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Toa Doa

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68 comments

  1. pokemonfirer2
    pokemonfirer2
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    any chance for a remastered version?
    1. smoblikat
      smoblikat
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      Still works in remastered.
    2. smoblikat
      smoblikat
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      Still works in remastered.
  2. Traoth
    Traoth
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    I manually installed, opened OMM, moved it to bottom of my load order. Seems to work just fine? I also have Supreme Magicka Update and it also seems to work with it? I'll test around and see if I find any issues. 
  3. IcedReaper1
    IcedReaper1
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    Mod does not work (at least with MO2).
    1. CountV10
      CountV10
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      • 1 kudos
      MO2 isn't great for Oblivion
  4. Gomezness
    Gomezness
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    • 1 kudos
    is there a downvote option?
  5. Neitor918
    Neitor918
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    you lied
  6. Lufteufel
    Lufteufel
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    Anno domini 2023, the mod works fine for me. Installed easily with Vortex. I'm grateful that I could enchant my King of Worms' Robes as they rightfully deserve without having to install construction set. The only thing the mod lacks is "fortify skill" enchantment.
    1. ProfessorCupcake
      ProfessorCupcake
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      • 1 kudos
      Fortify skill is available in vanilla. 
  7. andreasadi
    andreasadi
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    not work.
    i have reflect damage spell but dont show on enchant list
    or i must enchanting in specific (altar) location?
    1. chudmuffin23
      chudmuffin23
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      Reflect Spell can't be enchanted, it sucks.
    2. andreasadi
      andreasadi
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      @chudmuffin23 i can. :v
  8. IcelandicPsychotic
    IcelandicPsychotic
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    This mod works if I have it at the bottom of my load order but it has a strange bug. Every time I enter an interior cell the game plays the sound effect you get when you enchant an item/create a spell. It's very distracting. This only happens with this mod enabled.
  9. Arach84
    Arach84
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    This works for me if I load it almost last in the plugin order. When I have the spells and the ability to cast them, I can see them in the enchanting menu. I have had to make a couple spells in the Construction Kit so that I do 'own' the base effect to work with (ie, restore magicka as a spell so I can make enchants with it.)

    I have a number of mods (100~) including MOO, Enchantment Mastery, and such. But, because of this mod's age and that it may affect spell edits from other mods I have, I generally only enable it when I am about to do some enchants, and then disable it once I am done. To be honest I don't know if it does conflict, as I don't have any huge magic mods on (Midas is a bit too crashy for me and I haven't tried Supreme Magicka) But since the enchantments stay even after this mod has been disabled, it feels safer to turn it off, especially since I have to load it last, so it would overwrite anything that edited the same stuff. I did play the majority of a play-through with it on without any issues, but after adding a different mod that changed some spells, I felt I should disable this one to avoid conflicts.

    As a side note, while it wasn't what I got this mod for, I did try buying the unenchanted staffs from Rindir's and enchanted one with a shock on target effect and it worked properly, at range/on target, but later I tried one with a fire effect and it would only cast as a touch spell. So your results may vary.
    1. DanielShougun
      DanielShougun
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      • 21 kudos
      Thank you for your report. I like the idea of only having it on when I need it. The thought never occured to me.
  10. Swordsguy2010
    Swordsguy2010
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    • 6 kudos
    Well, thats unfortunate :/