Skyrim talk:Fiery Soul Trap

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Fire Damage Constant Value[edit]

It appears that even with the fire enchanter perk unlocked, the fire damage remains at ten points. I will test further. If this holds I believe it should be noted in the article. --Crayolamanic (talk) 21:30, 28 February 2013 (GMT)

It stays at 10. I've also have gotten the Augmented Flames perk, and still had the fire damage stay at 10, even with 100 Enchanting. It's also noted on the Enchantments page that the fire damage value stays at 10, regardless of skill, soul used, or perks. I think the section on this page mentioning the fire damage can be increased should be deleted. VycDarkshadow (talk) 19:36, 24 March 2013 (GMT)
I have gotten the fire damage up to 17 with Augmented Flames 2, and Fire Enchanter. Not sure why you're not getting this as well but I just double checked in game and did indeed get the bonuses to fire damage as stated. Lord Eydvar Talk|Contribs 18:17, 27 April 2013 (GMT)
Just confirmed in game again that indeed with Augmented Flames 2 the fire damage is 15 not 10. I don't have fire enchanter atm but that also has worked in the past to boost the damage up to 17. Lord Eydvar Talk|Contribs 18:38, 27 April 2013 (GMT)
Fire Enchanter doesn't affect the strength of the enchantment, nor do Enchanter perks, Enchanting skill or Fortify Enchanting potions. In other words nothing affects the strength of the enchantment. I retested this today to see if this has changed and it hasn't. Augmented Flames perks act as fire damage bonus multipliers not an enchantment strength multiplier which is why it works on the Fiery Pickaxe but the actual strength of the enchantment remains at 10 points with a displayed damage of 12 points for 1 perk and 15 for 2.--DagmarH (talk) 02:25, 1 May 2013 (GMT)
Have any of you tested to see whether the Aspect of Teror perk affects this damage? There is a VN tag on a note for this. --Xyzzy Talk 16:27, 1 May 2013 (GMT)
Seems like an odd thing, as I would assume fire spells only utilize a fear effect if the Skyrim:Intense Flames perk in Destruction is unlocked. Otherwise fire spells don't typically cause fear, do they? --Jimeee (talk) 16:42, 1 May 2013 (GMT)
AFAIK, they don't. The note on the Illusion is pretty vague, which could be why the note was added to this article. If somebody could test this, we could either confirm it or remove it from the article. --Xyzzy Talk 17:47, 1 May 2013 (GMT)
I'll just throw it out there that I have Augmented Flames I, and the fire damage is 12 for me when I got the enchantment. When I added a point in the Fire Enchantment perk, the shown damage remained as 12. As far as I can see, this corroborates DagmarH's finding. --Souledgar (talk) 18:10, 3 August 2013 (GMT)

() I'm going by tested ingame mechanics and all of the info currently listed about perks affecting this have been tested and confirmed on Xbox 360 with All 3 DLC and patch 1.9 Lord Eydvar Talk|Contribs 00:30, 2 May 2013 (GMT)

Ok. Somebody else just needs to verify that Aspect of Terror does increase the damage then, and reword the note to be more positive. Thanks, Lord Eydvar. --Xyzzy Talk 03:05, 2 May 2013 (GMT)
No Aspect of Terror does not increase damage I can confirm that is incorrect, all I know is that the Fire Damage perks from Destruction, and Enchanting trees affect the Fire Damage allowing up to 75% bonus fire damage and a fear effect with the Intensive Flames perk. Lord Eydvar Talk|Contribs 06:38, 2 May 2013 (GMT)

Enchantment Strength/Number of Charges[edit]

Somewhat related to the topic above... when enchanting a weapon with this power, the only effect changed by the slider control is the number of seconds for which the Soul Trap effect lasts. Yet in the CK, even when the enchantment is duplicated precisely (right click > Duplicate), any effect that Fire Damage is changed too also now scales with the slider in game.

My question is this: how is this fixed amount of fire damage (ignoring for a moment the debate as to whether this amount is affected by perks) accomplished behind the scenes? Is it script related? If so, where might this script be found?--174.114.62.29 19:37, 28 April 2013 (GMT)

I don't the slightest about programming, but I took a look at the cslist. Fiery Soul trap is composed of two separate effects, one for Soul Trap and one for Fire damage. The fire damage and soul trap effects are just generic effects, it looks like the Soul Trap scales simply because it is listed first and so the game only attempts to modify that value. --~The wind, forsaken~ (talk) 21:37, 28 April 2013 (GMT)
It doesn't appear to be that simple, though. Even if you duplicate the enchantment EXACTLY using the Creation Kit, in-game the slider will modify both the soul trap timer AND whatever other enchantment you've added. I can't for the life of my figure out why this is the case.--174.114.62.29 20:36, 29 April 2013 (GMT)
This probably has to do with the exact method this enchantment (or rather 2 enchantments it seems) gets applied to the item. As noted in the invalid enchantment id section below the game does something different for this than any other enchantment which results in the odd behaviors.--Ewolfg1 (talk) 23:09, 30 August 2014 (GMT)

Corpse "soul trap" resist[edit]

Is the statement about the corpse resisting the soul trap meaning that just the soul trap part is resisted or the whole effect is resisted. Because any dead body that gets hit with a soul trapped weapon will say and Just thinking about it. I think they didn't want to add another saying saying something about its separate soul trap effect. And think about it, you never see something different if you dual-enchant a weapon with soul trap and another enchantment. I0brendan0 (talk) 04:02, 20 April 2014‎

The only effect that is actually being "resisted" is the soul trap effect; the fire damage effect is irrelevant due to the deceased nature of the target. As to why there is no message when you hit a corpse with fire damage, I couldn't tell you, but it's probably not important enough to be added to the article, and therefore would be more suited for discussion in the forums. --Xyzzy Talk 14:24, 30 April 2014 (GMT)

Invalid Enchantment ID[edit]

Everywhere agrees that 00040003 is the enchantment ID for this enchantment but... the game has problems. If you attempt to add an item (a weapon in my case) to the game with this enchantment on it via the console it complains it's invalid.

playerenchantobject 02014fcb 00040003 000aa155
Invalid effect setting '00040003' for parameter Magic Effect

for example. Using only Dawnguard.esm and Update.esm

If I ask the game what it thinks it is - it says "00040003" like it should, but it will not cooperate when attempting to add it to an object via the console.

I believe this is because 00040003 is not the actual Magic Effect, because there is no magic effect like this - the Fiery Soul Trap enchant is the only enchantment that references more than one magic effect and it may be impossible to add it to a weapon manually.

The two enchants it actually uses.
Soul Trap - EnchSoulTrapFFContact 0004dba3
Fire Damage - EnchFireDamageFFContact 0004605a

And of course, attempting to add more than two enchantments to an object via the console will result in

Expected end of line.

So if anyone happens to run across the console command for this or knows more about enchanting...(since if the game can do it, it must be possible) feel free to reveal it to the general populace. Vainamoinen -Talk -Stuff 18:49, 15 July 2014 (GMT)