[Rel] Smart Souls

Post » Thu May 24, 2012 8:23 pm

It's almost impossible to use soul trap enchants without this mod. Hopefully it gets updated soon.
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James Wilson
 
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Post » Thu May 24, 2012 11:11 am

Yeah, I intend to keep the plugin updated. Watch this space for the next one.
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jesse villaneda
 
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Post » Thu May 24, 2012 7:25 pm

O_O (watching)
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Laura
 
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Post » Thu May 24, 2012 6:32 pm

O_O (watching)

Judging by the constant stream of names popping in and out of this thread, I'd say quite a few people are poised ready to pounce on this one ;)
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Sista Sila
 
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Post » Thu May 24, 2012 3:36 pm

*watching*
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Holli Dillon
 
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Post » Thu May 24, 2012 7:33 pm

*Also watching still*

My fiery soul trap sword thirsts for souls, but I have to keep scolding it for taking souls too small for their gems.
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mollypop
 
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Post » Thu May 24, 2012 8:09 pm

"Data\SKSE\Plugins"

I just installed SKSE and there is no such dir in the archive. SKSE doesnt go in the Data dir anyway so I really dont know where this install path came from. Should I make one or put it somewhere else? Thanks. Also, I could just be dumb.

I've always hated the soul gem system and this mod should make it tolerable,
Spoiler
even though dealing with soul gems at all is still just an idiotic chore that adds nothing to the gameplay and should have been abandoned before oblivion was in pre-pro.
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Monique Cameron
 
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Post » Thu May 24, 2012 12:38 pm

"Data\SKSE\Plugins"

I just installed SKSE and there is no such dir in the archive. SKSE doesnt go in the Data dir anyway so I really dont know where this install path came from. Should I make one or put it somewhere else? Thanks. Also, I could just be dumb.

I've always hated the soul gem system and this mod should make it tolerable,
Spoiler
even though dealing with soul gems at all is still just an idiotic chore that adds nothing to the gameplay and should have been abandoned before oblivion was in pre-pro.
This. ;)

Just make the folder and copy it there. :)
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Nina Mccormick
 
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Post » Thu May 24, 2012 9:14 am

Yeah yeah but it's worded like I should already have that directory. Wanted to make sure I wasn't missing something cause this isn't how it went down with FO3 or Oblivion SE mods so I got frightened and confused; cried for an hour in the bathroom, then made the post about it.
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Lalla Vu
 
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Post » Thu May 24, 2012 3:06 pm

Yeah yeah but it's worded like I should already have that directory. Wanted to make sure I wasn't missing something cause this isn't how it went down with FO3 or Oblivion SE mods so I got frightened and confused; cried for an hour in the bathroom, then made the post about it.
Haha, I'm so used to installing script extender plug-ins (been doing it since Oblivion ;)) that I forgot the folder doesn't exist by default until you reminded me. :lmao:
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SUck MYdIck
 
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Post » Thu May 24, 2012 1:34 pm

What soul value does Azura's Star capture now, is it only grand souls?
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Sakura Haruno
 
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Post » Thu May 24, 2012 10:01 am

hmm i tried editing your code to show just the size of soul, got a glorius amount of errors, think you could make a version like that? I'm really intreged by all these SKSE plugins, i know very little C/C++ so i love looking at the source
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Maria Leon
 
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Post » Thu May 24, 2012 2:02 pm

What soul value does Azura's Star capture now, is it only grand souls?
Yeah.

hmm i tried editing your code to show just the size of soul, got a glorius amount of errors, think you could make a version like that? I'm really intreged by all these SKSE plugins, i know very little C/C++ so i love looking at the source
As in you just want something like 'Grand' instead of 'Grand Soul Captured!'?
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Anna S
 
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Post » Thu May 24, 2012 6:46 am

Yeah.

As in you just want something like 'Grand' instead of 'Grand Soul Captured!'?

Well, i mean instead of having the first part of the mod, the Smart Souls part. default only says "Soul Captured". I could have done, it but by including the two skse header, there was so many errors :P
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mishionary
 
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Post » Thu May 24, 2012 7:33 am

Sure, I'll make it optional.
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Catherine N
 
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Post » Thu May 24, 2012 2:43 pm

Sure, I'll make it optional.

Could you also release the source on github? I'd like to see what you did different ^-^
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Meghan Terry
 
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Post » Thu May 24, 2012 3:47 pm

Yeah, sure.
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stevie critchley
 
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Post » Thu May 24, 2012 8:00 pm

Yeah, sure.

Thanks :) I appreciate the time you're putting into this :)
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Nathan Risch
 
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Post » Thu May 24, 2012 5:31 am

"Data\SKSE\Plugins"

I just installed SKSE and there is no such dir in the archive. SKSE doesnt go in the Data dir anyway so I really dont know where this install path came from. Should I make one or put it somewhere else? Thanks. Also, I could just be dumb.

I've always hated the soul gem system and this mod should make it tolerable,
Spoiler
even though dealing with soul gems at all is still just an idiotic chore that adds nothing to the gameplay and should have been abandoned before oblivion was in pre-pro.

Why should melee weapon users get their means to inflict elemental damage for free while Destruction magic users have to expend magicka energy?
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Chica Cheve
 
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Post » Thu May 24, 2012 4:21 am

Why should melee weapon users get their means to inflict elemental damage for free while Destruction magic users have to expend magicka energy?

If the only way mages had to regenerate their Magicka was by consuming filled soul gems then this might be closer to a fair comparison.

Generally in RPGs part of the balancing factor for this is in the usage: melee weapon users must by definition be in melee range to deal their damage and can typically strike only a single target at a time, whereas a magic user can work from range and can affect a large area simultaneously. You don't see for example D&D's Longsword+1 needing charges to maintain; not even if it's a Fiery Longsword + 1. Of course, magic is also (ahem) "somewhat" more powerful in D&D, the balancing act there is very different, but the point remains - regardless of resource costs, a melee user's damage is never "free", it comes with the "costs" associated with getting into and staying in melee range.

Even if you are convinced that additionally, a charges system is right for balance in TES/Skyrim, I'd be very surprised to see anyone argue that the current soulgem system was anywhere close to ideal. The existing system is chock full of "busywork" chores - like the sort of inventory management that's necessary for efficient soul capture if you aren't using this mod, and I think that's really where complaints stem from. I don't believe that "player inconvenience" is the right path to go down for balancing, not as the exclusive method anyway.

There's other elements of the game's design that interact with this too. In Skyrim, it is trivially possible for Destruction magic users to gear to make their destruction casts free. Melee weapon users will always need a steady diet of souls to keep their weapons charged. As I alluded to at the start, Magicka also regenerates passively over time, whereas charging an enchanted weapon is a manual, multistep process. A bigger problem (imho) is that non-magical weaponry can be improved via smithing to a point where it overshadows any damage possible by Destruction magic. The simple comparison falls apart when you start looking at the details.

I'd love to be able to round this post out with my suggestion for improving the system but I'm not there yet. This mod is a great start though.
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alicia hillier
 
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Post » Thu May 24, 2012 7:58 am

shadeMe, would it be possible to be able to see what kind of soul you couldn't trap? Like "No soul gem large enough (Common)"
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dav
 
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Post » Thu May 24, 2012 7:29 am

Thanks shadeMe for this plugin and the work you've put into it. Looking forward to using it next time I get a chance to play. (Hopefully later today)
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Jessie Butterfield
 
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Post » Thu May 24, 2012 5:27 pm

WATCHING @_@
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Cesar Gomez
 
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Post » Thu May 24, 2012 9:12 am

Also watching this with anxious eyes. I'm almost refusing to play until this is updated to work on 1.3.10.0 and with the new SKSE.
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victoria gillis
 
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Post » Thu May 24, 2012 5:01 pm

Sooo.... still watching that spot.
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latrina
 
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