[Rel] Smart Souls

Post » Thu May 24, 2012 9:01 am

I know the Perk Points plugin for SKSE stopped to work with the latest version of SKSE. Maybe it is the same with this one? The Container Categorization is still working though.

I have Perk points 1.2 and the latest SKSE (Container Cat, too) , and it's working just fine.
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Thu May 24, 2012 5:31 am

I'm running the 1.2 patch right now, and I just really don't feel like reverting, but I am really looking forward to when I can use this because Petty Souls in Grand Soul Gems annoys me soooo much!
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Thu May 24, 2012 7:41 pm

I'm running the 1.2 patch right now, and I just really don't feel like reverting, but I am really looking forward to when I can use this because Petty Souls in Grand Soul Gems annoys me soooo much!

Ditto. Looking forward to using this.

For anyone who is interested, yeah you can try dropping or putting into/pulling out of containers Soulgems with off souls, but the bug/feature does not appear to apply to Black Soulgems. I cant get that freaking Mudcrab out of there for anything!
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Thu May 24, 2012 11:31 am

Thanks for this interesting work shadeMe, thats definitely useful idea.
BTW
Well, does SKSE scripting will allow named soul gems?
Can it be enhanced with plugin also?
If I remember well there was possibility change name of item with OBSE scripts.
We won't know that until the CK comes out.
User avatar
Jennifer May
 
Posts: 3376
Joined: Thu Aug 16, 2007 3:51 pm

Post » Thu May 24, 2012 6:17 am

any word on a 1.2 update?
User avatar
Philip Lyon
 
Posts: 3297
Joined: Tue Aug 14, 2007 6:08 am

Post » Thu May 24, 2012 9:39 am

Are you sure??? I have plenty of grand soul gems that when i destroyed something pretty high level, did NOT go into my grand soul gem so im kinda confused. I have the problem NullCascade has basically petty souls filling up big soul gems.

That's probably because the things you destroyed didn't have Grand souls, which are pretty rare. Either that, or your Grand Soul Gems were already filled with other souls, which will happen if Grand gems are the only empty ones in your inventory, which is why I carry stacks of lesser gems.
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Thu May 24, 2012 6:16 pm

shadeMe, think you could jigger this to make black soul gems only trap black souls? (And hopefully this would carry over to Azura's Star...)
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Thu May 24, 2012 8:25 am

shadeMe, think you could jigger this to make black soul gems only trap black souls? (And hopefully this would carry over to Azura's Star...)
Possibly. I see if I can figure out how the engine makes that distinction.

EDIT: What difference does it make anyway? Is there some sort of bonus when you use a black soul gem containing a black soul?
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Thu May 24, 2012 7:40 am

EDIT: What difference does it make anyway? Is there some sort of bonus when you use a black soul gem containing a black soul?

No, but Black gems are the only ones that can hold any size soul, and by the lore they should only be able to hold black ones.
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Thu May 24, 2012 5:04 am

I don't know if you've done the Azura quest yet, but
Spoiler
a necromancer has been experimenting with it. You get to make the choice to purify it, or finish his work. The quest specifically tells you that the Black Star can't hold normal souls, but as implemented, yes it can. Only reason to take White Star is self-enforced roleplaying.
User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Thu May 24, 2012 4:04 am

I was wondering if someone could point me to the Skyrim Script Extender 1.1.0 version...I haven't been able to find it anywhere, maybe I'm just blind.
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Thu May 24, 2012 1:23 pm

When the editor comes out I'm going to make it ultra simple for myself.

-All soul gems will be grand (except for black which will be separate)
-Will lower the cost of them dramatically, not so I can buy a ton (that will still be governed by how many the vendors stock) but so I don't make insane profits from selling empty ones I find in the world.

Now I'll have a sufficient supply of soul gems in my inventory that will store anything, big or small. It will be more about the soul than the gem that contains it, and best of all the soul can jump into any gem it pleases and it won't matter one bit.

But if I do this, how badly will I frak up enchanting? (I haven't played much with enchanting so I don't know).
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Thu May 24, 2012 9:52 am

This is a very practical mod. I wish a successful soul capture would bring up some sort of dialogue box to ask me where to put the soul though.
User avatar
FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Thu May 24, 2012 9:26 am

I don't know if you've done the Azura quest yet, but
Spoiler
a necromancer has been experimenting with it. You get to make the choice to purify it, or finish his work. The quest specifically tells you that the Black Star can't hold normal souls, but as implemented, yes it can. Only reason to take White Star is self-enforced roleplaying.
Spoiler
You also get a follower if you're into that
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Thu May 24, 2012 6:03 am

I was wondering if someone could point me to the Skyrim Script Extender 1.1.0 version...I haven't been able to find it anywhere, maybe I'm just blind.
Neither can I. I'll request Ian to upload it to the official website.
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Thu May 24, 2012 5:30 am

Anyone tried this with 1.3?
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Thu May 24, 2012 2:44 pm

Anyone tried this with 1.3?

Doesn't seem to work... "(00000001 Smart Souls 00000001) reported as incompatible during query"
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Thu May 24, 2012 10:36 am

Doesn't seem to work... "(00000001 Smart Souls 00000001) reported as incompatible during query"
How does one make such a query?
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Thu May 24, 2012 9:09 am

How does one make such a query?

It's from the logfile called "skse.txt" located in Skyrim main folder.
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Thu May 24, 2012 11:24 am

no ... I see a SKSE loader.log and the smart souls.log

but all the SKSE files that end in .txt are readmes.

But I don't get that message in either logfile and the smart souls.log says it initializes.
User avatar
Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Thu May 24, 2012 3:20 pm

no ... I see a SKSE loader.log and the smart souls.log

but all the SKSE files that end in .txt are readmes.

But I don't get that message in either logfile and the smart souls.log says it initializes.
It'll be in skse.log if you are running a version of SKSE later than 1.1 as the version requirements on the OP are stated as "Compatible only with TES Skyrim v1.1.21.0 / SKSE v1.1.0." since right now it seems that SKSE plugins need to be recompiled for each new version of SKSE or else they would cause crashes (which is why instead, the plugins just refuse to load).

The lines I get are as follows:
checking plugin D:\Steam\steamapps\common\skyrim\Data\SKSE\Plugins\\Smart Souls.dllplugin D:\Steam\steamapps\common\skyrim\Data\SKSE\Plugins\\Smart Souls.dll (00000001 Smart Souls 00000001) reported as incompatible during query
Check the last modified time on your smart souls log if you are not running SKSE 1.1... it's probably from well before the last time you ran the game.

shadeMe will need to update the plugin before we can use it with the current version of the game. Alternatively, one might be able to build a current version himself from the source code linked in an earlier post, or you could revert to game version 1.1.21.0 and SKSE 1.1 if you happened to make a backup of your game files from 2 patches ago...
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Thu May 24, 2012 1:19 pm

Yup there it is:
checking plugin g:\steam games\steam\steamapps\common\skyrim\Data\SKSE\Plugins\\Smart Souls.dll
plugin g:\steam games\steam\steamapps\common\skyrim\Data\SKSE\Plugins\\Smart Souls.dll (00000001 Smart Souls 00000001) reported as incompatible during query
init complete
This could mean that it is not recognizing the correct version of SKSE or something.

ShadeMe will know best.
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Thu May 24, 2012 10:34 am

@ShadeMe - Please recompile a version for 1.3. I've been using this since you released it in the other thread, but I was recently forcably patched to 1.3. While I could revert, everything else I'm using has released an updated version that is compatible with 1.3 and some of them have features that didn't work n 1.1. So I'd rather not revert. For now I'm probably going to just avoid Soul Trap until you update. Please update soon :)
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Thu May 24, 2012 10:52 am

Yeah, this plugin is required with my build using the "Auto Soul Trap" feature of Conjuration Bound weapons, so hopefully we'll get a fix soon!
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Thu May 24, 2012 12:45 pm

I do need this mod since I just give my companion a soul trap weapon and all my empties, then let her get at least one hit in on everything while we slaughter. but I end up with no room for grand souls since the pesky petty souls are all over that giant sq foot housing.
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

PreviousNext

Return to V - Skyrim