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What can cause all NPC "immune to soul trap"


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Posted

Hello,

 

I modded Skyrim a lot and I did'nt really check the soul trap feature during modding stage.

 

But, here it is, every time I try to soul trap a NPC (bandit, seller, bear, mudcrab) I get the message "immune to soul trap" (see attached pictures).

 

What I tried with console command :

 

(I have a black soul gem in my inventory)

- I also add the black star artefact

- With spell and with enchanted weapon

- Increased conjuration skill to 95

- Increased player level to 50

- Tweaked the mod GIST in mcm

 

Here are the magic mod I installed (maybe something interfer but what !?! ? ?

- GIST

- Visual animated enchant

- Immersive spell learning (I learned the soul trap spell correctly - I also try to add the spell with consol command)

- Vision

- Apocalypse

- Arcanum

- Reliquary of myth

- Summermyst

 

So, I wonder if anyone know what can cause this ?

 

Thanks for any help !

 

Quote

 Skyrim1.thumb.jpg.40e50ce1a7942a6b9dab456769ef7c49.jpgSkyrim2.thumb.jpg.bfe53af5e80c10d611943d49787ccc14.jpgSkyrim3.thumb.jpg.87c092794858500a98714d3cc958ef1b.jpg

 

 

Posted
1 hour ago, Tlam99 said:

Go into xedit and check what overwrites the original.

Thanks for your answer. I checked the spell "Soul Trap" in Skyrim.esm. Nothing overwrites it (except the unofficial patch).

 

Should I check something else ?

 

Quote

 SoulTrap.thumb.jpg.8c29a277e85234942b7418da1f1315cb.jpg

 

Posted (edited)

In xEdit I would check for the NPC you're trying to hit, as they may have some kind of spell immunity. Whichever mod changed that bear/bandit/mudcrab NPC_ record would be a potential suspect. However, considering you said this applies to everything, this seems more like a SPID thing - do you have that installed, and if so, which mods are using it?

Edited by traison
Posted (edited)

MGEF

 

 

Mods are modifying the magic effect, usually with scripts sometimes.

I wait now, because if I think twice, tons of possibilities.

Anyway xedit is a good start.

 

 

Corrected myself

Edited by Tlam99
Posted (edited)
2 hours ago, traison said:

In xEdit I would check for the NPC you're trying to hit, as they may have some kind of spell immunity. Whichever mod changed that bear/bandit/mudcrab NPC_ record would be a potential suspect. However, considering you said this applies to everything, this seems more like a SPID thing - do you have that installed, and if so, which mods are using it?

Thanks for advices !

 

NPC affected by this "immunity" come from differents sources (skyrim.esm, Flaskar, high level ennemy redux, etc..) but doesn't seem to be affected by other mod in Xedit. The only thing I saw is that they use data from elsewhere but I don't know how to check that (and if it is relevant) ; see attached pictures below.

 

Yes, I use SPID and I know that severals mods use it. But, I don't know how to identify them. Based on the mod requierement on SPID nexus page, I found those mods :

Creature Size Variants SE

Dirt and Blood - Dynamic Visual effects

Immersive Swimming

Nether's Follower Framework

Pistol Reloading script for lore friendly Guns of Skyrim

R.A.S.S Rain Ash and Snow Sahders

Strange Runes

Succubus Heart (but the mod is not currently active ingame)

 

 

Quote

 SoulTrap2.thumb.jpg.e5b43e50a9328c168bbb1d54d4eca3ba.jpg

 

Edited by darkangel2041
Posted
2 hours ago, Tlam99 said:

MGEF

 

 

Mods are modifying the magic effect, usually with scripts sometimes.

I wait now, because if I think twice, tons of possibilities.

Anyway xedit is a good start.

 

 

Corrected myself

I didn't see anything relevant in MGEF unfortunately. I post screenshot anyway. The mod "Harmfull utility spell damage" doesn't seems to alter things. I made a try after removing the mod but the problem is still present. I also made a search in Xedit with "soul trap" in my all mod list, but I didn't see anything that alter this spell. I also made a try with removing the bash patch/smash patch (just in case I screwed something here) but, still no good news ;-).

 

At that point, my feeling (for what it worth...) is that it is more a problem with "NPC immunity" than a problem with the spell itself.. But as you said... now... there are a ton of possibility (I checked in Xedit different NPC affected by this immunity, even neutral NPC).

 

Quote

 SoulTrap4.thumb.jpg.bf9fcf5f9098d3c00516f306418945f0.jpgSoulTrap3.thumb.jpg.758ec26f31934ca8eeb806ddf617b7be.jpg

 

Posted
31 minutes ago, darkangel2041 said:

"NPC immunity"

Duplicate the original spell and MGEF in a new mod.

Then remove the immunities all the way down in MGEF. (immunity etc.)

Make the spell quite strong and test if this one works.

This should overcome all references to the original, if it's a problem with npc.

Just for testing.

Posted

SPID reads text files from a specific directory. I recall the files had "distr" in their name, maybe that's something it looks for. Inspect a mod you know uses SPID, locate the directory with the config file and use your mod manager to locate all such files and trace it back to the source mods - there's your mod list for potential SPID related issues.

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