Oblivion
0 of 0

File information

Last updated

Original upload

Created by

WDP and Taurucis

Uploaded by

dariuswolfe

Virus scan

Safe to use

15 comments

  1. rabbitpower95
    rabbitpower95
    • premium
    • 1 kudos
    really useful mod i will endorse it why because this enable me to remove a rather annoying 150 health regen for 10 seconds on hit from a weapon i am using thanks again for this
  2. Gappyj
    Gappyj
    • member
    • 0 kudos
    Thanks for that then and it was a great idea to put a link to this in the originals comments as otherwise I would've missed this.
  3. dariuswolfe
    dariuswolfe
    • member
    • 0 kudos
    Hey all, I was again away from the modding/TES community for a while.

    Re: vhashar,

    No, that isn't the case. The problem that existed is that pre-existing magic items that had multiple copies (such as Daedric weapons, where you might find multiple identical versions of the same enchanted weapon), when disenchanted, would affect all future versions of that same item you might find. I believe that problem has been completely eliminated, but it's possible that I may have missed a trick. Please give it a shot and let me know if you find any issues.

    Re: SuperMarioBro,

    Thanks a lot for your kind words. The original idea wasn't mine, but I think I did pretty good work on making it a lot more user friendly, and nearly bug-free.
  4. SuperMarioBro
    SuperMarioBro
    • supporter
    • 4 kudos
    Thanks for this - I can stop being so OCD about what enchantment I add knowing I can remove it later. Works perfectly
  5. vhashar
    vhashar
    • member
    • 0 kudos
    Wait, so common items (i.e. iron daggers, swords) when unenchanted, may prevent other items of that type that you find to be enchanted?
  6. jaime74
    jaime74
    • premium
    • 53 kudos

    At first look, it does not appear that there should be a conflict.

    Thanks a lot and sorry for my late reply (email notification doesn't seem to work for me sporadically).
    I'll give it a try and will report to you if anything shouldn't work as expected!
  7. dariuswolfe
    dariuswolfe
    • member
    • 0 kudos
    jaime,

    At first look, it does not appear that there should be a conflict.

    Enchantment Removal does not touch any objects or scripts having to do with soul gems. All it does is create a filled soul gem (player.additem xxxxxx) of the appropriate type. As far as I can tell by looking at the items and scripts, Soulgem Magic does not alter the filled soul gem objects(specifically, filled with the right size of soul, rather than a lesser soul), only partially filled soul gems.

    Please try it, and tell me if you have any conflicts. My experience with modding is still progressing, so I may be missing things in how Soulgem Magic works. If it's something I can fix on my end, I will gladly work on it.
  8. jaime74
    jaime74
    • premium
    • 53 kudos
    Dear dariuswolfe,

    I like the idea of this mod a lot!
    But before trying, I'd be happy to know whether it is compatible with Soulgem magic.
    From the readme, I guess that there might possibly be a conflict, but I am not sure:

    Soul Gem values have been made dynamic so that this mod will work with others that modify the iSoulLevelValueX settings (such as OOO). This fixed some wonky effects that would occur in such situations (smaller soulgems or larger, usually)

    Can you tell something about that?

    Thanks!
  9. dariuswolfe
    dariuswolfe
    • member
    • 0 kudos
    Remedied most of the issues mentioned here. It turns out that the helmet option worked only for closed-face helmets (which uses the 'head' slot, whereas hoods and open-face helms use the 'hair' slot), but now it should work for all types of headgear. Tailslot added again, so all types of equipment should be able to be disenchanted.
  10. dariuswolfe
    dariuswolfe
    • member
    • 0 kudos
    Hello all,

    I've been away from the community, so I quite understand if people have decided to ignore my little mod. If you haven't, I'd like to let you know that I've returned, and I'm going to see about fixing the issues pointed out.

    Re: Sorandir,

    The spells should be under the Self tab. If they are not there, the only reason I can think of is that you do not have a compatible version of OBSE installed and running alongside Oblivion.

    Re: MetallicAGuy,

    The remove enchantment currently works with helmets, but not hoods. Remember also that it does not create a soulgem for most pre-existing enchanted items.

    Re: Galdore,

    Robes may be unenchanted using the 'Cuirass' spell.

    Also, it apparently DOES work with most pre-existing weapons in the game. If the weapon is one that re-occurs, (such as daedric weapons) it is quite possible that all future versions of the weapon will be unenchanted as well.

    Known Issues: (will update the main page)
    - Does not work on hoods, amulets, or capes/cloaks.
    - Unenchants all identical copies of an item, rather than just the one you're using.
    - Will not give a soulgem for pre-existing items or Sigil-stone enchanted items aside from weapons, as it cannot detect what level of soulgem would be appropriate.