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  1. SenseiMewtwo12345
    SenseiMewtwo12345
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    If you have an issue with the mod, you need to post your Enchanting, Intelligence, and Luck stats and the enchantment points of the enchant, or I can't help you. If you have the option enabled on OpenMW, also tell me the success rate it's telling you that you have.

    Seriously. That information is a tremendous help because it will save me the time of having to do my own testing to figure out what is wrong with the multipliers.

    Remember, this mod was balanced so that you would need 150 Intelligence and 150 Enchanting to have a 100% success rate with the most powerful enchants. You're not meant to be as good as the enchanting vendors right from the start. They have devoted many long hours of practice to their craft. You're also not meant to install mods without reading the description.

    And before you do that, plug your skills and attributes into the formula provided in the description to see what it should be for your skill level if everything is working correctly. You're not meant to be able to make a 360 pt constant effect enchantment with low Enchant and Intelligence.

    As far as the new change so that items have 3x more enchantment points goes, I'll separate that from the formula changes if I get enough requests to do so, but the only reason I can see that you wouldn't want that is if you want some other mod that changes the total enchantment points that items can have.

    I'll also separate the new vendor prices if there is enough demand. Note that the vendors should still ask you to fork over tens of thousands of gold for the most potent enchantments. But now you can get simple ones for cheap.

    Edit: There are several posts in this comment section where users are claiming to have used the Construction Set to change this mod's GMSTs. If you do this, CHANCES ARE THAT YOU WILL BREAK SOMETHING! Changing the GMSTs in the Construction Set can result in you introducing unclean GMSTs into the esp file, and even if that doesn't happen, you will break the balance that this mod was going for. PLEASE do not do this unless you know what you are doing, and from now on, I will not offer support to you if you admit that you altered my mod. The best I can tell you is to make sure that you clean the altered mod with TesTool or some other cleaning tool if you do this.
  2. SenseiMewtwo12345
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    Yes, I know, I haven't updated this mod for pretty much all of eternity, and I'll go ahead and make a non-OpenMW version by popular demand. It'll be up relatively shortly.

    Edit: New version is up!
    1. SenseiMewtwo12345
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      Added a TES3MP version for good measure since it uses the now old formula still. I'd actually highly recommend this mod for TES3MP, as it allows you to actually use enchanting pretty consistently at high levels without the need for save-scumming, and I would also highly suggest that you just not save-scum in general with this mod, because if you do that, this mod becomes pretty unbalanced actually.

      Also, if the TES3MP updates and the mod breaks, chances are that TES3MP simply upgraded to a later version of OpenMW that uses their new formula, and therefore the OpenMW version of this mod would then be the one you want. Let me know if this happens since it would make the TES3MP version obsolete and unneeded.
  3. Sengan64
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    Really wish that 3x enchant points thing was an optional file
  4. Undeadknight64
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    I'm a huge fan of the formula changes this mod does, but the x3 enchantment capacity multiplier is just absurd. Enchantments are already borderline game-breaking in terms of potential power, it REALLY does not need a buff, especially in a mod meant to improve balance. I am all in favor of making the formula changes and the multiplier change separate.

    (For now, I'll just remove that part myself in the CK.)
    1. Crawbun
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      Did you ever succeed? I am facing that 'issue' right now, but have no idea where to find it in the CK.
    2. SenseiMewtwo12345
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      The capacity multiplier is there mostly so that early-game items can actually hold a weak enchantment instead of being completely useless for such purposes. That and it makes some of the sets other than Daedric more viable. If you don't want to put an OP enchantment on an endgame item, then just don't. But even if you did use all those points to their fullest, it still wouldn't be as good as many of the pre-enchanted items in this game
  5. AutumnBramble
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    WOW this is how Enchanting should have worked. I have no idea why they made it so impossible to make enchantments on your own? I realized after downloading this mod how reliant I was on using stacked buffs to hit 300 INT and 200 Enchant just to do things and now NOT having to have a complex lab set-up where I get higher than Masser just to slap a flimsy CE on something, like jeez. Indispensable, never leaving the load order.
  6. ZantheVvV
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    I would also like to vote for an un-tripling version. I didnt even realize that and the vendor change were a part of the mod until i read the pinned post here. The vendor change sounds very cool, but increasing the enchantment points that much seems like a threat to balance.
  7. Encoss
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    Is there a patch or an alternate version without the 3x enchant capacity? This sees to be the only mod that reworks Enchanting to be usable at reasonable levels that is also compatible with OpenMW and it's both weirgd and annoying that it would fix the game balance in one way only for it to break the game balance in another.
  8. DanSan323
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    Your formula for enchant is wrong or atleast it is wrong for constant enchantments.
    while it's true that decreasing fEnchantmentChanceMult makes it easier to create enchantments in general (both constant on use) decreasing fEnchantmentConstantChanceMult actually makes it harder to do constant enchantments. The formula on UESP is the right one. If you put fEnchantmentConstantChanceMult at 0.32 that means you have 32% chance to create a constant enchatmentment with the same number of Enchantment Points, which means at 150 int and enchanting you will get about 60%~~ chance max. I tweaked fEnchantmentChanceMult same as you (0.1) and then put fEnchantmentConstantChanceMult at 0.9 which makes it possible to create 400 enchantments at 100 skill/int. Thought I'd let you know cause I'm not sure how to tweak this number exactly as you wanted it for 150 skill/int (and that's just too much for my taste). Still thank you for the mod cause it gave me idea how to tweak it all.
    EDIT: Forgot to add this is for Normal Morrowind not OpenMW
    1. SenseiMewtwo12345
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      I'm aware that decreasing fEnchantmentConstantChanceMult makes making constant effect enchants harder. I did it on purpose. I changed fEnchantmentChanceMult to make base enchanting easier by a factor of 30 to make it so you could make any Cast On Use/Strike enchant at Enchanting/Intelligence 100. In order to make it so that it would then scale so that you can only make the best constant effect enchantments at Enchant/Intelligence 150, I had to make constant effect enchantments much harder to compensate for how easy I made base enchanting. In the end, the way it all balances out, it's still significantly easier than in the base game.

      I also chose that Constant Effect enchantments should require more skill than 100 for a reason as well. If I made it so that those work 100% of the time at 100/100, then the vendors would still be charging an exorbitant amount for those enchantments considering the cost of the soul gems needed to make them, even with my price rebalance. And so, the way I chose to reconcile it was to make it so that you only have a chance to succeed some of the time at 100/100 (It comes out to about a 38% chance) under the assumption that the vendors would probably fail a few times or need to ask their friendly neighborhood alchemist for a couple of potions or spells to enhance their Intelligence by a few hundred points to accomplish the task you set out for them, hence the exorbitant prices. Either that or you're paying for their expertise if they have the stats to do it themselves. In the end, if you try to make the best constant effect enchantments yourself at 100/100, you still have a reasonable chance of success. You just might have to try a few times.
    2. DanSan323
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      Yes but I mean with your GMST edits at 150/150 enchanting/int you only have about 60-70% chance for 300/300 constant enchantment while you claim the chance should be about 100? Sorry if I didn't make it clear. (I think with your setting when I was messing with console I needed like 250/250 or even 300/300 int/enchant to have 100% or some other ridiculous number which is unreachable without exploits.)

      EDIT: TEST <--- test I've done just now (don't mind the enchant point number I edited that myself to be 10x)
    3. SenseiMewtwo12345
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      I'll look into it, but if you're editing the GMSTs yourself, there's a very good chance that you are changing something unintentionally. You should try it with my base mod on a vanilla clean save.

      In this mod, fEnchantmentChanceMult is 0.1, and fEnchantmentConstantChanceMult is .3243. The enchanting success formula for constant effect enchantments is:

      Enchant + .25*Int *.125*Luck - 0.83 * (fEnchentmentChanceMult / fEnchentmentConstantChanceMult) * Enchantment Points

      With Enchant = 150, Int = 150, Luck = 40, and Enchant Points = 300, I get a success rate of 115%.

      If you can't do that enchantment with my mod 100% of the time, then either the enchanting success rate for vanilla Morrowind has changed somehow or you're using the wrong version. Make sure you are using the version that matches the engine you're running Morrowind on. As far as I'm aware, there is no mod that lets you see your success rate when making an enchantment in the vanilla engine, which means you are using either OpenMW or TES3MP. You MUST use the matching version, or you will not have correct values as each engine has a different enchanting success formula.

      That being said, using the OpenMW file on vanilla Morrowind should make enchanting stupidly easy, and using the TES3MP file should make enchanting downright impossible on vanilla Morrowind. So it can't be that. I'll try and replicate your conditions with just my mod installed.
    4. SenseiMewtwo12345
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      I just tried to replicate the conditions in your screenshot, and I think I found that you have a problem unrelated to my mod. Somehow, your game is not displaying the actual enchantment point value to you. The point value of Constant Effect Restore Fatigue 100 points is 500 when I load no other mods but mine, not 300. And indeed, when you plug in 500 points into my success rate formula with your stats, you get about a 64% success rate. And indeed, in order for this enchantment to always work, you need an Enchant/Int of 297 to have a 100% success rate.

      Mystery solved. Some other mod you have installed or your own custom edits to your GMSTs are falsifying the value it shows you for the enchantment points of the enchant you're trying to make by a factor of 5/3. I would suggest deleting whatever modified version of my mod you have installed, disable all other mods in your load order that would even *maybe* affect enchanting but my mod, and then reinstall my mod. My mod is incompatible with any other mod that changes the same GMSTs as per the description. If the problem persists, deactivate every mod in your load order and load them one by one until you find the offending mod and simply don't use that mod anymore. If the problem persists even on a totally vanilla save, verify your game files.

      That being said, this mod is completely untested on MWSE on my end. I sure hope that MWSE isn't the problem, but then, MWSE on its own displaying the wrong enchantment point values on custom enchants is a pretty massive bug and there's no way the MWSE team would have released their mod in that state, or so I'd hope.

      If you try what I suggested and find that one of the mods you have installed is the problem and it's changing the value that you see for enchantment points on purpose, please report that mod to me so I can list it as incompatible with this mod.
  9. Chi13iM
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    So not sure if this needs to be updated or not, but this mod actually makes enchanting harder for me. My starting character has a base chance of 85 before any enchantment is actually put on the item.

    Without this mod, my enchantment chance is what you'd expect. Trying to add an enchantment of any significance makes the chances tank in line with the vanilla game. But I can still enchant something with like a small cast on use spell, like fire damage 5 - 10 with some degree of success.

    With this mod active, I start with an 85 percent chance like above... then the moment I add any enchantment, at bare minimum numbers... my enchantment chance goes to 0.

    It doesn't matter what I put on it... even a fire damage 1 - 1 with a 1 second duration and a 0 radius causes my enchantment chance to go from 85 to 0.

    Is this a load order issue? Doesn't work with the current OpenMW nightly build? Not sure what it is, but as of now it pretty much does the exact opposite of what it's supposed to.
    1. loydie
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      Same with my experience. I just removed the mod from setup since it makes enchanting impossible for me.
    2. Chi13iM
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      I found the cause in the mod. The fEnchantChanceMult setting was set to 90.0000. I'm not super versed in modding, but I believe this effectively makes the enchantment chance absolutely tank since the base setting is like 3.0000 and even just adding a single spell effect drops your chance by 90 instead of the normal 3, and that's before you even start increasing the numbers. If you want to increase the Enchanting chance, this number needs to go down, not up.

      So instead of 90, I would recommend setting the fEnchantChanceMult to something like 2 or 1. That fixes the problem

      To that end, I'd also recommend setting the fEnchantmentConstantDurationMult to something like 25.0000. This in my experience makes it so that Constant effects don't crank up the enchantment points too much, but also makes it so that you can put more than a bare minimum of effects on before the enchantment points get too high. I'm still tweaking this a bit to see, and this number might go up or down a bit, but for my current game it works.

      Another value I recommend people change is the fEnchantmentValueMult. The base is 1000.0000, which I believe makes enchanting services charge like 1000 per point spent on an enchantment depending on the effect. Needless to say, that's why getting a ring of healing 1 at an enchanter for some reason costs like 1000 gold. My personal setting is to have it at 250.0000, since I do still want to incentivize my character to do their own enchanting, but it definitely doesn't make sense that having the enchanter make a ring of Restore Health 5 for some reason costs more then the value of a Daedric Artifact, yet you can buy the same ring for like 50 gold or enchant a much better ring yourself.

      Of course, a lot of this is due to the inherent balance issues rooted within the game itself, and honestly altering one aspect will likely break another. Dropping the cost for enchanting services basically makes the Enchanting skill itself useless, and altering the Enchanting chances for yourself can result in you easily being able to craft god-tier items. And this doesn't even touch the other exploits such as the glorious mess that is Alchemy.

      Still, for anyone who's interested, here's the settings I'm currently using to alter enchanting:

      fEnchantmentChanceMult - 1.0000
      fEnchantmentConstantChanceMult - 0.3243
      fEnchantmentConstantDurationMult - 25.0000
      fEnchantmentMult - 0.3000
      fEnchantmentValueMult - 250.0000

      These can easily be tweaked in the Construction Set, in the Settings tab under Gameplay.
    3. Chi13iM
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      Of course, some of these settings could be tweaked a bit further if you're willing to do a little extra work and changing and removing some inherent exploits. For example, making Constant Enchantments much easier to make while simultaneously making it so that you can't exploit the Summon and Soul Trap trick by altering the Summoned Creature stats.

      I personally went the Morrowind Rebirth route and changed the Soul values for all the summons to be half of what they are in vanilla. This effectively means that you can't summon Golden Saints to create endless Constant Effect items since their Summoned version's Soul value is only 200 instead of 400, which is needed to create a Constant Enchantment.

      This means, of course, that you'll actually have to go and hunt down a Golden Saint in order to get a soul capable of a Constant enchantment, rather than just summoning one yourself. Totally removing them as an option is also viable, but I do still like the idea that my character can summon up something to trap, from a thematic standpoint.
    4. VeritusShadrach
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      So semi-related question, I'm not using the mod, I modified some values in the base game via the construction set, first pretty much the same changes to enchanting that you made, but then I've modified some values for equipment in the same plugin, I loaded my game and couldn't get it to work right, any advice on getting it to stick?
    5. SenseiMewtwo12345
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      There's a chance that the latest builds of OpenMW have changed/fixed the enchantment success formula. The reason fEnchantmentSuccessMult = 90 is because the way OpenMW at least used to do it is that it the multiplier that appears next to EnchantmentPoints in the success rate formula I provided is derived from dividing 7.5 by fEnchantmentSuccessMult, which is 3 by default, which nets you the 2.5 you see in the original success rate formula. In vanilla Morrowind, that same multiplier is calculated instead by multiplying fEnchantmentSuccessMult by 0.83 (Or 5/6 if you prefer). It's still 3 by default, so 3 * 0.83 = 2.5. 

      And so, at least before, fEnchantmentSuccessMult had to be larger instead of smaller to result in a greater chance of success, because fEnchantmentSuccessMult was mysteriously placed in the denominator of the success formula in OpenMW. In order to get 7.5 / fEnchantmentSuccessMult to be the multiplier that I wanted, which was 0.083, fEnchantmentSuccessMult had to be exactly 90. I'm guessing they changed it to match vanilla, in which case, yes, this mod will make enchanting pretty much impossible. If you're multiplying it by 0.83 a la vanilla, then fEnchantmentSuccessMult has to be 0.1. I'll do some testing and release a new version.

      Of course, if anyone had posted their stats and success rate as stated by OpenMW like I asked, I wouldn't have to do any testing, because I would have been able to easily figure out what to change fEnchantmentSuccessMult to based on those numbers. Might as well try the non-OpenMW stats first, because if that works in OpenMW now, then great. I won't need to have multiple versions. If not, well then I'll at least have made the non-OpenMW version that everyone keeps hounding me for but I've been too lazy to make lol

      Also seeing some good ideas in this thread. I might take a look at the formula that determines the price of getting your items enchanted and make it something reasonable for weak enchantments. Maybe make it so that an enchantment costs 100*EnchantmentPoints in gold, so that the most expensive one possible is 36,000, which is a ton of gold in Morrowind (you could buy one or two Daedric items for that much), but not completely insane to the point where you might only be able to buy one enchantment in the endgame.

      Edit: Yep, the enchantment success formula in OpenMW is now completely different from what it was before. I'm going to have to do some digging to figure out what it is now, and I should have an update out shortly.
  10. Zilophos
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    I appreciate that mod authors are working to make their mods compatible with OpenMW. However, not all of us are running it even it we "really ought to." I for one am not using it because it breaks a lot of my favorite mods.

    Would you please add the vanilla version of this mod as an optional download?
    I've looked for alternatives, but none of them quite do what this one did. Now I can't use it due to the OpenMW requirement.
    1. AsteropeAlpheratz
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      I can upload his vanilla version if you want as I use it. pm me though instead of replying because there are no comment notifications.
    2. deleted81438858
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      Oh great but dont forget to write the authors of mods that do not suppourt OpenMW to add support for OpenMW....
    3. AsteropeAlpheratz
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      I have no idea what you mean here, your sentence is wrong. Why should I write anything to anyone?
  11. AsteropeAlpheratz
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    Why did you remove vanilla morrowind version? Vast majority of people doesn't use OpenMW as it's inferior to vanilla with MCP and MGE MWSE. That's quite stupid imo.
    1. deleted81438858
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      Now you feel like I do when I find a cool mod (no not only MWSE mods) and get angry that the modder doesn't create a version for OpenMW!
      BTW. OpenMW is the future, as soon as scripting feature is implemented (>1.0) no healthy person would ever want to use Bethesdas "We do something and call it engine" again.
      OpenMW is highly stable and well structured, this are the two most important things for a gaming engine and the two biggest things that makes it very different from Bethesdas... thing...!
    2. AsteropeAlpheratz
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      I'm not really gonna do my mod setup all over again, my game is already pretty stable all things considered and has 25-60fps depending on place.
    3. deleted81438858
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      Mine too also with HQ normal mapping (not the fake one from vanilla engine) nearly everywhere.
  12. Sci91
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    72 evil GMST's. Needs to be cleaned!