Oblivion

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16 comments

  1. Leowulf
    Leowulf
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    You probably are doing something wrong if this isn't working for you. Maybe you have a conflict with another mod that affects enchantment charges. It works for me, and I love it.
  2. BoscoPico
    BoscoPico
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    I have this mod installed, but for some reason the staff I received from the mages guild does not have infinite use, nor it appears does any other. Am I doing something wrong?
  3. JudasProphet
    JudasProphet
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    A good mod, would be even better... epic perhaps if they worked on user enchanted weapons. I always hated having to recharge weapons every 15-30minutes and paying through the nose for it.

    Would creating a new mod that has the weapon you want with the enchants on it then adding it into the game get around that problem?
  4. karablak
    karablak
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    any chances on making this work for user enchanted items?
  5. mercury00
    mercury00
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    Yes, I feel stupid, I have two akaviri katanas, 1h and 2h, i thought I was using 1h version. I accidently was equipping 2h. Thanks.

    Anyway, this is great mod, I changed cost from 0 to 1 as I said, so my effects are not infinite, but they last longer than one fight. My enchanted weapons now have as many charges as uses (why should it be any other way?) This was a good idea. I think changing the sigils to cost 1 point on a weapon would be okay for a fighter character, but totally unbalancing for a mage (since it changes spell magicka costs). Now somebody un-max the number of enchantments a weapon can have!
  6. superstylin
    superstylin
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    Well, I noticed that it worked on all natural or dev made items reasonably well, (ie: if 3000 charges, then 3000 uses),

    however, it doesnt work at ALL on any user-made enchantments (and sigil stones as stated earlier), would it be possible to make it work with user-made enchantments?

    Thanks <img class=">

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    great work btw!
  7. bipolar
    bipolar
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    Did you switch your weapon to two handers? Cause those you only get 1x with sneak. The 6x only works with the one hand weapons. If you were using a one hand then somehow when the charge rate got changed so did the classification of the weapon. I'll download it and check it out.


    This is because, as per the instruction manual, you cannot use sneak attacks with two-handed weapons.

    As others have said, great mod for a poor gameplay decision that Bethesda made. Just too bad it doesn't work with sigil stone enchanted items.

    Maybe just a way to globally increase the amount of charges on items by 10 would be fine. I don't have a problem with charges per se, just the ridiculous cost to charge an weapon that will run out of charges after 3-4 fights. I'd happy pay that price for 500 charges instead of 50, though.
  8. Veraticus
    Veraticus
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    Did you switch your weapon to two handers? Cause those you only get 1x with sneak. The 6x only works with the one hand weapons. If you were using a one hand then somehow when the charge rate got changed so did the classification of the weapon. I'll download it and check it out.


    This is because, as per the instruction manual, you cannot use sneak attacks with two-handed weapons.
  9. gallen83
    gallen83
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    Does this mod work for anyone? Seeing what it changed, I went in to the esp and set all the 0 enchantment costs for the weapons to 1 (so i dont have infinite use, just a lot more use) and I also set all the staff enchantments to 1 as well. This boosted my akavari katana enchantment from 33 uses to 3000, but for some reason I cant understand at all, my melee sneak damage got changed from 6x to 1x!! Has anyone had this problem? (the bows still work ok, and also no other mods are loaded and no other varables are changed)


    Did you switch your weapon to two handers? Cause those you only get 1x with sneak. The 6x only works with the one hand weapons. If you were using a one hand then somehow when the charge rate got changed so did the classification of the weapon. I'll download it and check it out.
  10. Veraticus
    Veraticus
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    It seems to only work on the natural (read: dev created) magic items and not player created items.


    I had no idea this forum even existed.

    Anyway, it works on magic items that are dropped in the world and also that were specially crafted by the devs. I have no idea why it's not affecting sigil stone enchantments, but I know why it's not affecting staves, and I'll be adding them in a more recent fix.

    For me it works for all my world-dropped stuff, and even my quest-dropped stuff, and correctly causes the enchantment to proc without reducing the charge number.