Pronam Posted October 31, 2009 Share Posted October 31, 2009 Splitting gems would go to far, that's a bit too easy. But I meant if you have two gems. Like a grand that only has a great soul, but you'd have a great gem (or below) and it will fill up entirely. (There are no level 20 rats actually XD )The levelcheck wouldn't be required in the first place, as the creatures are capped at a certain level. There is already a difference between the types and soullevel. Like a normal wolf and a timber-wolf and a Clannfear runt and a normal one. If they are leveled they may contain more :).. So I guess we'll not have that problem! The method doesn't matter. Feel free to chose which one..it's your request. Method 3 falls of then, 3 are left..pick one...We could always add those options later in optional plugins, but choose one to start off with :). Black soulgems actually aren't difficult to get...you just need a Grand soulgem and turn it into black soulgem as done in the vanilla game. I can't enhance soulgems any further.. Black soulgems are just grand soulgems. They'll be picked last when capturing a soul in the vanilla game, but they don't have to be human at all. I could however disable that concerning our spell if you want to. The limit of soulgems is hardcoded to 1600 at Grand and I could only change that fact. So every soulgem would be changed..so that doesn't have/can be implemented into this one. I can't add other values so only the Petty to Grand system can be used. Anyway, Black soulgems are actually quite annoying to work with.. they couldn't be merged without the use of OBSE and it would be a waste to add that just for such a small thing.. so should I just limit it to capturing souls of humans then? Link to comment Share on other sites More sharing options...
szupercso Posted October 31, 2009 Author Share Posted October 31, 2009 I knew that you meant two gems. I meant to say that the soul gets split up, not a gem :P Anyways, if enemies DO have a level stat, i still think it should be used, there probably are mods that actually make lvl 20 rats, etc. This wouldn't really differ from what soullevels vanilla oblivion had, and people with dynamic enemy mods that make enemies appear in various levels should be better scaled to this mod. :) I think a summonable visible container which the player puts in the gems (so he visually understands which ones get combined) and later uses an "on touch" scripted spell on the container would work nicely. I'm unsure wether black soulgems should get any attention. Did anyone ever really like/use them? Maybe they should be left as they are. Since this mod wouldn't really modify the gems themselves, but rather how they are handled, grand gems could still be converted to black soulgems if someone wants to. I was thinking of making it more powerful since it takes slightly more effort to do, but since most people would be aiming to just go for the most powerful gem, and since this mod tries to make it comfortable, it doesn't seem to be a good idea. (black soulgems can only be made on specific days... who wants to wait like 8 days if they miss the last one?) Link to comment Share on other sites More sharing options...
Pronam Posted October 31, 2009 Share Posted October 31, 2009 Hm, Owk. I'll create a plugin for it, so It's optional for mods that do that..A good idea. Owk, but that's the thing...I can't track the contains of a black soulgem with the vanilla..so we'll just have to say its not supported in the first release. Owk, yes...well...we could go and name the mod Alternative Soulgem System.. (Haha, imagine just using the capitals.. that'll be a well know thing :)..) and change anything else later as both the power and modifications would require changes which could conflict with others mods which will not be the case now at all :). Owk, a summonable container it is then.. Indeed a good idea as the player might be known with the way black soulgems are created... BTW, that just occurred to me. We could let that same container be used to convert black soulgems in an update ;). I'll do a little today and will try to finish it tomorrow. :)..Although a day more isn't unusual when creating mods. Link to comment Share on other sites More sharing options...
szupercso Posted October 31, 2009 Author Share Posted October 31, 2009 I'll do a little today and will try to finish it tomorrow. :)..Although a day more isn't unusual when creating mods.Take your time. :) I say for now, the summonable container shouldn't be able to convert to black soulgems.. it's kind of defying the original concept of them (since you wouldn't have to wait for a specific day, nor walk to a special altar) We could rely on player feedback on what to change in possible later versions, to balance the changes made by the mod. Link to comment Share on other sites More sharing options...
Pronam Posted November 1, 2009 Share Posted November 1, 2009 A little update: Done with the placement of the altar...it was quite a job as I didn't use OBSE. I kept it quite simple though. The summoning will put the thing in 8 possible places along the 360/angle of the player. It took a bit as I had a bug when the angle was beneath 90..I just force the player to go to 90 degrees now (all according to the cell by the way ;) ) so that it's gone. I've put a nifty effect on the altar when you cast upon it while you're waiting..that way I don't have to use messages that spoil the immersion. That was the hard part concerning the altar... The rest is just creating a list of all soulgems and pasting them a couple of times:)... The soultrap part should be easy, but I think I'll do that tomorrow as it would require some testing. How about modified (different looks) sigil stones to add to the player? As the player will be unable to put the spell on their weapon right now... Link to comment Share on other sites More sharing options...
szupercso Posted November 1, 2009 Author Share Posted November 1, 2009 How about modified (different looks) sigil stones to add to the player? As the player will be unable to put the spell on their weapon right now...I never really used sigilstones, still it might be worth a try, could be an optional addon file to the mod. :thumbsup: Link to comment Share on other sites More sharing options...
Pronam Posted November 2, 2009 Share Posted November 2, 2009 grmblf, if you pass by...Could you take a look here: Link Link to comment Share on other sites More sharing options...
grmblf Posted November 2, 2009 Share Posted November 2, 2009 grmblf, if you pass by...Could you take a look here: LinkOh sry man I wasn't really following this thread and on a first glimpse I don't get what's that script suposed to do nor how it's called, but it seems you've got a good tip there, let me know if that didn't worked for you and I might give it a try, but I might not be quick, the unfinnished projects pile is growing faster than I can attend it. Link to comment Share on other sites More sharing options...
szupercso Posted January 6, 2010 Author Share Posted January 6, 2010 Well, it's been a while. Any progress? Link to comment Share on other sites More sharing options...
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