YASTM v3.0.0 introduces the experimental soul trap leveling feature which allows soul traps to grow more powerful as your conjuration level increases.
Soul trap leveling can be set up in the new MCM page, and is disabled by default. You can set how high your conjuration level needs to be in order to guarantee that your soul trap succeeds for a particular soul size. It can also "unlock" soul trap techniques (displacement, relocation, shrinking, and splitting) after your conjuration level exceeds a certain level.
There are currently two leveling types:
Degradation downgrades larger white souls to a lower level soul according to your level of proficiency, so if you trap a greater soul but only have the levels to trap lesser souls, the soul you trap will be degraded to a lesser soul instead. This "shrinking" behavior is applied independently of the standard soul shrink configuration and only affects the first soul that is processed.
"Loss" gives a chance that trapping souls too big for your skill level to "slip away". Depending on the configuration, the loss chance can be the full 100% (completely gated) or gradual.
There are two options unique to the "loss" leveling type: the progression system and the success chance scaling.
Enabling the progression system increases the chance of a successful soul trap as your conjuration level increases. The success chance is calculated by (currentLevel/thresholdLevel)*scaling. If you trap a Black Soul when the Black Soul threshold is at L50, your conjuration level is 26, with 80% scaling, this means that there is a (26/50) * 0.8 = 0.416 -> 41.6% chance of success. At conjuration L49, the chance would be 78.4% (it will not reach 80% chance when below threshold with the progression system enabled).
When the progression system is off, the scaling will, quite literally, be used as the success chance. So in this case, 80% scaling means 80% chance to trap a soul when your conjuration level is below threshold. If you don't like the gamble, setting the scaling to 0% will effectively turn off any chance to trap souls below threshold.
Note: This update should work fine on an existing save, but all translations will need to be updated, which is why the version number is v3.0.0 (for "breaking change", v2 was skipped due to an ancient mistake with version numbering decisions). If you're using the profile save feature, it is recommended that you resave the profile so that the new properties will be added to the profile. The main description page will be updated some time later.
To make Azura Star/Black Star show the correct Icon.
The change also has affect on Stone-Fire Soulgem from Vigilant.
For Dear Diary or Dear Diary Dark Mode or Horizon UI Overhaul 1. Open "interface\skyui\config.txt" 2. Find this line (Normally this is the last line of the file) itemIcons = <clothingIcon, weaponIcon, otherIcon>
For Original SkyUI (May or may not work with SkyUI Replacer) Don't use this with Dear Diary Family, Follow guide above instead
Add this to the end of "interface\skyui\config.txt" file (may require unpack SkyUI.BSA) ;=========================================================================================================== [Properties] ;=========================================================================================================== props.otherIcon.propertiesToSet = <'iconLabel'> props.otherIcon.filter = <'formType': Form.TYPE_MISC>
Had the problem where soul gems weren't being filled. Soul trap, weapons, nothing worked.
Turned out I messed up in the installation. I have Skyrim Special Edition version 1.6.1170 and use Mod Organizer 2. I had installed the Special Edition version of the mod when I should have installed the Anniversary version. That's on me for not reading the instructions properly. If anyone has the same problem, I hope this might help.
I was having this exact problem, and this fixed it. The "current" or newest version of Skyrim, at least what I downloaded from Steam, like like the third or fourth choice down and I just didn't pay enough attention when installing it.
Someone else had asked the question, but I didnt see a response anywhere: Is there supposed to be controls to empty partially filled souls? or how is this done? I dont see anyway of interaction with the mod (aside from selecting options in the MCM), so I just want to make sure it is working correctly for me, and so I can get rid of these partially filled gems.
Unless something's changed, you can drop filled soul gems on the ground from your inventory and pick them up again, should be empty. Haven't tried this in years but that used to work
power of three tweeks plugin is not compatible with GOG AE 1179. Using scaleform translation, it still doesn't work. I've had problems with mcm registration stalls, long period before it registers.
adress library skse skiui I'm trying it with just these.
I use GIST. MCM works, but doesn't save settings. Soul shrinking is off and it does it. No extra downloads. Tends to make shift souls around a lot. It may take a while, before you have full soul gems.
I am using this in Gate to sovngarde collection and it seems to turn larger gems into whatever it needs to fit the soul taken. A grand gem is turning into a petty if I kill a mudcrab. Is this a collection issue or is it a possible failing on my part.
you don't have to do anything; this is the kind of mod that works in the background. it changes how the game picks soul gems to fill while trying to limit under filled soul gem waste.
if you want to merge soul gems to make a bigger one. you'll need something like a mystic condenser. a few mods have this functionality but all need patches.
came back to tell you someone made a mod similar to what you asked that shouldnt need a bunch of patches. https://www.nexusmods.com/skyrimspecialedition/mods/126785
idk about compatibility to this though since it can make its own azura star.
If you're on Skyrim SE (not AE) version 1.6.1170 (latest as of 2024 July) then when you install the mod, in the Vortex menu pick the Anniversary version, for game versions 1.6.640+. The latest version possible in the Vortex menu. This fixes the dll issue where you can't start the game without a warning message about the yastm dll being disabled. Also turn the allow partly filling option off in MCM menu, it seems to fix soul trap not working mid-game. I also changed the soul shrink method to split and added soul diversion.
287 comments
Soul trap leveling can be set up in the new MCM page, and is disabled by default. You can set how high your conjuration level needs to be in order to guarantee that your soul trap succeeds for a particular soul size. It can also "unlock" soul trap techniques (displacement, relocation, shrinking, and splitting) after your conjuration level exceeds a certain level.
There are currently two leveling types:
Degradation downgrades larger white souls to a lower level soul according to your level of proficiency, so if you trap a greater soul but only have the levels to trap lesser souls, the soul you trap will be degraded to a lesser soul instead. This "shrinking" behavior is applied independently of the standard soul shrink configuration and only affects the first soul that is processed.
"Loss" gives a chance that trapping souls too big for your skill level to "slip away". Depending on the configuration, the loss chance can be the full 100% (completely gated) or gradual.
There are two options unique to the "loss" leveling type: the progression system and the success chance scaling.
Enabling the progression system increases the chance of a successful soul trap as your conjuration level increases. The success chance is calculated by (currentLevel/thresholdLevel)*scaling. If you trap a Black Soul when the Black Soul threshold is at L50, your conjuration level is 26, with 80% scaling, this means that there is a (26/50) * 0.8 = 0.416 -> 41.6% chance of success. At conjuration L49, the chance would be 78.4% (it will not reach 80% chance when below threshold with the progression system enabled).
When the progression system is off, the scaling will, quite literally, be used as the success chance. So in this case, 80% scaling means 80% chance to trap a soul when your conjuration level is below threshold. If you don't like the gamble, setting the scaling to 0% will effectively turn off any chance to trap souls below threshold.
Note: This update should work fine on an existing save, but all translations will need to be updated, which is why the version number is v3.0.0 (for "breaking change", v2 was skipped due to an ancient mistake with version numbering decisions). If you're using the profile save feature, it is recommended that you resave the profile so that the new properties will be added to the profile. The main description page will be updated some time later.
The change also has affect on Stone-Fire Soulgem from Vigilant.
For Dear Diary or Dear Diary Dark Mode or Horizon UI Overhaul
1. Open "interface\skyui\config.txt"
2. Find this line (Normally this is the last line of the file)
itemIcons = <clothingIcon, weaponIcon, otherIcon>
Replace with
props.soulgemIcon.propertiesToSet = <'iconLabel'>
props.soulgemIcon.filter = <'formType': Form.TYPE_SOULGEM>
props.soulgemIcon.keywords.DaedricArtifact = <'iconLabel': 'soulgem_azura'>
itemIcons = <clothingIcon, weaponIcon, otherIcon, soulgemIcon>
For Original SkyUI (May or may not work with SkyUI Replacer)
Don't use this with Dear Diary Family, Follow guide above instead
Add this to the end of "interface\skyui\config.txt" file (may require unpack SkyUI.BSA)
;===========================================================================================================
[Properties]
;===========================================================================================================
props.otherIcon.propertiesToSet = <'iconLabel'>
props.otherIcon.filter = <'formType': Form.TYPE_MISC>
props.soulgemIcon.propertiesToSet = <'iconLabel'>
props.soulgemIcon.filter = <'formType': Form.TYPE_SOULGEM>
props.soulgemIcon.keywords.DaedricArtifact = <'iconLabel': 'soulgem_azura'>
itemIcons = <potionColor, armorColor, clothingIcon, weaponIcon, otherIcon, soulgemIcon, edibleTag>
Turned out I messed up in the installation. I have Skyrim Special Edition version 1.6.1170 and use Mod Organizer 2. I had installed the Special Edition version of the mod when I should have installed the Anniversary version. That's on me for not reading the instructions properly. If anyone has the same problem, I hope this might help.
Someone else had asked the question, but I didnt see a response anywhere:
Is there supposed to be controls to empty partially filled souls? or how is this done?
I dont see anyway of interaction with the mod (aside from selecting options in the MCM), so I just want to make sure it is working correctly for me, and so I can get rid of these partially filled gems.
Thank you
adress library
skse
skiui
I'm trying it with just these.
I use GIST. MCM works, but doesn't save settings. Soul shrinking is off and it does it. No extra downloads. Tends to make shift souls around a lot. It may take a while, before you have full soul gems.
can i just combine 2 soul gems into one or something? if so idk how to do that
if you want to merge soul gems to make a bigger one. you'll need something like a mystic condenser. a few mods have this functionality but all need patches.
https://www.nexusmods.com/skyrimspecialedition/mods/126785
idk about compatibility to this though since it can make its own azura star.