gudal Posted March 5, 2011 Share Posted March 5, 2011 It is my feeling that a soul should be considerably better than it's immediate lower level version, so that the increase in magnitude is far greater from lesser to common than from petty to lesser. For instance it could be double effect on each increase, with lesser being made worse than Vanilla, to retain balance. This would make it cooler to have a grand soul gem. Perhaps one could mod the chance of soultrapping difficult foes to be dependent on Mysticism skill or something, to make it a better feeiling to (finally) manage to trap a more dangerous creature. However this last bit is not a part of this request. The request is for modding soul levels to achieve the above mentioned effect of greater increases. It is easy to change the charge level of souls, to help creating better enchanted weapons, and achieve better charging of them. However, for constant effects, it is not the same possibility. The game uses "base cost * constant effect factor * soul level" + some insignificant additive constant. The soul level variable is a numeric value from 1 to 5. Hence this is a linear function (lets call it y = ax + b), with soul level x, slope (base cost * constant effect factor) a, and b the constant effect constant (default 5, which I can't find to change by the way) is the y-intersect. I would like a more exponential feeling to the constant effects. This can either be done by modifying the function in some way, or by manually changing the values of soul levels, that is the 1 to 5 values. I'm afraid modding that functions is beyond me, and I can't seem to find any way to change the soul level values. Anyone have any idea? Link to comment Share on other sites More sharing options...
Guardianl Posted March 5, 2011 Share Posted March 5, 2011 You lost me in all of that...Do you mean if you want to capture a lesser soul in a soulgem and capture another lesser soul it will be added to the soulgem thus upgrading it to a higher level.If yes, It already exist and many of them... Keyword: Soul Link to comment Share on other sites More sharing options...
gudal Posted March 5, 2011 Author Share Posted March 5, 2011 You lost me in all of that...Do you mean if you want to capture a lesser soul in a soulgem and capture another lesser soul it will be added to the soulgem thus upgrading it to a higher level.If yes, It already exist and many of them... Keyword: Soul Thought I would. No. That is not the case. I want to make it so that the constant effect formula is exponential instead of linear. Now the constant effect increase lineary with soul level (which is 1 (petty), 2 (lesser), 3 (common), 4 (greater) or 5 (grand).). Lets say you want to make a feather ce and that mods has the petty value to be 20 feather points and lesser to be 30 feather points. The next will also increment by 10, so that we get 40 at common, 50 at greater and 60 at grand (the actual increment will vary depending on mods, but will be the same between each level. What I would like instead is that you get, for instance. Petty: 10 points feather. Lesser 20 points feather. Common 40 points feather. Greater 90 points feather and Grand 200 points feather. (the actual values here could be different). This would give a more rewarding experience for getting to higher levels and with better monsters. Lets face it, the 10 point increase from 20 to 30 is a greater percetnage increase than 50 to 60. As I sayd, this cold be done by either modifying the formula to make it exponential, or to change the values level integers for souls. Such that petty = 1, lesser = 2, common = 4; greater = 7 grand = 12, or something similar, instead of the default values of 1 to 5. However, I haven't found any variables or gamesettings that can be changed to accomplish this. Link to comment Share on other sites More sharing options...
Guardianl Posted March 6, 2011 Share Posted March 6, 2011 That can be edited. But would only work if, you play oblivion with default npc level scale.Many of us don't like the npc auto level scale with player. Hence why MMM, OOO, TIE, FCOM, Warcry is so popular. You can still edit it but, It will require a lot of work. You will also need a script to check each npc level when you draw a soul out of it.IF you go to one of those mods I mention many of them are modder resource now. Link to comment Share on other sites More sharing options...
Graxster Posted March 6, 2011 Share Posted March 6, 2011 Load Oblivion.esm in the CS, go to Gameplay>Settings, scroll down to iSoulLevelValue(name) is what you want to tweak. -Grax Link to comment Share on other sites More sharing options...
gudal Posted March 6, 2011 Author Share Posted March 6, 2011 (edited) Load Oblivion.esm in the CS, go to Gameplay>Settings, scroll down to iSoulLevelValue(name) is what you want to tweak. -Grax No' it isn't. That number refers to charge level and has no impact on constant effect enchantments. I'm referring to the numbers 1 to 5 used in the ce formula, not the charge level, which is as you say easily editable through the cs or tes4edit or similar. That can be edited. But would only work if, you play oblivion with default npc level scale.Many of us don't like the npc auto level scale with player. Hence why MMM, OOO, TIE, FCOM, Warcry is so popular. You can still edit it but, It will require a lot of work. You will also need a script to check each npc level when you draw a soul out of it.IF you go to one of those mods I mention many of them are modder resource now. I really don't think you need to. It should only be needed while enchanting, unless you want to define entirely new soul levels, which i don't. All I want is the soul level integer value that is not the charge level to change. Just to mention it. To each soul level there is assigned two values. An integer from 1 to 5 and an unbounded (within certain limits, I assume) integer used to calculate charge level. The latter is used for "on strike" enchantments, the first on constant effect enchantments. It's the first I'd like to edit. Edited March 6, 2011 by gudal Link to comment Share on other sites More sharing options...
Recommended Posts