:
ASG
Apocalypse
ASG Apocalypse Patch
It's probably the same for the PerMa patch:
ASG
Anything PerMa
ASG PerMa Patch