annoying hardcoded keybind for enchanting 'instant' feature. should not be hardcoded. should be configurable, if nothing else then just to disable the thing. I use another mod and have set right click to exit out of menus.
One thing I like about this mod is that if you're making a scroll, you don't NEED to be able to cast the spell, you just have to know it. So I'm having fun with the crazy custom spells I'd never be able to cast otherwise.
The mod was working perfectly fine. Then I reloaded the game and the skill said enchanting not initialized and then after reloading again it fixed itself but now its spanish and wont revert back to english. Help? (Edit: I fixed it I just copied the english version over the spanish version of the migfea source.)
I know this is old but for those who mod oblivion in future and hit this issue, check your mod in your mod manager for Fundament(FEA) and disable the "Example translation to Spanish" in Sub-Packages.
About this section right here from the MigFEA.ini:
;settings for how the Enchanting skill affects soul gems, both recharging and weapon enchantments the player makes. set migFeaQ.soulUseSkillAmount to 1.0 ;1 ;Skill multiplier to the recharge you can get from soulgems, set to 0 to disable it from scaling. set migFeaQ.soulUseSkillCharge to 1.0 ;1 ;Skill multiplier to the max charge cost you can use in weapon enchantments, set to 0 to disable it from scaling. set migFeaQ.soulSkillThreshold to 0 ;0 ;Enchanting skill threshold above which you'll get a bonus instead of penalty to the above. set migFeaQ.soulSkillMultBonus to (1.0 / 100.0) ;0.01 ;Multiplier for each skill point above the threshold. set migFeaQ.soulSkillMultPenal to (1.0 / 100.0) ;0.01 ;Multiplier for each skill point below the threshold.;Soulgems get a multiplier to recharge and/or max charge cost as: 1 + (soulUseSkillxxx*soulSkillMultxxx*(Enchanting skill - soulSkillThreshold))
Does anyone know if the first two lines essentially multiply the max charge amount of soul gems and their enchanting limit value respectively (depending on your Enchanting skill of course), so for instance at 100 Enchanting a grand soul gem with those two values adjusted to, say, 10, will contain 16000 souls and feature an enchanting limit value of 850? Also, does this apply to all soul gems across the board, including black soul gems?
For the sake of anyone wondering the same thing, here's a clarification from the mod author himself.
The formula is there in the last line. The total charge that soulgems give to new weapon enchantments is their default charge value (so 1600 for a grand soul gem) multiplied by 1 + (soulUseSkillAmount x soulSkillMultBonus x (Enchanting skill - soulSkillThreshold)). That if the enchanting skill value is above the soulSkillThreshold, otherwise soulSkillMultPenal is used instead of soulSkillMultBonus. Same deal with the enchanting limit.
With default settings, that means that at 100 Enchanting skill, total charge is multiplied by 2. Same with enchanting limit. So it'd be 3200 total charge and 170 enchanting limit. And yes, it's the same for any soul size. If you change the soulUseSkill to a number n, it ends up as a n+1 multiplier at skill level 100. Not very intuitive I suppose but i mad it as a simple "x2 at 100 skill" formula originally.
The values they calculate over are those of the vanilla game settings. Total charge is controlled by the settings iSoulLevelValue<soul size>, which is 1600 for grand souls. Enchanting limit is controlled by the settings fEnchant<soul size>limit, which is 85 for grand souls. Other mods may change the value of those settings.
Make sure to add this mod to your list. It's the best Enchanting overhaul for Oblivion ever made.
Set migFeaQ.PAPERto(GetFormFromMod "Maskar's Oblivion Overhaul.esp" FC20D);this is the MOO parchment item Set migFeaQ.PAPERto(GetFormFromMod "Maskar's Oblivion Overhaul.esp" 568A7E);this is the MOO parchment item Set migFeaQ.QUILLto(GetFormFromMod "Maskar's Oblivion Overhaul.esp" 37419E);this is the MOO quill item
188 comments
;settings for how the Enchanting skill affects soul gems, both recharging and weapon enchantments the player makes.
set migFeaQ.soulUseSkillAmount to 1.0 ;1 ;Skill multiplier to the recharge you can get from soulgems, set to 0 to disable it from scaling.
set migFeaQ.soulUseSkillCharge to 1.0 ;1 ;Skill multiplier to the max charge cost you can use in weapon enchantments, set to 0 to disable it from scaling.
set migFeaQ.soulSkillThreshold to 0 ;0 ;Enchanting skill threshold above which you'll get a bonus instead of penalty to the above.
set migFeaQ.soulSkillMultBonus to (1.0 / 100.0) ;0.01 ;Multiplier for each skill point above the threshold.
set migFeaQ.soulSkillMultPenal to (1.0 / 100.0) ;0.01 ;Multiplier for each skill point below the threshold.;Soulgems get a multiplier to recharge and/or max charge cost as: 1 + (soulUseSkillxxx*soulSkillMultxxx*(Enchanting skill - soulSkillThreshold))
Does anyone know if the first two lines essentially multiply the max charge amount of soul gems and their enchanting limit value respectively (depending on your Enchanting skill of course), so for instance at 100 Enchanting a grand soul gem with those two values adjusted to, say, 10, will contain 16000 souls and feature an enchanting limit value of 850? Also, does this apply to all soul gems across the board, including black soul gems?
Set migFeaQ.PAPERto(GetFormFromMod "Maskar's Oblivion Overhaul.esp" 568A7E);MOO parchment item
SetStage migFeaQ 2
Set migFeaQ.PAPERto(GetFormFromMod "Maskar's Oblivion Overhaul.esp" 568A7E);this is the MOO parchment item
Set migFeaQ.QUILLto(GetFormFromMod "Maskar's Oblivion Overhaul.esp" 37419E);this is the MOO quill item
Like this