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Custom Soul Gem Value


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I'm having a bit of trouble with a custom soul gem mod. The mod is fairly simple, I added conjuration spells to conjure custom soul gems (ie.Conjured Petty Soul Gem) and that part works just fine. The problem I'm having is that I wanted to set the empty soul gem value for the Conjured Soul Gems to be 0 (for balance reasons) and the filled soul gems to be the same sell price as normal soul gem. But when i test it in game, the filled ones also have a value of 0. Is this a hard-coded issue that I am unable to fix, or am I missing something? I've tried linking them both together, linking them one to the other(both ways), and not linking them at all. Nothing seems to matter, the filled version retains the value of 0 from the empty one. Any thought?

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I think the most immediate thing to do for troubleshooting is to dig into how the normal Soul Gems work. Figure out how filled Soul Gem price operates. The most obvious cause of the issue is that the filled price is an equation multiplying the base price, so having the price set to 0 breaks the formula resulting in having no value no matter the soul. I'm not in the right headspace at the moment to navigate the shenanigans of downloading the Bethesda launcher just to extract the Creation Kit into Steam, so I can't offer exact technical help.

 

As for balance, I first need to ask what it is you want the conjured soul gems for. If it's just for recharging items, then I'd suggest looking into the code behind the Soul Siphon perk to instead have Soul Trap variants that directly recharge held items on kill so that it isn't offering a mass supply of grinding fuel. If you specifically want to support bulk Enchantments, I'd suggest looking for existing mods that add Enchantments which burn enormous amounts of charge or are super situational, alongside fishing for enchanted consumables that aren't rechargable in the first place. Find things that offer reasonable uses for that, instead of juggling a pile of different full-weight weapons.

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The price isn't a multiplier. I had some friends tell me the same thing but we figured out that it isn't (Setting the empty one to a value of 2 and the full ones to default). As for balance, it was more so a money balance thing, but I can see why it would effect game balance via having unlimited soul gems. I could always attach a script to the spells that only lets you conjure a batch of gems (lets say 10?) once every couple of hours/days, simple enough. But yeah, it works just fine with the regular soul gems, that's how I had it at first but changed it for the aforementioned money balance reason, but I suppose if that script was in place to prevent using the spell often then i wouldn't need to mess with the price. Just an FYI the soul gems I made are duplicates of the originals and work the exact same for enchanting/recharging, everything is the exact same except the price. Anyways, thanks for the fresh eyes, I'll get to writing that script and use the normal soul gems at default price.

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