People, this mod is outdated - it's for the best if you get this mod instead. It needs no ESP, it's just an SKSE plugin. Click below for linkInfinite Weapon Charges
Darksouls13 wrote: The weapon of the general Falx Carius in Dragonborn don't have an infinite charge :/ sorry for my English
This mod didn't cover DLCs. If anyone else ends up with this problem, here's how you can personally make enchantments from DLCs, other mods, anything unlimited by making a personal edit to this mod:
Launch it and select all your relevant mods. Navigate to any mods which add new Enchantments (any mods with an Object Effect subgroup, 1 level down from the mod's/plugin's name). EG: Skyrim.esm - Object Effect.
If it's a weapon enchantment (use judgement based on the editor ID; eg. anything starting with 'EnchArmor' is not, DBEnchantShrouded is for Dark Brotherhood armor, Trap is a trap, etc), and there's no column for this mod in the right half of TES5Edit, then right click the entry (or entries - you can select multiple at once) and select 'copy as override into...' and select this mod. You can do this from other mods or whatever you want, so long as this mod comes after them in your load order.
In the new column for these entries with this mod's title, modify 'Enchantment Cost' to 0, and then add the 'No Auto-Calc' flag in the 'Flags (sorted)' field directly underneath Enchantment Cost. Save the changes to the mod before/when you exit TES5Edit.
Voila, now whatever enchantments you modified don't use charges. It should be noted that if you want to keep dependencies as low as possible, you can directly apply this change to mods containing enchantments and utilize this mod only for Skyrim + official DLCs.
Note that for certain enchantments with multiple effects (such as Chaos Damage or Fiery Soul Trap), you'll need to modify some additional elements under Magic Effect as well. These effects' keywords generally end in 'FFContact'; e.g. for Fiery Soul Trap you need to change 'EnchSoulTrapFFContact' to have a Base Cost of 0; modifying the primary Enchantment under ObjectEffects just sets the Fire Damage portion's cost to 0 as far as I can tell. I imagine Chaos Damage is similar with Fire/Frost/Shock DamageFFContact, and most other enchantments with multiple effects may behave in a similar way. If you have issues with an enchantment not costing 0, look it up in the CreationKit and see what keyword each part of the enchantment is pointing to.
So I figured out what had gone wrong. I had another mod that allowed infinite/multiple enchantments and this mod only works if you have two weapon enchantments as per original game. Charge no longer being depleted but limited to only two effects/enchantments.
For those who are having trouble with this mod not working with items with more than 2 enchantments, here's this mod called Enchantment Reload Fix: http://www.nexusmods.com/skyrim/mods/52717 It really helps with that problem with enchanted weapons draining too quickly and should help with custom weapons with multiple enchantments.
22 comments
This mod didn't cover DLCs. If anyone else ends up with this problem, here's how you can personally make enchantments from DLCs, other mods, anything unlimited by making a personal edit to this mod:
Get TES5 Edit: https://www.nexusmods.com/skyrim/mods/25859
Launch it and select all your relevant mods. Navigate to any mods which add new Enchantments (any mods with an Object Effect subgroup, 1 level down from the mod's/plugin's name). EG: Skyrim.esm - Object Effect.
If it's a weapon enchantment (use judgement based on the editor ID; eg. anything starting with 'EnchArmor' is not, DBEnchantShrouded is for Dark Brotherhood armor, Trap is a trap, etc), and there's no column for this mod in the right half of TES5Edit, then right click the entry (or entries - you can select multiple at once) and select 'copy as override into...' and select this mod. You can do this from other mods or whatever you want, so long as this mod comes after them in your load order.
In the new column for these entries with this mod's title, modify 'Enchantment Cost' to 0, and then add the 'No Auto-Calc' flag in the 'Flags (sorted)' field directly underneath Enchantment Cost. Save the changes to the mod before/when you exit TES5Edit.
Voila, now whatever enchantments you modified don't use charges. It should be noted that if you want to keep dependencies as low as possible, you can directly apply this change to mods containing enchantments and utilize this mod only for Skyrim + official DLCs.
Note that for certain enchantments with multiple effects (such as Chaos Damage or Fiery Soul Trap), you'll need to modify some additional elements under Magic Effect as well. These effects' keywords generally end in 'FFContact'; e.g. for Fiery Soul Trap you need to change 'EnchSoulTrapFFContact' to have a Base Cost of 0; modifying the primary Enchantment under ObjectEffects just sets the Fire Damage portion's cost to 0 as far as I can tell. I imagine Chaos Damage is similar with Fire/Frost/Shock DamageFFContact, and most other enchantments with multiple effects may behave in a similar way. If you have issues with an enchantment not costing 0, look it up in the CreationKit and see what keyword each part of the enchantment is pointing to.
its the one you find in saarthall in the college of winter hold quest.
I tested this mod and it doesn't work for any custom enchanted weapon, even with 2 enchantments.
It really helps with that problem with enchanted weapons draining too quickly and should help with custom weapons with multiple enchantments.