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Colossal Soul Gems as a mechanic


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Posted

In Oblivion at the end of the Mages guild quest you acquire a rare "Collossal" Soulgem that acts as a spiritual shield against magic so you can beat mannimarco by drowning him. I'm wondering, from the perspective of a invalid mind you, why cant Skyrim have larger Soul gems that carry more charge? From a lore perspective the dwemer had devices in skyrim to alter Soul Gems, and from a mechanics perspective, artificial but stronger soul gems would be locked off from base gameplay, they would also allow players to make more efficient weapons to work with Double Enchantments. 

 

Has anyone tried it? Is it so alien of a idea that no one came to the conclusion yet, or is it impossible to pull off without introducing undue stability issues?

Posted
Vor 2 Stunden sagte gwyllgi:

In Oblivion erwirbst du am Ende der Quest der Magiergilde einen seltenen „kollossalen“ Seelenstein, der als spiritueller Schutzschild gegen Magie fungiert, sodass du Mannimarco besiegen kannst, indem du ihn ertränkt. Ich frage mich, aus der Sicht eines Invaliden wohlgemerkt, warum es in Skyrim keine größeren Seelensteine geben kann, die mehr Ladung tragen? Aus Sicht der Überlieferung verfügte der Dwemer in Skyrim über Geräte, um Seelenedelsteine zu verändern, und aus mechanischer Sicht wären künstliche, aber stärkere Seelenedelsteine vom Basisspiel ausgeschlossen, sie würden es den Spielern außerdem ermöglichen, effizientere Waffen herzustellen, die mit Doppelverzauberungen funktionieren. 

 

Hat es jemand versucht? Ist die Idee so fremdartig, dass noch niemand zu einer Schlussfolgerung gekommen ist, oder ist es unmöglich, sie umzusetzen, ohne übermäßige Stabilitätsprobleme mit sich zu bringen?

 

There is a lot of confusion here


1) the special soul stone in Oblivion contained the soul of the archmage - who sacrificed himself to protect you as a player when confronted with the "Worm King" (Mannimarco)


2) the soul stones have undergone a significant change since Morrowind - as has the system of enchantment magic

The "Star of Azura" was not only a reusable soul stone in Morrowind - it was also able to absorb the (much stronger) soul of a god -> you could kill "Vivec" in the vanilla game and with the DLC "Tribunal" you even had to kill "Almalexia" ... in both cases you could capture their souls


3) but the strength of the enchantment has always depended largely on personal skill - and double enchantments can be unlocked at level 100

I have been playing Skyrim for about 14 years now - but double enchantments on armor and Weapons are the standard for me


4) you can further increase your ability using alchemy potions for "enchantment" - even if the time window of 30 seconds (a potion doesn't give you more than that) allows you to refine a maximum of 2 items - before the effect wears off again.


An example:

If you are fully skilled, you can, for example, give shoes/boots a resistance of a maximum of 46% to frost or fire or lightning... the standard potions for enchanting (available in the alchemy shop) can increase this to 55-58%.


But if I enchant my work clothes for working at the alchemy table with -> alchemy - I can significantly increase the effect of the potions with just 4 items of clothing, each with a 25% increase.

If I use clothing mods - which provide me with 6-8 items of clothing - which I can enchant with alchemy and wear at the same time - I can easily achieve 75% resistance in the above example!


So you don't need any larger soul stones - just an understanding of the in-game mechanics of alchemy and enchantment!

Posted

 

I haven't played oblivion in over a decade, my fault, what im asking is would there be any mechanical issues with creating a a new kind of soul gem with higher charges that can be used in place of the Enchanting exploit.

 

Posted
Vor 2 Stunden sagte gwyllgi:

 

Ich habe Oblivion seit über einem Jahrzehnt nicht mehr gespielt, meine Schuld, ich frage mich, ob es mechanische Probleme bei der Erstellung einer neuen Art von Seelenstein mit höheren Ladungen geben würde, der anstelle des Enchanting-Exploits verwendet werden kann.

 

 

But you're not discussing Oblivion, but Skyrim - so you should ask the question - whether there is any reason at all to create such a mod.


That would only make sense - if players feel an increased need to deal with "enchantment".


At least that's what I've noticed so far on LL and Nexus:


- most players only use magic to a very limited extent - so enchantments are a minor matter


- mod authors would much rather rework the entire magic system and often provide ready-made items... I'll call it "Overlord" here


- it's obviously easier to use the "construction kit" to create weapons, items and armor/clothing with super enchantments - than to tinker with the enchantment system of the vanilla game... i.e. give the soul stones higher charges


ultimately what you want boils down to a cheat mod... you want to put the most powerful enchantments on your equipment without having to do all the work of leveling up


then just install the "Cheat Daedric Set"

Posted (edited)
On 6/27/2024 at 11:57 AM, Miauzi said:

most players only use magic to a very limited extent

 

Because let's be honest... magic system in Skyrim sucks Nazeem's sweaty balls. No amount of modding can cure the lack of spell creation mechanic, which was a fundamental thing in Oblivion. It was exploitable as hell, but damn was it fun. I miss my "Symphony for Six Acetone Burners".

Edited by belegost

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