About this mod
Sets new, usually higher, enchantment values for all pieces of armor in the game. Key features include improved capacities for almost all greaves and pauldrons, and increasingly larger enchanting capacities for high-tier armors.
A middle ground for people who want to make big enchantments late-game, but don't want overpowered starting gear.
- Requirements
- Permissions and credits
Ever wondered why pauldrons are so universally terrible for enchanting?
Or how some lowlife trader has a pair of leather boots with an enchantment about 7 times more powerful than you could even fit on the most enchantable item in existence?
If, like me, you were a bit annoyed at the inconsistencies in Morrowind's enchanting values, this is the mod for you.
I made this mod for my personal use, but figured other people might enjoy it too. I wanted a mod that made much grander enchantments possible, but wasn't just a quick-and-dirty edit to fEnchantMult making everything bigger, or the extremely cheaty solution of giving everything 9999 points.
WHAT DOES THE MOD DO?
THE QUICK OVERVIEW
If you just want to see what the new enchantment values are, here's a spreadsheet which shows the old and new enchanting values for (almost) every armor piece and set in the game (a few pieces are missing, but all the major changes are listed on the chart. The only thing worth mentioning that the chart leaves out is that the Ancient Steel Armor from Bloodmoon has double the enchanting capacity of regular steel armor to make up for the halved health)
THE LONG-WINDED EXPLANATIONS
Practically every piece of armor has been giving a new enchantment capacity. The higher tier armors of each weight class have been given huge bonuses to their enchanting capacity, whereas the low level armors have only received minor balancing tweaks, usually to the greaves and pauldrons.
Most armors keep their enchanting rank relative to each other, but the bonuses in capacity get increasingly bigger with each armor tier. For example, iron armor is lower than steel, which is lower than dwemer, which is lower than ebony, which is lower than daedric. However, steel is now about twice as good as iron, dwemer about three times better than steel, ebony is about four times better than dwemer, and daedric armor is a whopping ten times better than ebony. If you're lucky enough to find a piece of daedric armor, you can pretty much make something to rival the power of daedric artifacts. Of course, you're still going to need a gallon of fortify intelligence potions or a truly monumental amount of gold to create those enchantments successfully, as this mod doesn't do anything to make the enchanting process itself any easier.
The other thing this mod does is standardise enchanting capacities of armor sets. It kind of annoyed me how in some armor sets, the helmet was the best enchanting piece, and in others they were pretty much worthless. Or how daedric armor has some of the highest capacities in the game, yet the pauldrons are somehow only a pathetic six points.
All armor sets now conform to the same format. Arranged highest capacity to lowest, armor pieces in a set now go:
1 - Tower Shields
2 - Shields
3 - Helmets
4 - Cuirass, Boots, and Gauntlets (individually)
5 - Greaves and Pauldrons (both pauldrons together)
Greaves and pauldrons are still the weakest pieces in a set, but they aren't as laughably underpowered compared to the others any more.
A few armor sets have been given special treatment. Stalhrim has been given a disproportionately big boost to it's enchanting values compared to its original rankings - but come on, it's magic ice, shouldn't it be a bit more receptive to enchantments? There's also a particular piece of headgear I've given a ridiculously overpowered capacity, pretty much just as a joke. But it's not one you're likely to come across during regular gameplay, so don't worry about it.
I might update this to include a similar overhaul for weapon enchantments too, but given how much of a pain in the ass it was to do the armors, don't count on it anytime soon.