[RELz] Soulgem Magic

Post » Mon May 02, 2011 7:47 pm

Well we can try this, but Ob XP's scripts don't run on the normal frame cycle. It sets the fQuestDelayTime to 0.1 for the script in question. I'm guessing that the script would have gone through several cycles before it detects that the PCMiscStat 10 has been decrementented again. It's even possible that setting a variable won't help - that would be too late as well.

Use two variables, one for the real value, and one for what you read last time the script ran. If reading a new value larger than real, and larger than last read, just store it in the last read variable without doing anything more. Then, next time the script runs, if the read value remain larger than real, update real to this and give XP. If however read value has gone back, it was a false warning, so just reset the last read variable.

This should work - provided that PCMiscStat 10 is not updated by the engine before the soulgem registers that it gets filled. I know for a fact that a soulgem isn't registered as filled until half a second or so after the kill, so if the PCMiscStat 10 is updated immediately, you must have a counter that checks this for 10 conscutive runs of your script, or something like that...

Or you may not care that much, and apply the XP for PCMiscStat 10 increase from say 100 to 101, even though SM will reduce the stat back to 100 just after, but then you will not give a new xp until it increase up to 102. If doing this, you will give one XP too many, but not for each time SM add/empties soulgems. That may be the best solution


:lol: I just knew you were going to say that! But there's only one of "me" and there's tons of "you guys" :) No seriously, very true and I was thinking of adding the exception in. It's just with the high frequency of these scripts, I'm looking to optimize them as much as possible and to make such exceptions generic. I was even thinking of introducing variables like the InterOp variables that are used for the points for this. Basically a series of exception variables that would be set by several mods - it wouldn't matter what the exception was, just the fact that I didn't want to tally the experience points for some reason.
Hm, I don't really think this is a very good idea. One of two conflicting mods must do something specifically for the other mod in cases like this, and in the cases we discuss here, it is Oblvion XP that needs things to be done, not the other mod. So it is natural to do the fix in Oblivion XP unless it is substantially easier to do it in the other mod.

Alright, so how do you want to proceed? I might be able to put a delay in before checking the PCMiscStat, so did you want to try decrementing it?
I think it makes sense to decement the PCMiscStat, so that it effectively only counts number of soulgems filled. Without Soulgem Magic soulgems filled == souls captured, but with Soulgem Magic, souls captured can get substantially higher, which doesn't really make sense. If you capture 21 petty souls into a common soulgem, that should probably count as 1, not 21. So I'll try decrementing it for the next version.
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Yama Pi
 
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Post » Mon May 02, 2011 9:03 pm

...snipped...
Or you may not care that much, and apply the XP for PCMiscStat 10 increase from say 100 to 101, even though SM will reduce the stat back to 100 just after, but then you will not give a new xp until it increase up to 102. If doing this, you will give one XP too many, but not for each time SM add/empties soulgems. That may be the best solution


This is what I've been thinking of doing too. The only problem is that the script in question already has a lot of issues for some players, so I know I'm going to get complaints about it. But I might just deal with those when the time comes.

Hm, I don't really think this is a very good idea. One of two conflicting mods must do something specifically for the other mod in cases like this, and in the cases we discuss here, it is Oblvion XP that needs things to be done, not the other mod. So it is natural to do the fix in Oblivion XP unless it is substantially easier to do it in the other mod.


I already have three mods with conflicts in this script. One of them actually suggested creating generic exception variables that would be set in the other mod. But yes, no matter what, you are going to have issues when trying to do this sort of thing. As I said previously, I think I'll just let the scripts do their thing and deal with the issues if they arise.

I think it makes sense to decement the PCMiscStat, so that it effectively only counts number of soulgems filled. Without Soulgem Magic soulgems filled == souls captured, but with Soulgem Magic, souls captured can get substantially higher, which doesn't really make sense. If you capture 21 petty souls into a common soulgem, that should probably count as 1, not 21. So I'll try decrementing it for the next version.


Agreed. Hopefully you will be able to decrement that stat. The stats for npc and creature kills can't be incremented and need a work around. I think you can decrement them though - not sure.

I have installed this and the new version of Display Stats. I'll give them a test run once I get back to my game :) I can certainly see the new effects - I just haven't tried trapping anything yet!
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Richard
 
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Post » Tue May 03, 2011 10:48 am

Time for bumping this thread for people who have overlooked it. I imagined this mod would be more popular than it is, with the potential of being a major annoyance remover, so maybe a bump will give it a bit more exposure. Not that I'm complaining - I think it is fun that some of my mods get a very different popularity than I imagine (both higher, like Display Stats and lower, like this) :)


Agreed. Hopefully you will be able to decrement that stat. The stats for npc and creature kills can't be incremented and need a work around. I think you can decrement them though - not sure.

I have installed this and the new version of Display Stats. I'll give them a test run once I get back to my game :) I can certainly see the new effects - I just haven't tried trapping anything yet!
I completely forgot that I was supposed to do something about the PCMiscStat too. I will try to get around to it, probably together with support for Black Soul Gems and Azura's Star (I imagine that being able to capture multiple smaller soulgems into Azura's Star will be a good improvement).
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lexy
 
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Post » Tue May 03, 2011 11:28 am

Time for bumping this thread for people who have overlooked it. I imagined this mod would be more popular than it is, with the potential of being a major annoyance remover, so maybe a bump will give it a bit more exposure.

Heh, I don't think I've got this - I used the old EE plugin this grew from though. I've been hesitant because I wasn't sure if I'd get the opportunity to experience the effects, but what the heck. :D
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Peter lopez
 
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Post » Mon May 02, 2011 10:35 pm

Can I make a small request? Can this mod be made to work with the free soulgems you can get from the Mages' Guild Halls with OOO? They are different forms, and have the added complication that ideally, they shouldn't increase in value when you trap a soul in them. Really, all that I would like to have working on them are the 'waste control' and 'multi-soul gems' features.

Oh, and a quick question about the 'multi-soul gems' feature: If I only have a common gem in my inventory containing a lesser soul, and I trap a common soul, am I right in thinking it will replace the lesser soul in the gem, and that lesser soul will disappear into the ether (as in, it won't be transferred into an empty lesser gem, if I have one)?

Eloise
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jess hughes
 
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Post » Mon May 02, 2011 8:36 pm

Time for bumping this thread for people who have overlooked it. I imagined this mod would be more popular than it is, with the potential of being a major annoyance remover, so maybe a bump will give it a bit more exposure. Not that I'm complaining - I think it is fun that some of my mods get a very different popularity than I imagine (both higher, like Display Stats and lower, like this) :)


I completely forgot that I was supposed to do something about the PCMiscStat too. I will try to get around to it, probably together with support for Black Soul Gems and Azura's Star (I imagine that being able to capture multiple smaller soulgems into Azura's Star will be a good improvement).


Yeah I did test it and it works fine with what it does right now. I was going to prompt you about adjusting the PCMiscStat once I had a chance to get back to Ob XP development again. I've been working on other things lately. Once you've made the changes for the PCMiscStat, I'll test it. My only concern is when you decrement the stat several times in the instances where a player fills a large soul gem with a bunch of smaller souls. I understand your logic (normally you would only get credit for capturing one soul anyway), but I'm not sure how Ob XP will "react" to that. It will be interesting to test...
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Hannah Whitlock
 
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Post » Tue May 03, 2011 4:59 am

NiceOne-

Have you considered? Would you consider? adding more to the mod?

I'm looking at my load order and seeing http://tesnexus.com/downloads/file.php?id=4611 and Soul Gem Magic and as you know ... here I am thinking how to reduce that. I know both Improved and http://tesnexus.com/downloads/file.php?id=10403 have made their way into overhauls and other mods and I'm not 100% on the legal for them, but it seems that this mod has a great start for what else there is to do with soul gems. Like MMO and EE does for those things.

Anyway ... for your consideration.

thanks (one more thread to dig up)
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Jeff Tingler
 
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Post » Mon May 02, 2011 10:15 pm

Just a gentle nudge to TNO - please don't forget about decrementing the misc. stat when a soul trap shouldn't count. :)
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Melis Hristina
 
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Post » Tue May 03, 2011 9:11 am

My $1 worth. I just use it to hold a soul of the level it was designed. Grand only grand, lesser only lesser, etc. Simple and much appreciated since it is no longer part of EE. All the other stuff evryone is talking about, well, I do not have a doctorate degree in mathematics and physics, so figure to stick with simple math :)

Thanks for this mod TNO.
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Jarrett Willis
 
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Post » Mon May 02, 2011 7:37 pm

What a gem of a mod! :laugh: stumbling onto it only today... downloading...I think I'll use it like Peter ID said.

@TNO
As to the earlier discussion about making a merge of more of your mods, I can only say that each gamer can decide for himself how much a TNO mod is worth to him. For me if you produced 250 mods I'd be happy to have a full modlist of your mods only. As long as there is thematic separation between your various mods, I would continue to release them separately. I would frown to read me and install me through a 500-lines .ini file... Keep them separate is clean and simple. Players can do merge job themselves if they are so inclined.
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Manuel rivera
 
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Post » Tue May 03, 2011 7:00 am

Time for bumping this thread for people who have overlooked it. I imagined this mod would be more popular than it is, with the potential of being a major annoyance remover, so maybe a bump will give it a bit more exposure. Not that I'm complaining - I think it is fun that some of my mods get a very different popularity than I imagine (both higher, like Display Stats and lower, like this) :)


I would be among those. I just found out about this through the SM thread.


Thank you for another great idea implemented!
- Tomlong75210
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casey macmillan
 
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Post » Tue May 03, 2011 1:10 am

Time for a bump... and a request: could you offer an option so that even with the ini configured so that only souls of the appropriate size go in the corresponding soul gem, that Azura's star be excluded? I don't mind Azura's star getting a smaller than capacity soul because it's reusable, but the settings as they are now mean that it's useless to me until I get to a much higher level. You can get Azura's star at level 2, but grand souls don't start appearing until much later.

Also, just another reminder about decrementing the trapped souls miscellaneous stat if the player has configured SGM so that only soul gems of the same capacity are filled - i.e. smaller souls don't go in large gems.

Edit: Just went through the readme again and it says Azura's star isn't affected. Well I just captured a regular Minotaur (common soul) and Azura's star is still empty. I don't have any empty common soul gems right now.
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Shelby McDonald
 
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Post » Tue May 03, 2011 10:56 am

Time for a bump... and a request: could you offer an option so that even with the ini configured so that only souls of the appropriate size go in the corresponding soul gem, that Azura's star be excluded? I don't mind Azura's star getting a smaller than capacity soul because it's reusable, but the settings as they are now mean that it's useless to me until I get to a much higher level. You can get Azura's star at level 2, but grand souls don't start appearing until much later.

Also, just another reminder about decrementing the trapped souls miscellaneous stat if the player has configured SGM so that only soul gems of the same capacity are filled - i.e. smaller souls don't go in large gems.

Edit: Just went through the readme again and it says Azura's star isn't affected. Well I just captured a regular Minotaur (common soul) and Azura's star is still empty. I don't have any empty common soul gems right now.
Thanks for the bump. I will check out Azura's star better (I have old saves with it), and will look at the stat adjustment, I just need time to look at this again. But is there any chance you can enable debug for the mod and capture a soulgem again with Azura's Star in your inventory? I'd like to see the debug info for it. But what may have happened is if you had another, larger soulgem in your iventory, and the game chose that instead of Azura's Star for the common soul. In that case, Soulgem Magic would have removed the soul again due to your settings (but this can be confirmed with the debug info).
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Dan Scott
 
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Post » Tue May 03, 2011 10:46 am

I love the idea behind the first two main features of this mod, but the Multi-soul gems part doesn't really appeal to me. I saw a mention of an ini with the mod. Does that mean I could disable the third feature while still receiving the benefits of the rest of it?
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CHARLODDE
 
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Post » Tue May 03, 2011 12:09 am

I love the idea behind the first two main features of this mod, but the Multi-soul gems part doesn't really appeal to me. I saw a mention of an ini with the mod. Does that mean I could disable the third feature while still receiving the benefits of the rest of it?
Yes :)

The repricing is automatic and don't have any ini setting, but the most important (and only in your case) setting is this:
; ================= Soulgem Mode:; Set to 5 to have vanilla behaviour for filling soulgems; Set to 0-4 to control amount of free space (waste) allowed in a soulgem. If a soulgem gets filled with a soul that creates more waste, the soul will escape, and empty the soulgem again.; A value of 0 means that soulgems can only hold souls of the gem's exact size, and 1 that a soulgem can hold souls of its capacity or one less.; A value of 4 means that even a grand soulgem (capacity 5) can hold a petty soul (capacity 1).; Set to 7 or 8 to allow multiple souls to be captured into the same soulgem.; A value of 7 will make the smallest soulgem (with a capacity of at least the soul's level) capture the soul; A value of 8 will make the largest soulgem in your inventory capture the soulset tnoSM.soulGemMode to 7

So if you set this to 0, soulgems can only hold souls of its exact size, and there will be no multiple souls in soulgems. A soul smaller than your smallest free soulgem will just be lost, just as a soul larger than your biggest.


The other ini settings are for details in mode 7/8
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Kieren Thomson
 
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Post » Tue May 03, 2011 3:34 am

Thanks for the bump. I will check out Azura's star better (I have old saves with it), and will look at the stat adjustment, I just need time to look at this again. But is there any chance you can enable debug for the mod and capture a soulgem again with Azura's Star in your inventory? I'd like to see the debug info for it. But what may have happened is if you had another, larger soulgem in your iventory, and the game chose that instead of Azura's Star for the common soul. In that case, Soulgem Magic would have removed the soul again due to your settings (but this can be confirmed with the debug info).


Will do. Now just to confirm the settings, I need to set the soulGemMode back to 0, right? I had changed it to 7 thinking that that would allow smaller souls to be trapped and decided the multi-souls per gem would be fine.

When I had the issue with Azura's star not trapping a common soul, I had the soulGemMode set to 0. I had an empty greater soul gem, but I'm pretty sure that didn't get used either, as expected.

Edit: Changed the soulGemMode back to 0, enabled debug... and now it's working! However no debug information was created... I'm running Conscribe. So enabling debug made it work :blink: Just joking. The other changes I made were to soulLevelExp and soulgemMessage. Originally those were set to %soulLevelExp% and %soulgemMessage%. Now when I changed the mode to 7, I changed those to 4 and 1 respectively. When I changed the mode back to 0, I didn't touch those other settings because they aren't used with mode 0. So I don't know why it's working now. I'm pretty sure I trapped a common soul with no empty common soul gems. When I did the test a few minutes ago, it was with a greater soul. I had Azura's star, empty grand soul gems and no empty greater soul gems. The soul got trapped into Azura's star, as I would expect. I guess I'll try again with another common soul. I'll also disable debug again, on the off-chance that is affecting things. As I said, I didn't get any debug info anyway.
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Taylor Tifany
 
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Post » Tue May 03, 2011 3:50 am

Absolutely Awesome. Downloading.....

Thank You.
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Marcin Tomkow
 
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Post » Tue May 03, 2011 8:45 am

Yet another mod of TheNiceOne's added to my load order. Thanks, dude.
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Annika Marziniak
 
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Post » Tue May 03, 2011 1:07 am

Alright, I think I found out what issue is - thank God because after the muck up with MMO, I thought I was losing my mind :D I installed this with BAIN. Here are the settings for soulLevelExp and soulgemMessage I wound up with afterwards:
Spoiler

;=================== Souls required for next level; Only used if soulGemMode is 7 or 8; Set how many additional souls of the current level that will be needed to increase the soulgem to next level; Minimum is 1, default 4set tnoSM.soulLevelExp to %soulLevelExp%;=================== Soulgem Messages; Only used if soulGemMode is 7 or 8; Set whether additional messages are displayed when capturing more souls into a non-empty soulgem; 0: No additional messages; 1: Only additional messgaes when the soulgem reaches a full new level; 2: Additional message each time the soulgem receives a new soulset tnoSM.soulgemMessage to %soulgemMessage%



It turns out that Azura's star will not capture a soul smaller than grand when the soulgemMode is set to 0 and those settings are left that way. If those settings are changed to be a valid number, then Azura's star will work as advertised, even with the soulgemMode set to 0. When I found that Azura's star wasn't capturing smaller souls, I changed the gem mode to 7 and then I changed those settings to proper values. Then when you asked me to do some testing, I changed the soul gem mode back to 0 and found Azura's star was working. Then I changed those settings back to the way they were after installing with BAIN and Azura's star stopped working again. Then I breathed a sigh of relief as I realized that some of my sanity is still intact :lmao:

Also as I mentioned previously, setting debug mode to 1 doesn't seem to capture any debug information. Now that I know what breaks the star, I can reproduce if you want me to try debug mode again.
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Rob
 
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Post » Tue May 03, 2011 5:27 am

Thanks for the check. I guess I'll have to revisit this mod again soon (I know, I've promised to update it for the Oblivion XP compatibility a long time ago) ;)
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Thomas LEON
 
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Post » Tue May 03, 2011 4:32 am

Thanks for the check. I guess I'll have to revisit this mod again soon (I know, I've promised to update it for the Oblivion XP compatibility a long time ago) ;)


:poke: :biggrin:
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Sammie LM
 
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Post » Tue May 03, 2011 6:12 am

This sounds handy but is there a way to disable the multi-soulgems part?
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CHangohh BOyy
 
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Post » Tue May 03, 2011 9:54 am

This sounds handy but is there a way to disable the multi-soulgems part?


Yes, you can set it in the ini.
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Haley Merkley
 
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Post » Tue May 03, 2011 6:49 am

Another feature I wouldn't mind seeing..... Is have a preference available for filling empty gems first, or, adding to a not-quite filled gem first. :D

While I am at it..... (sorry....) an ability to combine soul gems? So that you can make things with more uses before empty?
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Kat Ives
 
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Post » Mon May 02, 2011 8:24 pm

Thanks for the check. I guess I'll have to revisit this mod again soon (I know, I've promised to update it for the Oblivion XP compatibility a long time ago) ;)

Can you also have a look at including the Mages Guild soul gems you can get for free with OOO? They are different objects to vanilla soul gems, and their value shouldn't increase no matter what soul(s) they contain, but it would be nice to have them 'stack' souls like vanilla gems.

Eloise
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Paul Rice
 
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