This makes a lot of sense especially since CE is not really as GOOD as cast-on-use a lot of times. If you have a CE amulet, that's the only amulet you can have. But if you have a dozen amulets, you can just cycle their buffs all at once. Excited to give this a try.
Okay, I've played with this for a bit, and other than a few quibbles on the specifics (Mother's Belt fortifying health instead of healing I dislike, since having alternate sources of healing not tied to your magicka or one-use items is useful; Demon weapons not summoning bound weapons is less desirable if you're using Bound to Balance; Amulet of Mighty Blows gives 10 Strength which is kind of a lot), this is probably never leaving my load-order. For the things I don't like, that's super easy to change locally.
Most enchanted items, those "Spell Absorption 5 points 5 seconds" stuff, it was all entirely useless. Having to actually choose which CE goes on which jewelry slot, not having to keep in mind an action-stack of 10 buffs to cast just before combat and refresh every 10 seconds, it makes it all so, so much better.
So correct me if I'm wrong, but the Enchant skill in the vanilla game can be trained by using Cast On Use enchantments. Given that this mod changes most Cast On Use enchantments into Constant Effect or Cast On Strike, doesn't that make it significantly harder to level up Enchant (when it was already difficult to begin with)?
That is kind of the point, I toned down all strong sources of Chameleon and Sanctuary to be constant effects. You can still cast the basic spell on top of it and get other constant effect sources of Chameleon too, which will all add up to a decent amount of Chameleon and gives you a new dimension when you think about gear and spells. And I always thought Amulet of Shadows was a bit cheesy for that reason since Chameleon is very strong.
You can edit any of them by downloading MWEdit, then loading up the masters and then this plugin (click set as Active plugin). Go to the Enchantments tab, sort by modified (the green items are the modified ones) or by name, find Amulet of Shadows enchantment. Then delete the change and it will revert.
Fair enough but the way spells stack isnt how it seems, i read that say if your first spell is 50% cham, and you use another 50% it doesnt equal 100, the second one is 50% of what is left after you first (50% of the 50 left over). So it equals 75%. (Or something along those lines haha.) So with your quite small values they dont do alot. I remember using the 80% cham, and another 20% and id still get seen stealing. Thanks for your reply though! Ill see if i can work out MWEdit, as i liked most of what this mod does....
Chameleon isn't actually a percentage, despite it being listed that way. It's a magnitude and it does stack additive it's just that it's a separate roll in sneak/detection checks so it has diminishing returns. So small amounts of Chameleon will stack just fine, I've tested this personally myself. It's just that you won't easily get 100 Chameleon anymore.
If you have any questions about using MWEdit, feel free to ask.
Maybe I edited it and just forgot, Since it's 1 - 1000 damage on strike for lore chance to kill. It's fixed now though, the enchantment value and charge were wrong.
(google translate) Bug with an ebonite shield of the saint. It has such effects: Constant effect - a Feather at 100 points for 10 seconds.
That is a constant effect for 10 seconds. 10 seconds pass and the effect disappears, but hangs almost fading.
The idea of the mod is incredibly good, it is strange that no one has done anything like it yet. Thanks for the work, I'm waiting for the further development of the mod and fixing bugs.
This should be fixed in 1.1, there was a few that had wrong durations so there should be none left in the MW version. I couldn't find any in TR but if there is please tell me.
If you changed Demon weapons to have fortify attack then you should change Ra'virr dialogue to exclude his boast about them changing into true daedric weapons once used.
If they instead have Fortify Attack, then said dialogue should say something about Fiend and Devil weapons having a mind of their own, being able to land more successful blows than other weapons.
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Most enchanted items, those "Spell Absorption 5 points 5 seconds" stuff, it was all entirely useless. Having to actually choose which CE goes on which jewelry slot, not having to keep in mind an action-stack of 10 buffs to cast just before combat and refresh every 10 seconds, it makes it all so, so much better.
Is there a way i can revert your changes just on that?
You can edit any of them by downloading MWEdit, then loading up the masters and then this plugin (click set as Active plugin). Go to the Enchantments tab, sort by modified (the green items are the modified ones) or by name, find Amulet of Shadows enchantment. Then delete the change and it will revert.
So with your quite small values they dont do alot.
I remember using the 80% cham, and another 20% and id still get seen stealing.
Thanks for your reply though!
Ill see if i can work out MWEdit, as i liked most of what this mod does....
It's just that you won't easily get 100 Chameleon anymore.
If you have any questions about using MWEdit, feel free to ask.
In what way was it broken? But you can check this mod in MWEdit yourself.
Bug with an ebonite shield of the saint.
It has such effects:
Constant effect - a Feather at 100 points for 10 seconds.
That is a constant effect for 10 seconds. 10 seconds pass and the effect disappears, but hangs almost fading.
The idea of the mod is incredibly good, it is strange that no one has done anything like it yet. Thanks for the work, I'm waiting for the further development of the mod and fixing bugs.
https://i.ibb.co/3dJh2jR/Morrowind-2019-09-04-20-45-45.jpg
But I have many different mods, so a conflict is possible, and there is no bug, I’m not sure.