miguick Posted December 17, 2018 Share Posted December 17, 2018 As the title suggests, I've just started toying with this idea. As far as my understanding of lore goes (which could be wrong or retconned out by now, but if you're interested): The need for black soul gems to trap the souls of sentient races is due to covenants with the gods (Arkay) and what not, which protects the souls of mortals from such a gruesome fate in normal circumstances. Black soul gems are a recent development in necromancy, which first appeared at the time of Oblivion (end of the third era). There they were created thanks to the influence of the, newly appeared from the Warp of the West, God of Worms, which in mortal terms acted as a celestial body eclipsing Arkay every few days, and allowing regular soul gems to be turned black by necromancers. My understanding is that the covenant does not extend to daedra of any kind, no matter if in sentient terms they are equal or above the regular mortal races. Therefore, dremora souls ought to be considered white, and trappable in the regular soul gems, but in-game this does not happen. They are considered the same as any other NPC race, and can only be soul trapped in black soul gems. To solve this, I've considered removing the ActorTypeNPC keyword from the Dremora race. It works, allowing their souls to go into standard soul gems, but I'm wondering if this will cause other unforeseen issues. That keyword might be used for other hardcoded things, or workings in game that I'm not familiar with, which could be expected to be available to all kinds of actors that have a human or humanoid body structure. Does anyone know about whether this method is adequate for what I'm trying to accomplish, or if there are complications derived from it? Link to comment Share on other sites More sharing options...
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