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Meta Barj0

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troctsch

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9 comments

  1. Cain2
    Cain2
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    Been using this and it has worked great, but would love an option to have the most powerful enchantment take over, instead of most recently equipped. I'm doing a bound armor build, and I have to re-equip all my enchanted things every time I use my bound armor spells because they have minor enchantments that override my actually good enchanted rings and the like.
    1. troctsch
      troctsch
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      interesting idea for a new setting indeed. I'm gonna work on it soon.
  2. smithha1
    smithha1
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    I am having a problem with this mod, I happen to use the thief birthsign and a Ce sanctuary enchantment but whenever I enter combat the Ce enchantment gets deactivated
  3. AutumnBramble
    AutumnBramble
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    • 20 kudos
    As a heads-up, if you use a mod that scripts companions to copy-cast spells like water-walk or levitation when you do, once the companion casts their copy of the spell for themself, it will deactivate YOUR copy, making it impossible to do with followers that have that script.
  4. OperatorJack
    OperatorJack
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    Great idea! Thanks for making this.
    1. troctsch
      troctsch
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      Thank you for these kind words. :)
    2. NexusUser
      NexusUser
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      Agreed Great Idea! Been waiting for a feature like this in elder scrolls for 20 years :-P
  5. ProfArmitage
    ProfArmitage
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    • 32 kudos
    So with this mod, the technique of creating an "Alchemy Suit" or "Enchanting Suit", a full set of clothing enchanted with Fortify Skill, won't work, correct?
    1. troctsch
      troctsch
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      If you have 2 pieces of equipment having the same fortify effect (let's say constant fortify enchant) only the last one equipped will apply the effect. However you can still create one enchant on one piece of stuff with up to 8 fortify enchant effects and all will apply. Moreover you can mix on-used and constant effect enchant type as they are considered different in term if effect source. Hope it's clear enough to answer your question. Of course you can still test it if you wish. Any feedback will be appreciated.
      (Thanks to your question, I fixed a bug related to fortify skills / attributes. This fix is implemented in the version 1.0.1)