19/8/2020 I've uploaded a quick update (v3.1) adding support for sigil stone enchantments.
26/7/2020 I've uploaded a new update (v3.0) rewriting MEE to only use 1 esp, adding support for all DLCs and the latest versions of most well known mods. It now adds the ability to tweak enchantments individually by editing the mods ini file and is configurable by editing either the ini file, or in-game through LINK's configuration menu.
I'd like to report a possible bug, when I use this mod the Light of Dawn sword from OOO doesn't work correctly and the enchantment is permanently off, meaning you can't upgrade the sword or finish the quest. I deactivated the mod and the sword works fine once again.
Works fine for me and the more powerful weapons are a must at higher difficulties but it's a shame that the power increase doesn't work for armor since that's the fix I'm looking for. Still, many thanks.
This mod doesn't seem to work for me, ESP is activated and everything. All values are the same. I'm using vortex if that helps, it's terrible but I like the collections
This mod doesn't seem to work for me. I have OBSE installed, as I have a couple other small mods that need it to work, and they work just fine. But no matter how I change the ini file, with it and the esp in data, and ticked on in data files, the enchantment charges don't change on any weapons. They're all still defaults. I don't know how to do it differently, because all I need is the ini and the esp in data, right?
This, i even used link n changed it with the link and when i got to make a weapon its still no different in the amount of charges...
edit: nvm it does change it after the object is made. Protip for ppl using this, use oblivion mod manager. Go to the "create" option, then go to the "add archive" option and select the untouched 7zip(or what ever zip program it shows as for you) file and click it. it will auto recognize it and create an omod file for you them simply activate it. If this still isnt working download LINK and instail it through oblivion mod manager and it will give you and in game option to set the settings. personally i like the multiplier at 3-4 for staves
I just had a look and sigil stones indeed currently don't work. This because OBSE's OnEnchant event handler does only trigger for normal enchantments. Something I didn't expect either. I'll have a look at rewriting the code to use another method instead. Edit: done.
Ouch, I was getting worried about my only enchanted weapon running of charges even with the mod. I changed the order in Wyre Bash thinking that would solve it, etc. Now I understand, I used a Sigil Stone to enchant it.
Tranks for replying. I created a new one using a Sigil stone and it worked, however I have a question and problem.
I noticed that some items still have low charges, I opened the "More Effective Enchantments for mods.ini" and manually tried to test some changes, for example the Staff of Apotheosis. Even after editing "set MEE.ini_config_cost to" and/or "SetStage MEE" I'm not seeing any changes no matter how many times I tried different numbers, same about other vanilla items not created by me. edit: Editing "set MEE.ini_config_cost to" and also using LINK to turn 0 then 10 again for some reason worked.
Also, I saw one of your replies to another person where you posted the Better Cities codes, any plans to update the mod with this code for any players who are not aware about your post? I manually updated in the bottom of "More Effective Enchantments for mods.ini" myself. And if possible, can you make it compatible with Mage Equipment and other extra mods?
Seems like this mod causes issues loading saves within the game. If you load a save 3 times back to back, it crashes while loading array data from the OBSE cofile.
161 comments
19/8/2020
I've uploaded a quick update (v3.1) adding support for sigil stone enchantments.
26/7/2020
I've uploaded a new update (v3.0) rewriting MEE to only use 1 esp, adding support for all DLCs and the latest versions of most well known mods. It now adds the ability to tweak enchantments individually by editing the mods ini file and is configurable by editing either the ini file, or in-game through LINK's configuration menu.
I'd like to get a few more charges ...
Do I need to start a new game?
edit: nvm it does change it after the object is made. Protip for ppl using this, use oblivion mod manager. Go to the "create" option, then go to the "add archive" option and select the untouched 7zip(or what ever zip program it shows as for you) file and click it. it will auto recognize it and create an omod file for you them simply activate it. If this still isnt working download LINK and instail it through oblivion mod manager and it will give you and in game option to set the settings. personally i like the multiplier at 3-4 for staves
I noticed that some items still have low charges, I opened the "More Effective Enchantments for mods.ini" and manually tried to test some changes, for example the Staff of Apotheosis. Even after editing "set MEE.ini_config_cost to" and/or "SetStage MEE" I'm not seeing any changes no matter how many times I tried different numbers, same about other vanilla items not created by me.
edit: Editing "set MEE.ini_config_cost to" and also using LINK to turn 0 then 10 again for some reason worked.
Also, I saw one of your replies to another person where you posted the Better Cities codes, any plans to update the mod with this code for any players who are not aware about your post? I manually updated in the bottom of "More Effective Enchantments for mods.ini" myself.
And if possible, can you make it compatible with Mage Equipment and other extra mods?