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Soul Pets

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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

 

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  • Submitter
  • Submitted
    05/23/2021
  • Category
  • Requires
    SKSE, SkyUI
  • Regular Edition Compatible

 

Posted

Really like the idea, and since you proved that souls trapped can be tracked and placed in a location

 

(assuming you keep developing this) could you make it so when you use the gem for enchanting, the souls are transported to the soul cairn? Would be a really good immersion mod

 

(and replace the regular gems with the new ones for consistency, leveled lists, merchants, etc)

Posted
42 minutes ago, AnInsaneMoose said:

Really like the idea, and since you proved that souls trapped can be tracked and placed in a location

 

(assuming you keep developing this) could you make it so when you use the gem for enchanting, the souls are transported to the soul cairn? Would be a really good immersion mod

 

(and replace the regular gems with the new ones for consistency, leveled lists, merchants, etc)

I should really get around to playing/finishing the DLC that Soul Cairn is in. XD

Posted

Your next mod ?

Instead of soul, if you could go into someone's dream. You have a feeling that the person has really sick
fantasies. But want proof of that. This can then be used as a bribe against the person in a topic. Of course, the person should respond with amazement. You could use the sexual attributes of the person to determine different locations and themes.

Posted

Mh.. I Smell a Torture season for Skyrims most hated Npc's we all wanted to get rid of sometimes.. Would be a more elegant way then to capture Nazeem and throw him naked into a Giants camp..? And yes.. It was highly disturbing, yet entertaining ?

 

I could also see it as a way to Pokerape your way through the game.. Combined with a Mod like Succubus Initation Ritual, seeing a big bad Dragon, Summon your human Pet and let it fuck the Dragon to death?

 

Or to be none Sexual, maybe something like a Train function for them? Leveling them up every time they fight a specific Duration or getting summoned X times, they level up or getting better with a Perk? Then it would truly be like pokemon

Posted

Hey there! I really like the idea of going inside Soul Gems

I've tried the mod but ran into a problem. When I trap an enemy inside a gem, the soul is not inside of it but remains at the place where I killed them.

Posted
16 minutes ago, 0feed0me0 said:

Hey there! I really like the idea of going inside Soul Gems

I've tried the mod but ran into a problem. When I trap an enemy inside a gem, the soul is not inside of it but remains at the place where I killed them.

Ok I'll look into it. The body is supposed to stay there, but you're not supposed to see the soul outside the gem at any point.

 

Is this with all the gems or just one of them?

Posted
7 minutes ago, CorruptGenie said:

Ok I'll look into it. The body is supposed to stay there, but you're not supposed to see the soul outside the gem at any point.

 

Is this with all the gems or just one of them?

I've only tried it once, but I had the problem with the golden soul gem. I can later try out the others and give feedback

Posted
1 hour ago, 0feed0me0 said:

I've only tried it once, but I had the problem with the golden soul gem. I can later try out the others and give feedback

Okay I tried again, this time a green one and it worked perfectly normal. As I tried a red one, the ghost inside of it was a normal NPC, I also didn't have the dialogue option that comes with this mod. So I tried taking another red soul gem and kill ing that person again, in hope to catch his soul once more but maybe this time him being a ghost. Got a message that no soul gem is big enough to capture his soul. Idk.
Mod idea is great, but needs some refinement. Or maybe it's just my mods interfering with it, I dunno

Posted
56 minutes ago, 0feed0me0 said:

Okay I tried again, this time a green one and it worked perfectly normal. As I tried a red one, the ghost inside of it was a normal NPC, I also didn't have the dialogue option that comes with this mod. So I tried taking another red soul gem and kill ing that person again, in hope to catch his soul once more but maybe this time him being a ghost. Got a message that no soul gem is big enough to capture his soul. Idk.
Mod idea is great, but needs some refinement. Or maybe it's just my mods interfering with it, I dunno

if you get "no soul gem large enough" its because you don't have a soul gem in your inv.

 

Note that you can't trap a soul inside a soul gem that you are currently in (that wouldn't make sense since how can you "hold" a soul gem if you are currently inside it?).

 

To represent this concept, soul gems are removed from your inventory as you enter them, and then re-added when you leave.

 

Seeing the soul outside of the gem might be a rare bug and I think I might know why. I'll work on trying to fix it, but since its a rare bug, it'll be tough to know if the fix is working.

Posted
1 hour ago, CorruptGenie said:

if you get "no soul gem large enough" its because you don't have a soul gem in your inv.

 

Note that you can't trap a soul inside a soul gem that you are currently in (that wouldn't make sense since how can you "hold" a soul gem if you are currently inside it?).

 

To represent this concept, soul gems are removed from your inventory as you enter them, and then re-added when you leave.

 

Seeing the soul outside of the gem might be a rare bug and I think I might know why. I'll work on trying to fix it, but since its a rare bug, it'll be tough to know if the fix is working.

Okay so just in case the NPC inside the soul gem is not a ghost, I clear out the gem and kill them again? Would emptying the soul gem work if I am inside of it?

Posted
8 minutes ago, 0feed0me0 said:

Okay so just in case the NPC inside the soul gem is not a ghost, I clear out the gem and kill them again? Would emptying the soul gem work if I am inside of it?

The button "empty all soul gems" will delete all souls and reset everything. Works even if inside it.

 

I'm doing more testing now. I can confirm that I'm also getting some weird behaviour. I think it only happens when you try to do it on unique NPCs maybe? I'll need to continue looking into it.

Posted

Ok, apparently I broke something in V0.0.4 that is causing this.

 

I'm rolling back to V0.0.3 ... seems the bug isn't there in that version

 

EDIT: @0feed0me0. Ok, issue seems fixed in the newest version.

  • 4 months later...
Posted (edited)

And here I am, planning to digest all my followers when I reach 100 on the pred skill tree to fully absorb their essences and keep their souls trapped in the black gem. Wish it would work with followers from the Nexus Mod ... Would make my day.

Edited by Multirpg
Posted
1 hour ago, Multirpg said:

And here I am, planning to digest all my followers when I reach 100 on the pred skill tree to fully absorb their essences and keep their souls trapped in the black gem. Wish it would work with followers from the Nexus Mod ... Would make my day.

Sorry, I only understood about half of that....

 

But if you're wondering if this mod will work with NPCs from another mod then yes, it should work.

Posted (edited)
11 hours ago, markdf said:

Any chance you could add an event handler so that other mods can use this as a soft dependency? Basically an enhanced version of the SoulPets_Capture event that determines the gem automatically?

I can try to. Though I haven't looked at this mod in months.

 

While I'm at it, I can also make mod events to give the player the mod's items (without esp requirement). Although maybe that's what GetForm is supposed to be used for? I'm not sure, never had to use it.

Edited by CorruptGenie
Posted (edited)

Alright, I'm going through the mod now.... I really left this a total mess.

 

I think I'm going to have to clean this up.

Edited by CorruptGenie
Posted (edited)

@markdf

 

Alright, I uploaded a version with the new mod event you were talking about. It seems to work when I try.

 

Let me know if it works for you.

Edited by CorruptGenie
Posted
On 10/23/2021 at 6:37 AM, CorruptGenie said:

Sorry, I only understood about half of that....

 

But if you're wondering if this mod will work with NPCs from another mod then yes, it should work.

 

In the pred tree skill of devourment refactor, there is a skill that make you poop the soul trapped in a black gem.

So I was planning to gather a lot of followers in game, digest them all, and keep their souls preciously.
Guess this is why Markdf is asking for event handler.

Posted
25 minutes ago, Multirpg said:

 

In the pred tree skill of devourment refactor, there is a skill that make you poop the soul trapped in a black gem.

So I was planning to gather a lot of followers in game, digest them all, and keep their souls preciously.
Guess this is why Markdf is asking for event handler.

Alright, thanks for explaining it.

Posted

It would be cool if there was a small dialogue tree where you are convinced to swap places with a trapped soul, leaving you trapped in the soul gem! This would obviously a bad end! You could also do timeskips where they visit you for relief, maybe up until the point they spend you to recharge a weapon!

Awesome mod, can't wait to see future updates!

  • 2 weeks later...
Posted

This looks very cool, but do you happen to know if it is compatible with Acquisitive Soul Gems Multithreaded (which I use) or other mods that sort souls into the proper-sized soul gem?

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