Morrowind
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C89C

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About this mod

Now you can make enchanted items without needing to know any spells!

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The Main Mod
Ever played a non-mage and been annoyed that you can't make enchantments without also paying for spells? Yeah, me too. Here's the solution. This MWSE module allows you to make enchantments using the spell effects the enchanter NPC knows alongside any you happen to know. This means you no longer need to go out of your way to buy spells as a non-mage just to get a sword enchantment. I see this as an absolute win.

The Pricing Adjuster (Optional)

This module also includes an enchantment pricing adjuster that is turned off by default. You can turn it on in the MCM Configuration menu. You can play without it, in which case the game will just use vanilla's base pricing system which could be overwritten by another mod. If you use another mod that adjusts enchantment pricing using MWSE Lua, I suggest keeping mine turned off and using that other mod. If you really want to use mine, make sure the other mod stops adjusting enchantment prices or the two mods are just going to overwrite each other.

The pricing portion works in this way. I separated spell effects out into five categories: Everyday, Common, Advanced, Expert, Combat, and Damaging. This order is also from least expensive to most expensive.

  • Everyday effects include things like Night Eye, Light, Feather, Intervention, Detection, and Cure Common Disease. These are the least expensive. They're largely ubiquitous across Vvardenfell and provided nearly everywhere in some form.

  • Common effects include things like Water Walking, Burder, Jump, Soultrap, Cure Blight Disease, Fortify effects, and Sanctuary. These spells still see fairly extensive use across Vvardenfell, however they're not as ubiquitous as the everyday spells.

  • Advanced effects include things like Invisibility, Levitation, Mark/Recall, shields, Reflect, and Calm/Frenzy/Rally. These spells are largely only used by mages. If someone other than a mage uses one, it is most likely to be in the form of a potion.

  • Expert effects include things like Resist Paralysis, Resist/Cure Corprus, Spell Absorption, Command effects, and Bound Equipment. These spells are largely the result of a narrow range of study and mostly only seen from specific people - Cure Corprus is only available from Divayth Fyr for example - or specific mage communities.

  • Combat effects include things like summon creature effects, draining attributes, weakness, absorb, fortify attribute and attack, and resist normal weapons. While none of these may directly damage a target, they undoubtedly change the balance of combat in your favor. Drain spells might be the only exception here since they can technically kill someone, however they were left as combat effects since the intention is for them to be a temporary reduction.

  • Damaging effects include any spell or effect that directly damages a target. Elemental Damage, Paralyze, Disintegrate, Poison, and Damage attribute/health/magicka/etc. You might wonder why Paralyze is here. Paralyze is a very powerful effect. You can place a 1 duration paralyze effect on a dagger on strike and effectively stun lock an NPC indefinitely between the actual paralysis and the animation lock that follows.

For some hard number comparisons on the results, here's a few examples.

Under this module's Calculations
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  • A 0 Magnitude, 1 Duration, 0 Area Fire Damage on touch enchantment is 5532
  • A 100 Magnitude, 1440 Duration, 50 Area fire damage on touch enchantment is 314,520
  • A 100 Magnitude, 1440 Duration, 50 Area fire damage on target enchantment is 314,520

  • A 0 Magnitude, 1 Duration Detect Animal enchantment is 67 gold
  • A 100 Magnitude, 1440 Duration Detect Animal enchantment is 19,000 gold

Under Vanilla
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  • A 0 magnitude, 1 duration, 0 Area fire damage on touch enchantment is 1024
  • A 100 Magnitude, 1440 Duration, 50 Area fire damage on touch enchantment is 36,883,898
  • A 100 Magnitude, 1440 Duration, 50 Area fire damage on target enchantment is 55,325,852

  • A 0 Magnitude, 1 duration detect animal enchantment is 1024
  • A 100 Magnitude, 1440 Duration detect animal enchantment is 5,531,644

As you can see, the upper end drops drastically from 55 million to 314 thousand. This is a more obtainable number while still maintaining its rarity. You'll notice that my calculations don't include an inherent penalty for the type of enchantment either. These calculations are meant to encourage lots of smaller utility enchantments (Like Light, Night Eye) and discourage overpowered damaging effects.

For some more practical examples under my calculations
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  • A 20 Magnitude, 5 Duration Detect Animal Enchantment is 321 Gold
  • A Cure common disease on self enchantment is only 35
  • A 20 Area cure common disease on target is 106
  • A 5 duration, 20 magnitude fortify health enchantment is 1637
  • A 100 magnitude constant effect detect animal is 1266 gold
  • A 20 magnitude constant effect chameleon enchantment is 3075 gold
  • A 10 magnitude constant effect fortify strength is 5741 gold
  • A 20 magnitude constant effect resist fire enchantment is 3075

This might seem like a pretty low price, however enchantments are also limited by the item's enchantment value. An exquisite ring, with 120 enchantment capacity, can only hold a 420 gold 32 point constant detect animal enchantment. Alternatively, it could hold a 100 magnitude, 4 duration fire damage on touch enchantment, however it would cost 25,830 gold and be limited to 3 uses between recharges. (Granted 1200 damage should kill anything you need it to)