My take on making excess dragon souls useful, ported from LE to SE. Stockpiled souls improve power attacks, shout duration and power. Lose souls on death to revive, or convert souls into perk points. More features in the works.
If you want to make a patch, or add a feature... just ask me first. I'll probably say yes anyway. I just want to be able to keep track of what happens with my mods.
File credits
THANKS TO
Nexusmods users:
Badorio for helping with script optimization (of the original Souls Do Things). Narue for her giving public freedom to her code on Dragon Soul Utils NickNak for converting version 1.9 Nyriah for converting version 1.8b
reddit users:
/u/qay246 /u/colinkelley1 /u/docclox
Discord:
SirJesto for converting the mod to SE.
and everyone else who joined my posts to help me polish my coding skills.
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Fixed a bug where it would take two loads to update stats after starting up the game.
Fixed a bug where Farengar's tome would grant unlimited perk points when the souls to perk points system was disabled.
Version 3.4
Equipping a bow while under the effects of Dragon Aspect will now create special arrows based on Attunement.
New meshes added from open permissions mod: Colorful Bound Weapons
Fully-drawn bonuses to archery reworked: will now fire a mid-range blast to accompany the projectile.
Bugfix: Slow time bug should be fixed. Again.
VR scripts updated.
Version 3.3c
MCM updater script fixed. Some properties were left unfilled.(Should work now).
Added 3 new loading screens to help explain the mod's functions.
Shadow of Skyrim esp removed in favor of a purely script-based solution.
Improved Closefaced Helmets patch now available.
Version 3.3
Reorganized MCM. Should be safe to upgrade mid-playthrough. Report issues with MCM if any are encountered after update.
Shadow of Skyrim compatibility patch now included.
Bugfix: Mod-edited Slow Time no longer inversely scales with shout magnitude.
Dragon Aspect on Revive functionality can now be tweaked through MCM.
Version 3.2
FOMOD Installer uploaded
Fixed a bug that caused improper update values when spending or gaining multiple dragon souls in a row with a menu open.
Shout Cooldown buff now properly displays its magnitude in the effects menu.
Response time of stockpile effects updating improved.
Stockpile buffs will no longer display in the UI when scaling is set to 0.
Version 3.1
Fixed an MCM issue that prevented Revive Mode from properly displaying its text.
Fixed wrong condition check for Carry Weight stockpile.
Version 3.0c
MCM menu option for Dungeon Reset included.
Aka's Protection mask given new effect: Equipping the mask replaces equipped armor with weightless Dragonplate. (Don't worry, unequipping it won't leave you naked.)
Added optional patch for Dragon Aspect Overhaul.
Version 3.0b
Dungeon Reset detached from Dragon Crafting system; Time rift will be enabled at Labyrinthian after first returning from the Dragon Priest sanctuary via the Wooden Mask.
Dragon Mask - Gaze of Aka renamed to Dragon Mask - Aka's Protection; enchantment disabled and is now a placeholder.
Version 3.0
First iteration of Dungeon Reset system implemented.
Fixed a bug that prevented Lightning Dragon Aspect's explosion from dealing damage to enemies.
Lightning Dragon Aspect explosion now does not deal minor damage to the caster.
Farengar's Research Note updated to provide (an extremely shorthand) context on the mod's features.
Version 2.6c
Absorbing a soul will now restore stats based on Soul Count prior to refreshing scaling magnitudes (prevents dying when refreshing passive effects at low health).
Version 2.6b
Fixed a bug that prevented souls from properly loading player attributes unless the game was quick loaded. My bad.
Version 2.6
Dragon Souls can now increase carry weight.
Carry weight per soul and carry weight cap sliders added to MCM menu.
Fixed an oversight that undid changes to Deep Freeze by the USSEP.
Added compatibility patch for More Draconic Dragon Aspect. Wings should now properly display when using both mods.
Added a change previously missed in the VR compatibility scripts. Attuned Power Attacks should now properly register.
Updated SPID ini file to solve conflicts with Miraak-altering mods.
Version 2.5c
Rebalanced mask enchantments to 750.
Tweaked scripts to address a bug where soul count change would not be detected.
Version 2.5b
Small change to Dragon Soul Absorption detection script for the purpose of future content.
Standardized all Dragon Mask enchantments to 4000 gold (Masks cost 4000+base cost).
Version 2.5
Dragon Crafting System now fully implemented.
Bugfix: Soul Conversion no longer incorrectly requires 2 souls in possession to cast.
Health, Magicka, Stamina and Shout CD buffs no longer display without first absorbing a dragon soul.
Dragon Aspect Enhancement integration by MadCat221 added; will use Madcat's meshes if they are available, and vanilla meshes if they are not. Disable DAE's .esp to use meshes without its gameplay effects.
Shock projectile model for Storm Dragon Aspect power attacks changed; will now use the same model as Shock Cloak instead of Drain Vitality.
Added .ini file for SPID users who want NPCs to benefit from wearing crafted Dragon Masks.
Version 2.1c
Bows now benefit from Attuned Dragon Aspect. Quick shots deal bonus elemental damage. Full draws will deal this damage, and release a short-ranged elemental burst.
Improved script for Cold Steel (Steel Dragon Mask)
Version 2.1b
Miraak will now correctly use the upgraded Dragon Aspect when the Attunement feature is enabled.
Added optional files to make power attack features available in VR,
Version 2.1
First implementation of the Attunement system. Visit any Word Wall to trade souls for effects. Enable/disable via MCM.
Attunement improves Dragon Aspect with alternate effects. This also includes Miraak's Dragon Aspect.
Version 2.0a
Added 9 crafted Dragon Priest Masks with unique effects as a test batch. Craft at the Skyforge.
Version 1.9
Added Dragon Soul Scaling slider for Shout Cooldown Reduction (and its respective cap).
Removed dirty edit from Scribbled Note.
Edited Death Protection (Revive) script to be more compatible with death alternative mods and/or Sacrosanct when Revive Mode is set to 0.
Revive Mode is now off by default.
Dragon Soul to Perk Point conversion spell is now unlearned by default.
Version 1.8b
Sliders should now properly retain values after loading.
Super Mode will now properly stagger nearby enemies with an explosion on revive.
Revive function no longer triggers when losing a brawl.
Health, Magicka and Stamina sliders added (Experimental. This is the most complex scripting I've done so far. Works for me, but disable and report if it doesn't for you.)
Replaced flat attack damage scale with power attack damage scale. Flat attack damage disproportionately empowered weaker weapons and made stronger weapons meaningless.
Reassembled the MCM into two separate pages. This requires uninstalling the previous version and making a clean save before installing 1.7b
In mid-2019, I published a mod called Souls Do Things. It was designed as a lightweight means of making dragon souls useful. While the mod was perfectly playable in my own games, a common request I got after uploading it was the need for an MCM menu for convenience. It was a valid suggestion, as the original mod handled settings through globals set via console commands. However, I was relatively new to coding, and I found it tedious that in order to make an MCM menu, I would have to change almost all of how the various perks, spells and magic effects interacted with each other to some extent.
Six months after I released that mod, I finally found the time and motivation to give it a new crack. So here we are.
Souls Do Things 2 is my take on making excess dragon souls useful, ported from LE to SE. Stockpiled souls increase power attack damage, shout magnitude, stats, and more. Lose souls on death to revive, or convert souls into perk points. More features in the works.
Features Dragon Soul Stockpile
Power Attack Damage - Each soul you collect can be configured to increase your power attack damage by x%.
Shout Power - Each soul you collect can be configured to increase shout power by x%.
Shout Duration - Each soul can be used to increase shout duration by x%.
Shout Cooldown Reduction - Each soul can be used to reduce shout cooldowns by x%.
Health, Magicka and Stamina - Each soul can grant a flat boost to your stats.
Carry Weight - Each soul can grant a flat increase to carrying capacity.
Dragon Soul Revival
Mode 0 (Compatibility) - Revive function is disabled for compatibility with Death Alternative, Sacrosanct, etc.
Mode 1 (Softcore) - Specify the number of souls you lose on death via the Revive Cost slider.
Mode 2 (Mediumcore) - Lose half of current souls on death. Revive requires a minimum number of souls equal to the value of the Revive Cost slider.
Mode 3 (Hardcore) - Lose all souls on death. Revive requires a minimum number of souls equal to the value of the Revive Cost slider.
Dragon Souls to Perk Points Convert Dragon Souls into Perk Points with a spell. Add the spell via the MCM menu, or find the spellbook in Farengar's office if you want a more immersive method.
Dragon Soul Crafting You can use your dragon souls to craft powerful artifacts. As of v2.5, 18 effects are available. The recipes are Skyforge exclusive, and only appear if you have a Dragon Soul in possession. List of current effects.
Attunement Select a buff by interacting with Word Walls. Then unlock more power by using the Dragon Aspect shout while under the effects of your chosen Attunement. Fire, Frost and Storm attunements are available, and more will come in future updates. An in-depth explanation can be found here.
Dungeon Reset Originally implemented as a sub-feature of the Crafting system, the Dungeon Reset system is accessed via a rift in time (Wounded Time). This feature is largely experimental and subject to change based on feedback. All details are found here.
Compatibilities and Performance
No running scripts. No periodic checks. Effects fire only when they have to.
IF USING DEATH ALTERNATIVE MODS, OR OTHER MODS THAT TRIGGER ON BLEEDOUT, DO NOT ENABLE REVIVE MODE. KEEP SETTING AT 0.
Load BEFORE any mods that alter Miraak, and then use together with SPID. Check optional files for SPID ini.
Stacks multiplicatively with other perk-based shout scaling mods.
Compatible with custom and mod-added shouts... and any spell really that uses the MagicShout keyword in its magic effects.
Load AFTER any mods that edit Dragon Aspect and then Smash. In the case of More Draconic Aspect, a patch is available in the Files tab. Smash after installing the patch.
Installation MO/Vortex
Download main file plus desired optionals.
Install.
Manual
Download .rar file plus desired optionals.
Extract contents to Skyrim/data folder.
If Updating to 2.0a from 1.xx
Take note of .esp location in your load order.
Load a game, and disable all features in the MCM. Save and exit.
Uninstall the mod from your load order.
Load your save. Save and exit.
Install v2.0a or above in the same location in your load order.
Uninstallation
Be sure you are not in the middle of reviving or absorbing a dragon soul.
Uninstall.
Run a save cleaner to be sure.
Special Thanks
Vanilladoesntreal for his generous donation.
An anonymous donor. I can't share your name or email, but you know who you are. Thanks.
Cyborgarmgun and renzozuken1 for allowing Colorful Bound Weapons to be an open resource.
Snipey360 for offering to port this to XBox. Good luck man, don't hesitate to ask for help.