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Fiery Soul Trap Upgrade + More Variety


WraithofShadow

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I'm one of those players that have a love for enchanting my own gear, forging them too but that's unrelated, and thus have a need for a large amount of soul gems to fuel my skill training. As a result I end up spending most of my time using a weapon enchanted with Soul Trap as my primary monster stabber and as you can imagine, it's rather boring. I then go out of my way to obtain the 'Fiery Soul Trap' enchantment so I can at least burn things while I steal their souls, but I was rather unimpressed by it. Providing only 10 fire damage while increasing the spell power only empowers the soul trap part of the enchantment?! Shameful, and lame. :down: All that aside from the fact that when you're doing the killing yourself, in melee and without a companion, any soul trap enchant longer than 3 seconds is pretty much wasted.

 

What I would like to propose is this:

 

First and primarily a mod that reverses the 'Fiery Soul Trap' dynamic. Making the Soul Trap part fixed at 3 seconds, and the Fire part variable in power (also, for purely aesthetic purposes, have the enchantment animation use the Fire base if you can't use both). For balance you could make the fire damage progression lower than just a pure Fire enchantment.

 

Secondly, expand player options by making different versions of the enchant that use different kinds of elemental damage while following the dynamic set out in the first part. A 'Frozen Soul Trap' and 'Lightning Soul Trap', Frost and Shock damage respectively. You can even include a 'Sunlit Soul Trap' for sun damage (available near the end of the Dawnguard quest line), and a 'Chaotic Soul Trap' for Chaos Damage if you have the appropriate DLC.

 

To maintain the same theme as 'Fiery Soul Trap', the weapons you can disenchant for these new types of soul trap shouldn't be available in stores. Make them unique weapons located at the bottom of side dungeons, encourage exploration! Just don't forget to list where they can be found and the item codes for people who just want to test the mod out. :happy:

 

Hopefully, someone better at modding than me will look into this. Also, I hope they won't forget to make it compatible with the Acquisitive Soul Gems mod and whatever popular magic mods are generally used. Thank you all for your time. :thumbsup:

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UPDATE: I've added cryogenic, vampiric, and shocking soul traps, as well as new items with these enchantments in three areas. I've also made it so that the soul trap duration is locked at 3 and the enchantment itself is editable. I plan on adding chaos and sun damage ones as well :)
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:laugh: Excellent!

 

Don't forget to link it when you're done, and test it with some other mods (Acquisitive Soul Gems, etc).

 

How are you handling balance issues? There has to be an advantage to just taking pure damage enchant over the soul trap version, so less overall power?

Edited by WraithofShadow
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I think the best way to handle balance issues is to make the base damage of the enchantments 8 (vanilla was 10), and the soul trap time locked at 2 seconds. This allows you to still get the same effect, and with the right enchanting perks, it still allows you to have a pretty powerful enchantment. I'm very close to being done (just have to test with acquisitive soul gems), so I think I'll be posting the first version today :) Edited by ElementalParadox
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