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About This File

What is this mod?

This mod allows you to enter within soul gems and visit the souls you've captured via Soul Trap.

 

Longer description

This mod adds a spell called Enhanced Soul Trap which is the upgraded version of the original. It does everything the original does plus it can also fill special gems.

 

The process is like this: Have a special gem in your inventory. Cast Enhanced Soul Trap on a target (mudcrabs, wolves, NPCs or anything really). Kill the target within 60 seconds to fill the soul gem (special gems will get filling priority over normal gems). You should now see that the special gem has been renamed to include the victim's name (ex: see the last picture).

 

Next, you'll need to cast another spell called Enter Soul Gem. This will transport you inside a special gem you are carrying. Transportation is a bit like in the Azura's Star questline. Inside each of the gem is a house for the captured soul to live in. You can enter the house and meet your captured "Soul Pet". In order to converse with spirits properly,  you need to put on the Ring of Soul Speaking. This will let you talk to souls and will also immediately calm them if they are hostile.

 

Lastly, in order to better manage your soul gem collection, the mod also adds the "Soul Gem Bag". A special bag that can hold soul gems and that you can carry in your inventory. To open the bag, you need to equip it. Then you can add or remove items from it just like any other container (except that it's limited to only soul gems). This bag is also useful for managing the order in which you fill your soul gems. For example, if you have a Silver tier gem and a Gold tier gem, but you want to fill your Silver first. You can put the Gold tier gem in the bag and it will be ignored by the Enhanced Soul Trap spell.

 

Requirements

-SKSE

-SkyUI

Recommended: Fuz Ro Doh for better dialogue.

 

How do I start the mod?

Open up the MCM, and press "Give All Mod Item". You'll receive spell tomes for the two spells, a soul gem bag (with all 5 soul gems already inside), and the Ring of soul speaking. That's the full kit to begin your soul collecting career. Have fun.

 

Mini Wiki

Spoiler

Special Gems

There are 5 (from highest value to lowest): Gold, Silver, Green, Red, Yellow.

These gems are enter-able. Each gem contains a house within (as is shown in picture). Houses can be entered. Note that these items are unique (ie you aren't meant to have more than 1 of each per playthrough, and adding more probably doesn't do what you think it will do). In other words, you can only ever have up to 5 Captured Souls at one time. Also note that special gems cannot be directly used for enchanting. You need to transfer the soul to a normal gem if you want to do that (see Souls section for how to transfer).

 

Enhanced Soul Trap

Everything Soul Trap does, but with some extras. You need to use this spell to fill the special gems. Costs a bit more mana than normal Soul Trap. Also, this launches a long range projectile instead of a short range spell like Soul Trap. Fills gems in prioritized order of their value (ie First Gold, then Silver, then Green, ..., then the normal gems)

 

Enter Soul Gem

A new Adept level conjuration spell. Let's you enter special gems and visit your captured souls. Can't be used if you're already in a soul gem. To leave the gem, you need to jump off the crystal platform (into the roiling blue stuff below). You'll reappear at the same place you entered the soul gem. It can make for a handy escape too if you're mid-combat, but it costs a lot of mana. Note that you can still enter a soul gem even if there's no soul inside. Chooses which gem to enter using the same priority order as Enhanced Soul Trap.

 

Soul Gem Bag

A carry-able inventory dedicated to soul gems. To open it, you need to equip it. It will be in your armors section. It will automatically de-equip when you're done. Gems within the bag are ignored by Enhanced Soul Trap and Enter Soul Gem. This allows you to have control of which gem these spells will target (without having to put gems on the floor or in chests).

 

Ring of Soul Speaking

While wearing this ring, souls find your presence calming. They will never become hostile towards you. If the soul is humanoid, it also unlocks additional dialogue with them. You can make them your pet/friend. The dialogue is not very fleshed out; it exists mostly just as a proof of concept.

 

Souls

You can visit the souls of things you captured in a special gem. Humanoids will appear naked (clothes and possessions don't transfer into the afterlife, of course). Unless wearing the Ring of Soul Speaking, souls will mostly ignore you or might even attack you. You can kill a soul directly to empty the gem it's in (it won't fight back if wearing the Ring). Alternatively, you can also transfer a soul to another gem the same way you would catch any other kind of creature. In other words, cast Soul Trap on it, kill it, and make sure you are holding the gem you want to transfer it to.

 

Mod Integration (For Mod Makers)

Spoiler

Using Mod Events, you have access to some of SoulPets' functionality from within your own scripts without needed its esp or pex files as hard dependencies. In other words, SoulPets can be an optional or "soft requirement" for your mod. The following functions are examples fulfilling this purpose. To use them, copy and paste their function definitions into your own scripts.

 

Call this function on whatever actor you wish. Their soul will be captured. It will automatically determine which gem to put them in (the player needs to have at least one unfilled gem in their inventory). The actor you call this on ("victim") won't be affected itself; the soul that's put inside the gem is a clone of the original actor.

 

Function SoulPetsCapture(Actor victim)
    int handle = ModEvent.Create("SoulPets_Capture_AutoGem")
    ModEvent.PushForm(handle, victim)
    ModEvent.Send(handle)
endFunction

 

Use the function below if instead you want to specify the gem that the NPC will go into. The Gem variable should be one of the special gems added in this mod. To get these variables in a soft-dependency way, you can use Game.GetForm().

 

Function SoulPetsCapture_WithGem(Actor victim, SoulGem Gem)
    int handle = ModEvent.Create("SoulPets_Capture")
    ModEvent.PushForm(handle, victim)
    ModEvent.PushForm(handle, Gem)
    ModEvent.Send(handle)
endFunction

 

 

If you have need for more API functions, let me know and I'll be happy to add them.

 

 

Brainstorm & Future Stuff

Spoiler

-Add useful purpose to the souls. Maybe they give ectoplasm every so often.

-Add a larger "soul bank" for mass storage of souls (like the Computer in Pokemon).

-Let you summon your souls from the gems to fight for you temporarily? (again, like pokemon...)

-add enchantment and alchemy stations in the Gem Houses to make them more livable for a Player.

 

Changelog

Spoiler

V0.0.9

-cleaned up the mod a bit more

-added mod integration support which lets mods use SP as a soft requirement

 

V0.0.8
-Removed an errant crystal in the Red Gem Cell that was placed by mistake

 

V0.0.7

-fixed a bug that made it not work with NPCs such as "Solitude Guard"

 

V0.0.6

-improved MCM a bit

-Bugfix for: souls with previous packages would wonder outside their gem and disappear over time

-renaming of soul gems more consistent. Should now match the victim's name (almost always).

 

V0.0.3

-First released version

 

Edited by CorruptGenie



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