This page was last updated on 30 July 2015, 4:15PM
Changelogs
Version 2.1.3
[just putting together the changelogs for the previous hotfixes]
Fixed the system for defining custom scribe items, which are now defined in another ini file
Fixed the weapon autorecharge perk so it doesn't cause a CTD when the weapon reaches full charge (why it happened, I have to wonder)
Added a new setting to determine the barter cost of custom scrolls, they are still worthless by default
Version 2.1
Fixed Enchanting skill bonuses to the separate multipliers of soulgems' recharge amount and enchantment limit
Added customization of what items are used by the mod for scribing purposes, allowing the user to set several kinds of quills, inkwells or parchment pieces
Scribed scrolls will now have the same charge as the magicka cost they come from, which means they'll display a gold value. However, their cost will be set to 0 in the barter menu. This is in case another mod is giving Dispel the ability to affect scrolls
Version 2.0
Complete merge of the Enchanting X-Skill, and full overhaul of the scripts to make it robustly integrated (oh yeah!)
Full advantage of MenuQue taken, including the use of a strings XML file to allow for easy and quick translating or renaming of all text in the mod
Added support for setting trainers and skill books for the Enchanting skill thanks to the latest advancements in MenuQue
Added Skyrim-style magic effect learning for enchanting, so that effects for enchanting are independent from those for spellmaking and depend on what effects you have disenchanted
Added another icon for the Enchanting skill, made from the Mages Guild faction rank icon, and ini support and instructions to define what icon to use
Version 1.3
Added optional addon file with an Enchanting skill, using MenuQue. Complete with skill advancement and perks, but note that it's still beta
Fixes where due
Version 1.2
Added an Enchanting Skills feature, increase the magnitude of your custom enchantments as your magic skills progress
Renaming now also works for custom made potions
Option to save magic effects to a sigil stone when disenchanting items
Small fixes, slightly better use of Fundament resources
Added auto-fix to enchanted weapons and arrows when using Duke Patrick's archery and melee mods so that the {} is always appended to the resulting item if the original already had it
Version 1.1
Added disenchanting for any non-quest, non-scripted apparel, and renaming for any savegame-created apparel
Fixed instant effects not working if the arrow enchanting feature was off
Made a general multiplier for the likehood of unenchanted staves to be rolled in loot lists.