Im using that one right now and I'm still getting the same error. I removed all my gems and added new ones through the console. However it still won't absorb black soul gems even though I have empty ones in my inventory
I added the vanilla soul gems when I used the console. Anyways I think my problem when I used gist was I forgot to remove soul saver because I just checked and its still active in mcm. Im gonna give that a try
Great mod, I've never gave it a go before as AGS was just the main stream thing to pick. Now with Enderal both AGS and Smart Souls fail to correctly fill the soul gems, while yours works perfectly there.
So I like this better than the Aquisative Soul Gem mod, because it actually will use larger gems when needed, so it's kind of between Vanilla and that mod. However, it still means that I end up with a bunch of underfilled high level soul gems. It would be awesome if a partially filled soul gem could free a lower level soul in it to make room for a bigger soul, even if there were no smaller gems in my inventory. That way I actually can get those Giant and Mammoth souls when they come up. As it stands, I'll rarely get a real opportunity to fill a Grand soul gem, because it'll probably be filled by something smaller. Kind of defeats the purpose. Any chance of this being an option in a future version?
i.e. Greater Soul gem with lesser soul in it (no totally empty soul gems in inventory) > Kill Giant > lesser soul goes to aetherious and I get the giant soul. = filled Greater Soul Gem.
Man! You're so right. I guess I had so many damned empty gems in my inventory that it just took a while for them to fill up and have this happen. I was thinking that I had some greater soul gems that should have been filled with higher level souls because I was getting "no soul gem large enough" messages. But after getting absolutely all my soul gems filled with something this started happening.
Sorry, now I'm confused -- were you receiving the "no soul gem large enough" message when you had empty gems? Or was it a message saying that the soul had been shrunk etc?
After installing this mod and the Dawnguard patch, I can't cast soultrap anymore! I hear the sound, but there is no light orb flying towards the target. What could be causing it?
EDIT: weapons enchanted with soul trap still work fine.
I use the mod Spellblade, which does edit soul trap. However, after checking my load order on TES5Edit, I saw that Soul Saver was not conflicting with any other mods in my load order.
I have plenty of scripted mods, but I wouldn't say I am suffering from script lag.
EDIT: Not even loading the mod and patch dead last (even after the bashed patch) fixed it for me. Will have to leave it out of my load order untill I find a way to fix it
I'm not really sure what you mean by patch dead last. If you uninstalled the main file then the patch won't work, it will only break the Soul Tear shout and Soul Trap will be vanilla.
Sorry you're having issues. I'll take a look at it tonight, but I don't know if I'll be able to fix it since I can't reproduce the problem.
I'm not really sure what you mean by patch dead last
I meant I loaded the two plugins in the lowest place (highest priority) in my load order. Since it didn't work, I can exclude the esp conflict as a cause for the issue.
Could a scripted mod be causing this? Or would it have to be a conflict I could see on TES5Edit?
You wouldn't see any script-created conflicts on TES5edit, but I'm not sure what type of script issue could lead to this effect, other than just general script lag. And the fact that soul trap enchantments work makes it seem like it isn't lag.
Have you tried uninstalling, re-installing, then loading an old save? The older the save the better, in case this is caused by orphaned scripts / properties.
Uninstalled it, downloaded again and loaded the very first save file from my character after choosing the Vigilant of Stendarr option in Live Another Life. I gave myself the spell using console command. I found 2 entries called soul trap: vanilla (0004DBA4) had the same effect I reported above. No flying orb and no trapping. The other one (03010ff2 - I believe it's from Dawnguard) showed no flying orb, but was applied to the target as expected.
Does that help at all?
EDIT: Also, I checked mod organizer's data tab and saw no scripts at all conflicting with The Soul Saver.
EDIT 2: Here's my load order: http://pastebin.com/pX3Fur93
I found the issue and it is now fixed. There was a transient issue with the Unofficial Patches' modification of Soul Trap. Thanks for notifying me about the issue & helping me debug!
I expect that this will work if you place Soul Saver after Soulfire in your load order. (If it works it will override the "Soul Harvester" component of Soulfire, of course.)
If you test this out, please let me know the result!
Would this mod work with Auto Recharge Weapons (http://www.nexusmods.com/skyrim/mods/51332/?)? It basically uses wholly-filled to auto charge enchanted weapons as their charges deplete.
I assume there would be no problem, since Soul Saver only works up until the gem is filled. Is that right?
Script-wise it doesn't sound like there would be any conflict, so if there aren't any conflicts found by TES5edit then I expect they will be compatible.
Btw, I plan to investigate your previous issue further this weekend. Are you still having that problem or did you find a way to fix it?
Haven't fixed it yet. I had to drop this mod from my current playthrough, but I am planning another MO profile that will include it. Hopefully, it'll work.
As an alternative, this mod will allow partially-filled gems to become available for a larger soul. The smaller soul will then be released and moved to an appropriately-sized gem, if one is available. If there are no gems large enough, the soul will be shrunk to fill the largest available gem.
So, if there is no empty gem available, the soul will be abandoned, right?
I describe it in the description, but the larger soul will take the smaller soul's place, and then the whole script gets called again to find a home for the small soul. For example, if you start with:
Greater Gem (common) Common Gem (lesser) Lesser Gem (petty)
If you capture a Greater Soul, it will become:
Greater Gem (greater) Common Gem (common) Lesser Gem (lesser)
And the petty soul will be lost, since there is no empty gem to place it in.
According to the description, soulgems will still be filled with smaller souls. This mod will just reduce the intances where souls and gems are wasted by trying to organize souls into the best-fitting gems even after they are captured.
no what i mean is where you would capture the correct soul for lets say lesser, and it would be the soul gem where if you drop it it would be emptied as it isn't link to a correct filled soul gem like let's say gran or black. it is a very well known issue that you can read about on the wikia
Actually, it should solve that issue. For example, if you find a Greater Gem (Empty) and fill it in vanilla Skyrim, it will still be a Greater Gem (Empty) that just happens to remember that it isn't empty right now. So if the gem loses that memory for whatever reason, it will return to you empty.
When filling a gem, my mod actually removes the item from your inventory and replaces it with the correctly-filled static item, so the gem is now incapable of "forgetting" how full it is.
But notice, as described in Installation, it doesn't fix gems that have already been filled -- you should use or sell these because they will actually lose their memory the first time my soul capture script runs. But any gem filled after installing my mod will be immune to this effect, except perhaps Azura's Star and the Black Star.
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Anyway this mod is outdated. See GIST.
Now with Enderal both AGS and Smart Souls fail to correctly fill the soul gems, while yours works perfectly there.
i.e. Greater Soul gem with lesser soul in it (no totally empty soul gems in inventory) > Kill Giant > lesser soul goes to aetherious and I get the giant soul. = filled Greater Soul Gem.
EDIT: weapons enchanted with soul trap still work fine.
I have plenty of scripted mods, but I wouldn't say I am suffering from script lag.
EDIT: Not even loading the mod and patch dead last (even after the bashed patch) fixed it for me. Will have to leave it out of my load order untill I find a way to fix it
Sorry you're having issues. I'll take a look at it tonight, but I don't know if I'll be able to fix it since I can't reproduce the problem.
I meant I loaded the two plugins in the lowest place (highest priority) in my load order. Since it didn't work, I can exclude the esp conflict as a cause for the issue.
Could a scripted mod be causing this? Or would it have to be a conflict I could see on TES5Edit?
Have you tried uninstalling, re-installing, then loading an old save? The older the save the better, in case this is caused by orphaned scripts / properties.
Does that help at all?
EDIT: Also, I checked mod organizer's data tab and saw no scripts at all conflicting with The Soul Saver.
EDIT 2: Here's my load order: http://pastebin.com/pX3Fur93
If you test this out, please let me know the result!
"The soul saver" isn't worked.
I assume there would be no problem, since Soul Saver only works up until the gem is filled. Is that right?
Btw, I plan to investigate your previous issue further this weekend. Are you still having that problem or did you find a way to fix it?
Install -> required mod: SKSE
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The Soul Saver - Dawnguard Patch
The Soul Saver - Apocalypse Magic Patch
Install -> required mod: SKSE, Multi-Soul Soul Gems
(http://www.nexusmods.com/skyrim/mods/74231/? )
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An excellent mod that works perfectly for me. Thank you for making playing Skyrim that much more fun.
So, if there is no empty gem available, the soul will be abandoned, right?
Greater Gem (common)
Common Gem (lesser)
Lesser Gem (petty)
If you capture a Greater Soul, it will become:
Greater Gem (greater)
Common Gem (common)
Lesser Gem (lesser)
And the petty soul will be lost, since there is no empty gem to place it in.
or can you use a diffrent mod that fixes that togetter with this one?
it is a very well known issue that you can read about on the wikia
When filling a gem, my mod actually removes the item from your inventory and replaces it with the correctly-filled static item, so the gem is now incapable of "forgetting" how full it is.
But notice, as described in Installation, it doesn't fix gems that have already been filled -- you should use or sell these because they will actually lose their memory the first time my soul capture script runs. But any gem filled after installing my mod will be immune to this effect, except perhaps Azura's Star and the Black Star.