what i want.. is the soul trap messages to stop appearing on my screen. "failed to capture, or captured, or resisted." i dont want all the feedback. im trying to play immersively.
i have checked out many soul trap mods looking for the solution. would love to hack apart those files that put the error messages there, if someone can lead me to which files they are that would be a good start.
or better yet lead me to a mod that does this also.
Hey A small doubt. "All gems can capture black souls => Allow normal gems to capture black souls, but they only get a soul level matching captured soul." - meaning depends on captured soul's level?? or am i missing something.
Imagine a lvl 1 Bandit. vanilla soultrap requires a black gem that will be filled completly with this setting on a normal gem would work too, but you only get a tiny soul as the bandit was lvl 1 Now imagine a lvl 50 bandit boss vanilla stays the same with the setting on you get a grand soul into a normal gem.
I think there's a bug. Or I'm using it wrong - I'm not sure. Inventory full of soul gems, 10 of each grade (4 black). Conjuration - Soul Binding perk. Shoot goat - nothing. Shoot necromancer - nothing. Disable mod; shoot bandit - bingo; soul trapped.
Mod Config: All Gems can capture black souls: No Black Gems can capture white souls: No Overwrite Weaker souls: Yes Forward overwritten souls: Yes Downgrade too Strong souls: Yes Merge two souls: Yes Evade underfilling these gemtypes: Never Block underfilling these gemtypes: Never Proritize Azura's Star soullevel: Never Gain Enchanting XP: Yes (This MIGHT be the issue, as my enchanting is 100) Enchanting XP Modifier: 1.00 show additional info: Yes Downgrade requires skill: No Upgrade requires skill: No Overwrite requires skill: No Forwarding requires skill: No Black souls in all gems requires skill: No
If there's any other info I can provide which may confirm or refute if this is a bug or just a bad interaction between this (most excellent) mod and some other mod or the game itself, please let me know.
Once the soul is in a gem it stays there, but there are some features to move it somewhere else once you capture another soul, read the details about override merge and forwarding souls.
Hello I would like to request a soul tare version of soul trap. what I mean by this is that a raise zombie script would be added on to the soul trap effect. I know it's overpowered but I play as an overpowered character. I used to have a mod that made the soul trap weapon enchantment also raise dead bodies. If you can't do it or don't think this option is a good addition to your mod, please simply respond as such. if anyone is wondering where to get the mod I mentioned, you cant the mod author took it down and no one reposted it even I lost it when I got a new laptop.
Hm I keep getting lockup failed? I mean it's working but how can I fix that? (Not saying it's the mod it's most likely a conflict on my end but I'm baffled as to what could cause it).
Edit: I'm an idiot. I was using the wrong version. Don't mind me ._.
Hello; thanks for this mod. I've been using GIST, which worked fine except for the fact that Azura's Star would only take Grand Souls. Thus, I've been looking for an alternative and found this mod.
First, let me tell you that I really like it and I will likely be using it for at least some of my characters that trap souls. I did however find some bugs, which I will list here together with my experiences from testing:
1. The localized version produces errors in SSEEdit with missing strings. This might be due to an update note for xEdit that I've found, which says that for Skyrim SE, only English is recognized for localization (which unfortunately makes localization redundant for most SE players at this point). It appears that due to these errors, Skyrim SE will also crash on startup when trying to used the localized version (I've tried it a couple times to make sure). I've eventually switched to the non-localized version.
2. Soul displacement seems to work just fine, except for Azura's Star; which probably has the same reason as to why GIST doesn't allow souls smaller than Grand into it (which is that there's apparently no way to tell which size a soul stored in Azura's Star has). This is not a big deal and I'm fine with it; even moreso since there's a setting in the MCM to chose from which soul size on souls should try to go into Azura's Star first.
3. The Soul Trap spell and the Soul Cloak spell from Apocalypse appear to work perfectly fine. Soul Gems appear to get filled properly even when multiple soul trapped targets die at once.
4. Melee weapons with Soul Trap enchantment work as expected. Granted, I've only tried a sword; but I'm quite sure other melee weapons are the same.
5. Ranged weapons (bows, crossbows) only soul trap a target's soul if it doesn't die in one hit (and the enchantment's effect is still active when the killing blow lands). Onehit kills with a ranged weapon will NOT trap the soul.
6. Bound melee weapons with the perk that lets bound weapons trap souls appear to work perfectly fine (again; I've only tried it with Bound Sword).
7. Bound bow with the perk that lets bound weapons trap souls do not work. At all. No matter if it's a onehit kill or not. Which brings me to number 8.
8. I assume the perk doesn't add a soul trap effect with a duration like enchanted weapons do, which would mean souls don't get trapped if the effect gets applied the moment the kill occurs; thus ranged onehitkills not registering (as there's no effect present yet at the moment of the kill) and Bound Bow kills in general not registering (due to the perk not applying a soul trap effect with a duration). Maybe ranged weapons have a bit of a delay with applying the soul trap effect?
So again; I really do appreciate the mod and I hope my testing results can help fixing some things and/or help others who might run into issues.
So I've done some more testing. I've found that the soul trap effect of bound weapons actually lasts for 5 seconds. Also, if I hit a target with a perked Bound Bow and then kill it with console commands, it WILL fill a soul gem. If I kill it with the bow, it will not. Very strange.
Yes, I have encountered the similar issue you mentioned. But, my bow with soul trap enchantment WILL NOT catch any soul by one hit or even by multiple hits. (It may probably related to no suitable soul gems available?) Also, it can catch a soul after a hit and then use console to kill somethings. Quite strange - -
I disabled the localized version as it doesn't work anyway in the current version of SE. Ranged Weapon have a very short time between applying the base damage and applying the spell this is a vanilla thing. Bound Weapons double on this bug due to a sluggish vanilla implementation. These are vanilla bugs blocking the proper use of the magic effect and thus any script attached to it.
Any patching needed in x-Edit if using the *optional* "sorted" plugin of Rustic soulgems? What that does is change the "Full - Name" element from e.g. "Petty Soul Gem" to "Soul Gem 1 - Petty" for alphabetical appearance in inventory. Or display name edits have no impact on the script? I ask because a different soul trap mod needs a patch. thanks!
I don't touch the existing soulgems so you don't need a patch. You may receive naming issues as this file adds new soulgems for technical reasons named after vanilla namings.
Thanks! See it - the UFD Soul gem types you created to capture when the gem is underfilled. Any risk in patching the "FULL - Name" element on those records & repointing the NIFs if we have separate ones for filled? Or the script doesn't care about any of that?
They only have to keep their form id's for the rest the script doesn't care. There are 5 sorted form lists of a defined size neither their size nor their sorting must be desturbed. the list lock like this: gem size 3 unfilled (vanilla) gem size 3 filled 1 gem size 3 filled 2 gem size 3 fully filled (vanilla) The script checks these lists to be correct or shuts down. So you can do anything with these gems as long as the form lists aren't disturbed.
Perfect - thanks very much for the detailed response. Will take a shot at fully integrating rustic w/ sorted early next week. Doesn't seem like huge demand tbh based on this forum but let me know if you'd like it when I'm done.
I'm experiencing a problem with this mod, where if I one-shot an enemy with a crossbow, no soul is trapped.
* I have the unofficial skyrim patch, and installed the projectile version of this mod. * The crossbow I am using is the Silver Crossbow from the Legendary Crossbows mod, along with the silver bolts from the same mod, though I don't think either would matter? * The soul trap enchantment used is the Shocking Soul Trap from Kels Maps and Enchantments mod, though looking at it in SSEdit, it is just using the vanilla EnchSoulTrapFFContact effect in combination with EnchShockDamageFFContact
EDIT: Okay, it seems that it *sometimes* works when one-shotting an enemy with a crossbow.
126 comments
what i want.. is the soul trap messages to stop appearing on my screen. "failed to capture, or captured, or resisted." i dont want all the feedback. im trying to play immersively.
i have checked out many soul trap mods looking for the solution. would love to hack apart those files that put the error messages there, if someone can lead me to which files they are that would be a good start.
or better yet lead me to a mod that does this also.
Acquisitive Soul Gems Multithreaded
https://www.nexusmods.com/skyrimspecialedition/mods/1469
It's also the only soul trap mod with translations for most languages, included in the main file
A small doubt.
"All gems can capture black souls => Allow normal gems to capture black souls, but they only get a soul level matching captured soul." - meaning depends on captured soul's level?? or am i missing something.
vanilla soultrap requires a black gem that will be filled completly
with this setting on a normal gem would work too, but you only get a tiny soul as the bandit was lvl 1
Now imagine a lvl 50 bandit boss
vanilla stays the same
with the setting on you get a grand soul into a normal gem.
Inventory full of soul gems, 10 of each grade (4 black).
Conjuration - Soul Binding perk.
Shoot goat - nothing.
Shoot necromancer - nothing.
Disable mod; shoot bandit - bingo; soul trapped.
Mod Config:
All Gems can capture black souls: No
Black Gems can capture white souls: No
Overwrite Weaker souls: Yes
Forward overwritten souls: Yes
Downgrade too Strong souls: Yes
Merge two souls: Yes
Evade underfilling these gemtypes: Never
Block underfilling these gemtypes: Never
Proritize Azura's Star soullevel: Never
Gain Enchanting XP: Yes (This MIGHT be the issue, as my enchanting is 100)
Enchanting XP Modifier: 1.00
show additional info: Yes
Downgrade requires skill: No
Upgrade requires skill: No
Overwrite requires skill: No
Forwarding requires skill: No
Black souls in all gems requires skill: No
If there's any other info I can provide which may confirm or refute if this is a bug or just a bad interaction between this (most excellent) mod and some other mod or the game itself, please let me know.
Edit: I'm an idiot. I was using the wrong version. Don't mind me ._.
First, let me tell you that I really like it and I will likely be using it for at least some of my characters that trap souls. I did however find some bugs, which I will list here together with my experiences from testing:
1. The localized version produces errors in SSEEdit with missing strings. This might be due to an update note for xEdit that I've found, which says that for Skyrim SE, only English is recognized for localization (which unfortunately makes localization redundant for most SE players at this point). It appears that due to these errors, Skyrim SE will also crash on startup when trying to used the localized version (I've tried it a couple times to make sure). I've eventually switched to the non-localized version.
2. Soul displacement seems to work just fine, except for Azura's Star; which probably has the same reason as to why GIST doesn't allow souls smaller than Grand into it (which is that there's apparently no way to tell which size a soul stored in Azura's Star has). This is not a big deal and I'm fine with it; even moreso since there's a setting in the MCM to chose from which soul size on souls should try to go into Azura's Star first.
3. The Soul Trap spell and the Soul Cloak spell from Apocalypse appear to work perfectly fine. Soul Gems appear to get filled properly even when multiple soul trapped targets die at once.
4. Melee weapons with Soul Trap enchantment work as expected. Granted, I've only tried a sword; but I'm quite sure other melee weapons are the same.
5. Ranged weapons (bows, crossbows) only soul trap a target's soul if it doesn't die in one hit (and the enchantment's effect is still active when the killing blow lands). Onehit kills with a ranged weapon will NOT trap the soul.
6. Bound melee weapons with the perk that lets bound weapons trap souls appear to work perfectly fine (again; I've only tried it with Bound Sword).
7. Bound bow with the perk that lets bound weapons trap souls do not work. At all. No matter if it's a onehit kill or not. Which brings me to number 8.
8. I assume the perk doesn't add a soul trap effect with a duration like enchanted weapons do, which would mean souls don't get trapped if the effect gets applied the moment the kill occurs; thus ranged onehitkills not registering (as there's no effect present yet at the moment of the kill) and Bound Bow kills in general not registering (due to the perk not applying a soul trap effect with a duration). Maybe ranged weapons have a bit of a delay with applying the soul trap effect?
So again; I really do appreciate the mod and I hope my testing results can help fixing some things and/or help others who might run into issues.
But, my bow with soul trap enchantment WILL NOT catch any soul by one hit or even by multiple hits. (It may probably related to no suitable soul gems available?)
Also, it can catch a soul after a hit and then use console to kill somethings. Quite strange - -
Ranged Weapon have a very short time between applying the base damage and applying the spell this is a vanilla thing.
Bound Weapons double on this bug due to a sluggish vanilla implementation.
These are vanilla bugs blocking the proper use of the magic effect and thus any script attached to it.
You may receive naming issues as this file adds new soulgems for technical reasons named after vanilla namings.
There are 5 sorted form lists of a defined size neither their size nor their sorting must be desturbed.
the list lock like this:
gem size 3 unfilled (vanilla)
gem size 3 filled 1
gem size 3 filled 2
gem size 3 fully filled (vanilla)
The script checks these lists to be correct or shuts down.
So you can do anything with these gems as long as the form lists aren't disturbed.
* I have the unofficial skyrim patch, and installed the projectile version of this mod.
* The crossbow I am using is the Silver Crossbow from the Legendary Crossbows mod, along with the silver bolts from the same mod, though I don't think either would matter?
* The soul trap enchantment used is the Shocking Soul Trap from Kels Maps and Enchantments mod, though looking at it in SSEdit, it is just using the vanilla EnchSoulTrapFFContact effect in combination with EnchShockDamageFFContact
EDIT: Okay, it seems that it *sometimes* works when one-shotting an enemy with a crossbow.