[Mod request] Soultrap working on summoned creatures

Post » Fri May 18, 2012 6:00 pm

Hello, would be awesome if someone could make such mod :)
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Verity Hurding
 
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Post » Fri May 18, 2012 9:58 pm

I'm all for it. How would be possible for a mage to 'experiment' in his laboratory if he has to go into the wild to capture a soul? :)
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Catharine Krupinski
 
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Post » Fri May 18, 2012 8:55 am


As I said, trapping Soul Gems from Summoned Creatures was already in the other TES games, so making a mod to allow this would just be RETURNING that


You sure 100% about that ? I seem to remember trying it (of course, anyone would at least try) and finding that it didn't work, in oblivion at least...

While I am not against such a mod, I would tune it so that summoned creatures at least only fill small gems. Or find a way to make it more rewarding to do it on non-conjured monsters (non-conjoured meaning non-conjured by yourself). This way you could still experiment in your cellar, but adventuring out and fighting would actually be more rewarding, actually giving you more recharge for the items you'll use on the terrain this time :)
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carla
 
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Post » Fri May 18, 2012 9:22 pm

Uh.....you could do this in Morrowind, and if memory serves, you could also do it in Oblivion.
Either way, a mod like this won't affect your game at all.
During the Telvanni quest line where you need a atronach soul, Aryon even recommends doing it like that.
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celebrity
 
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Post » Fri May 18, 2012 2:05 pm

You sure 100% about that ? I seem to remember trying it (of course, anyone would at least try) and finding that it didn't work, in oblivion at least...

While I am not against such a mod, I would tune it so that summoned creatures at least only fill small gems. Or find a way to make it more rewarding to do it on non-conjured monsters (non-conjoured meaning non-conjured by yourself). This way you could still experiment in your cellar, but adventuring out and fighting would actually be more rewarding, actually giving you more recharge for the items you'll use on the terrain this time :)


This is actually a not as bad compromise, I always felt like capturing your own summons souls was a bug and hence a cheat in those previous games, I use to think it was "just another way to make you skip playing the game properly".
I admit I am also one of those that expects to make and see MODS make the game a lot harder.
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Gavin Roberts
 
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Post » Fri May 18, 2012 1:44 pm

Soul Trap worked on summoned creatures in Oblivion. It was even a loading screen tip. I wonder why they changed it?
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Rachyroo
 
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Post » Fri May 18, 2012 11:13 pm

Bumping this - could someone please create such mod, if it not very difficult without CS?
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Da Missz
 
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Post » Fri May 18, 2012 2:25 pm

People, we need to keep in mind that Mods are optional. If you don't like a mod or what someone else is requesting in order to mod their game, then don't post.

I have removed all the off topic posts from this thread.
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Kat Ives
 
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Post » Fri May 18, 2012 12:37 pm

People, we need to keep in mind that Mods are optional. If you don't like a mod or what someone else is requesting in order to mod their game, then don't post.

I have removed all the off topic posts from this thread.

Thank You. :)

Back to the topic.....

I imagine this mod is going to need the CK, because I'm assuming there's a flag that can be set somewhere in a creatures properties, something like "Soul Trappable" or whatever,
unless that kind of property can already show up in the SKyEditor
Anyway, I want to see this feature brought back.
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[Bounty][Ben]
 
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Post » Fri May 18, 2012 7:14 am

I looked into doing this as it seemed a bit off to have summons with no soul value to me as well and sadly I'll have to leave for when the CK comes out or for someone more versed in hex than me. All the subrecords would need to be decoded for it to be possible as I don't know what field corresponds to the "soul value" data field in a creature/NPCs form entry which they've presumably set to 0 for summoned creatures and NPCs. That field would need to be found so you could edit the hex to change the values of the souls from 0 to whatever numbers you want them to have.

That's even assuming it works like in past games and Bethesda hasn't changed how souls, soul values, and soul trapping in general is handled for Skyrim altogether. They've changed some things I can see just by looking over the esm, each creature subtype appears to be its own race now - they're not just Trolls as a creature with subtypes but there is now both a Troll race and a Frost Troll race as well and so on. In any case, perhaps someone else can decode what they've done but it's beyond my modest abilities to work with the hex codes.
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Princess Johnson
 
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