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WolfsTrinity

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WolfsTrinity

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About this mod

Adds a set of elemental enchantments that each have a small, static Soul Trap effect tacked on. This is the reverse of vanilla's Fiery Soul Trap. Found at the High Hrothgar entrance. Multiple Soul Trap durations available for full compatibility.

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Changelogs
Important Update Note:

Version 2.0 is a full, ground-up rebuild with most internal names changed. Updating from 1.3 mid-game should be more or less safe if you get rid of everything you've used my enchantments on first but I wouldn't recommend it. On the engine level, 2.0 is an entirely new mod but there aren't enough practical changes to be worth the risk. If you have 1.3 loaded but haven't gotten a chance to use it in game yet, upgrading is fine aside from the general risk of swapping any mods around mid-run.

Overview:

This mod adds a set of enchantments that each do fire, frost, or shock damage that properly scales and reflects Enchanting skill plus a smaller, static Soul Trap effect that doesn't. This is different from vanilla's Fiery Soul Trap, which is a "true" Soul Trap enchantment with static fire damage.

I originally made the mod because my inner power-gamer didn't like having to sacrifice an enchantment slot on a non-damaging utility like Soul Trap. Since then, I've moved on to a different solution—the Soul Cloak spell from Apocalypse—but this is still a valid way to solve it so I decided to give my first mod one last pass.

With Version 2.0, the enchantments are split across both element and Soul Trap duration.

  • Hellfire, Cold Embrace, and Reaperlight do Fire, Frost, and Shock damage respectively. This part is the same as the vanilla damage enchantments but with more pretentious names. All enchantment costs have also been manually matched to vanilla.
  • "Short" versions have a one second Soul Trap. This is good for pure melee builds.
  • "Straight" versions have a three second Soul Trap. This should be fine for most spellsword builds and some follower killsteals.
  • "Stretch" versions have a five second Soul Trap. This is the best I could get before the game swapped priorities on me.

To save on menu clutter, I recommend disenchanting your preferred trio only.


Where to find:

In version 2.0, they're in a half-buried chest at the entrance of High Hrothgar. Exact location is in the images. Version 1.3 puts them near the Notched Pickaxe at the very top of the world. In both cases, the exact weapons you find are meant to be a way to give you the enchantments and nothing more.


Game Balance:

Mod's not perfectly balanced but it's pretty good.

  • The weapons you find are decent for a completely fresh character but do basically no damage without the enchantments. If you steal a horse and sprint straight for High Hrothgar, you can get a slight advantage in the early game. If you're willing to do that, there are better ways to power game.
  • Nothing in the chest is worth any gold.
  • My elemental enchantments are a straight upgrade to the vanilla ones with no real downsides. This is intentional. They're also all found in one place that's technically easy to get to but in a natural game progression, you'll probably find a few vanilla elemental weapons before going there anyway.

Lore Friendly?
Yep! I picked High Hrothgar for purely game balance reasons but there are a few lore notes to give the enchantments an in-universe reason for both being there and having so many variants. Short version? They're the half-finished experiments of a mage who lived in this lovely little city called Kvatch towards the end of the Third Era. They were later delivered to her father, who happened to be a Greybeard. I didn't feel the need to explain why the chest was never brought inside. Maybe the courier lost the key(which doesn't exist in-game) so the Greybeards never figured out why this random chest was sitting outside.

That chest does respawn, though. This part's not even remotely lore friendly but it's there just in case you happen to lose something.

Why multiple durations?

TLDR?
In case the better enchantments break for weird technical reasons.

Full Explanation?
When the player applies an enchantment with multiple effects, only one of those effects will scale and react to skill tree perks like it's supposed to. Everything else is completely static. The priority for this is automatic: I can't just tell the Creation Kit which one is more important.

In my testing, a five second Soul Trap is about the best I could get before Skyrim started picking it over the elemental damage but there are underlying factors in play. The shorter versions are for edge cases where another mod changes things in a way that breaks the enchantment scaling "early." I've only personally seen this once and I'm not even sure what caused that but it was a pretty easy fix to make and it vaguely bothered me that my old mod was ever so slightly broken.

Light Version:

This one takes a different approach. Instead of adding new enchantments, I stuck Soul Trap onto the existing ones. This is simpler and inherently balanced—you find them wherever you'd normally find the vanilla elemental enchantments and the Soul Trap only applies to new ones you put onto weapons yourself. I could also ESL flag it so that's cool.

Downsides?
  • I had to pick one duration. Went for the three second middle ground.
  • Any other mod touching those enchantments will need a patch. Automated patches like those made by Wrye Bash will probably handle this just fine.