Skyrim Special Edition
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Draco's Enchantment vendor and enchantment overhaul.

What this mod does is add a vendor to the college of winterhold near the enchanting table. This vendor sells all the enchants in the game at a cost and adds around 82 new enchantments to the game. Also aim's to rebalance the enchantment system to make more useable at

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Updated Nov 15, 2016 Fixes and reworks to perks for balancing.

NEW --- Added a no perk or game setting change version for those that use perk overhauls.


What this mod does is add a vendor to the college of Winterhold near the enchanting table. This vendor sells all the enchants in the game at a cost and adds new enchantments to the game. Also aim's to re-balance the enchantment system to make more usable at low levels and less powerful at higher levels. Now you have something to do with all that money you have been collecting.

Update Info in action log.

--Allow you enchanting freedom.

--Re-balanced the enchanting perk tree to allow for a new enchanting experience.
Changed the bonus's of the first Five perks to 50,55,60,65,70 percent from 20,40,60,80,100 percent. Added a perk early on to add second effect and last more now adds 3 effects. Re-balanced soul gems to enchant more at lower grade gems but left grand soul gem the same. All I have changed so far but I need feed back for balancing ideas, areas I can improve on and so on.

--Adds many new enchantments (See below) to the game all are purchased from the vendor in Winterhold around 82 enchantments have been unlocked so far Making 141 enchantment in the game. Draco's rings cannot be disenchanted they are meant to be worn as a set of rings (10 rings 1 amulet).

-----What this mod does not do allow you to disenchant artifacts it makes new ones that are broken that the vendor sells so you. So you enchant without losing your artifact.

----- Now this is my Beta release let me know if I missed an enchant or if something doesn't enchant right. Plus, let me know if you think the enchants are to pricey or cheap or to strong. If you got a long list send me a message as to not flood the comments. I will consider all comments and messages and make decisions based on player feedback

Quote From Unigue Enchantments by Blazie151
"Weapon Enchantments Added:

Bloodthorn - Soul trap + absorb health. Original didn't have a correct description, this one does.

Briarheart Geis - Additional damage to Nords.

Chillrend - Frost damage and paralyze.

Dawnbreaker - Fire damage and a chance for an explosion when fighting undead that
can destroy and/or turn other nearby undead. Very balanced effect, did
not need any editing. Honestly I do not know why this was not previously
in the game.

Dragonbane - Additional damage to dragons, 10 shock damage to others.

Harkon's Sword (DOES NOT REQUIRE DLC) - Requested by Daevonport. Absorb health, magicka, and stamina if wielded by a vampire. I had to
write new magic effects to get this to work right and I reduced the
weapon charge usage by 25% due to how high it was. It works with the
regular game vampirism as well as Dawnguard vampirism.

Keening - Absorb health, magicka, and stamina. Original weapon had broken
effect, it only worked once and could not be recharged. This one works
correctly though. Its usage is higher and its power lower than the
vampire only version above.

Mace of Molag Bal - Damages stamina, magicka, and casts soul trap on the enemy.

Magicka Arrows - COMPATIBLE WITH AUA (Auto Unequip Ammo) - Does not require DLC for
crossbow bolts. This weapon enchantment fires arrows/bolts made from the
wielder's own Magic. These conjured arrows are also affected by the
perks Mystic Binding, Oblivion Binding, and Soul Stealer. If the user
chooses to use different arrows/bolts, magic arrows are automatically
selected again when the weapon is re-equipped. If the user runs out of
magic while using these, other arrows/bolts will be used automatically,
and the user will begin using these arrows/bolts again automatically
once they have at least 50 magic.

Mehrunes' Razor - Small chance to instantly kill any non-immune enemy. I added a
notification message that will pop up whenever this effect kills the
target so the user knows. Original version used 0 weapon charge, and
contained a script that checked the user inventory for the original
Mehrunes' Razor ID in order to apply it's effect. Because of this I
obviously had to write a new script to make this work. You cannot kill
those immune to Mehrunes' Razor, nor essential characters or your
current horse. Note on this one; I've looked at a couple other mods that
claim that they have this effect working while their enchantments use
the original script or no script at all, which is impossible. Recent
re-balance; this effect's chance is now based on the player's enchanting
skill, and is now up to 3% (the original was 1%).

Nightingale Bow - Frost damage, shock damage, and slow.

Nightingale Sword - Absorb health and stamina.

Red Eagle's Bane - Undead are set on fire and flee.

Reanimate - chance to automatically reanimate an enemy killed with this weapon
enchantment. The chance is based on the player's enchanting skill, and
tops out at 33%.

Silence - Similar to Final Fantasy - High chance (75%) to silence the target, causing them to be unable to cast spells while affected.

Silver Sword AKA imbue with silver - Additional damage to undead and werewolves. Original version used a
script to apply a small fixed amount of damage and would not have worked
on custom enchanted items. This version works and scales with
enchanting properly.

Trolls Bane - Burns trolls for additional damage.

Vaklr's Luck - Increased chance of a critical hit. Note, this enchantment does not
stack. In other words, applying this on two one-handed weapons and then
dual-wielding will not increase the users critical hit chance twice.
This one was really hard to get working right. The original works
because the player has an invisible perk that looks for a specific
keyword on the weapon equipped before applying the stat bonus. There
wasn't an enchantment in the game at all that had this effect, so I had
to create one from scratch. Problem is, the game doesn't allow a player
stat bonus on a weapon. It's basically a weapon enchantment that affects
the player with a stat bonus, which isn't meant to go on a weapon. I
didn't want to give up on this one and make it an apparel enchantment
like others have because it's not what the original result in the game
was, and because it makes the effect way overpowered when you can switch
between any weapon and keep the effect plus their own enchantments.
Finally, in order to get this working, it took a perk, an ability, two
magic effects, and an enchantment, and it works great.

Wabbajack - Chance to change the target into another creature (and sometimes a
sweetroll). This one needed a re-balance. The original enchantment was
for staves (staffs), had the ability to take away a lot of health, was
used with a projectile, was considered non-hostile, and used a
ridiculous charge (it would have only gotten 20 swings on a weapon
enchanted with no other effect using a grand soul gem). I lowered the
weapon charge usage and removed the health damage. This enchantment
still uses a substantial charge because of it's extremely powerful,
though unpredictable, effect. More hilarious than useful; I swung away
at a wolf with a dagger and watched it turn into a goat, rabbit, and
finally a chicken before dying. I was also testing this with a cave bear
and it turned into a Dremora Valynaz. This effect has recently been
slightly adjusted for re-balancing, and now has a 25% chance for the
effect to be applied.

Windshear - Requested by ThissiusD. Attacks have a chance to stagger the opponent. The chance is based on the player's enchanting skill, and tops out at 60%.

Wuuthrad - Especially deadly to elves. I had to pretty much re-write this one
from scratch. The original "enchantment" used a script to apply an
invisible perk to the player that increased their base damage to most
elven races by a fixed 20%. If the player were to cast a spell or apply
any other form of damage while this perk was in effect, the damage would
be affected as well. This enchantment works correctly, scales with
enchanting, and does additional damage to all elven races (including
Orsimer and vampire elves, which weren't affected by the original for
some reason).

Armor and Apparel Enchantments Added:

Archmage Blessing - Increases all magic related stats. In my opinion, this effect is overpowered if applied to more than one item.

Backstab - Requested by malevolentsparkle. Double sneak attack damage with one handed weapons. Note, this
enchantment does not stack. In other words, applying this on multiple
equipped items will not increase the damage further. This one is
definitely one of my favorites.

Chameleon - Be warned! Your enemies have seen and been using this effect since the
first era, and have learned how to detect those who which to abuse it's
effects! This effect works the way I feel it should have in Oblivion;
each item enchanted increases the effect by 25%, 99% is the maximum
amount actually applied to the wearer so it never truly replaces
invisibility, it only works while sneaking, and the player can still be
detected by casting light, torch light, sound, and contact. This effect
was quite tricky to get working the way I wanted, and even though it has
been tested pretty thoroughly, any bugs noticed should be reported
immediately. There is a known issue/exploit; there's no way for me to
detect which NPC is a follower, multiple followers, or attach a var to
an individual NPC, so if you use this enchantment on your NPCs and
followers, the effect will stack (2 pieces each on 2 different NPCs will
result in both of them being at 99% while sneaking). This is not a bug,
but rather a scripting limitation.

Grey Cowl of Nocturnal / Mask of Nocturnal - Wearer becomes the Grey Fox, and all crimes committed while wearing
the mask are attributed to the Grey Fox. Once the mask is removed, the
wearer re-assumes their original identify and bounties. This one was
tricky to get working right, and took a lot of cautious scripting and
testing to keep the effect from glitching on the player. Warning: This
effect WILL increase your total lifetime crime gold, so purists stay
away.

Kyne's Blessing - Reduces damage taken from animals and fortifies archery.

Nightweaver's Band - Fortify sneak and destruction.

Spellbreaker - Requested by roh234. This enchantment does not stack. Blocking creates a ward that blocks up
to 50 points of magic damage. Can only be enchanted on a shield.

Weapon Projectiles - Fires leveled fireballs (based on the weilder's destruction skill)
made of the weilder's magicka from the equipped weapon(s) when swinging
(or bashing with a bow) AND the weilder has at least 75% health and 50%
magicka.

New with v3.0 - There is a radiant quest line introduced with this mod to find and
collect rare atifacts enchanted with these unique enchantments. A
courier will deliver you a message whenever the player has completed the
quest requirements for a specific item, which are based on when you'd
be able to receive these enchantments in-game. New enchantments are
based on relevant quest lines (Grey Cowl of Noctrnal is Theives Guild,
Magicka Arrows is College of Winterhold, etc). This message will contain
the location of the item, and send you on a quest to go find it. Once
obtained, the item can be used, tempered, disenchanted, etc. This
radiant quest line includes mod conflict detection, which will trigger
if another mod has altered a resource required for the artifact item to
be properly placed. If this happens, that particular artifact item is
given to the player as if they found it, clearing out the quest and
progressing it to the next item, preventing any issues.

If you still want the older nerfed items via the old method of crafting, open
the console and type "help UUE". You will see a form ID and a perk
called "UUE Cheater Perk", so now type "player.addperk " followed by the
form ID number (it will be xx0233F2 where the first 2 digits are from
your load order). Once the player has this perk the radiant quest line
will no longer trigger, and the items will be available to create for no
cost at the forge, like in previous versions.

Prior to v3.0 - All enchantments must still be learned by disenchanting an item.
Because of this, I made a set of weapons and jewelry able to be forged
for no-cost in order to learn these enchantments (they are in the misc
category). The items have been completely nerfed so their only
usefulness is disenchanting them. They also cannot be sold to merchants.
I was considering replacing a chest's contents, or adding a chest
somewhere and putting a set in there, but it increased the potential of
this mod interfering with another so I stuck with crafting instead."

My other Old mods I am updating to SE as well will take sometime.
Draco1122

---Special Thank to For leaving permissions open ended.---
Unlock Unique Enchantments by Blazie151 http://skyrim.nexusmods.com/mods/29059
Enchanting Freedom http://skyrim.nexusmods.com/mods/8065