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188 comments

  1. EnigmaniteK
    EnigmaniteK
    • member
    • 5 kudos
    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.
  2. SassyCat23
    SassyCat23
    • member
    • 1 kudos
    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.
  3. KarasuRen
    KarasuRen
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    • 3 kudos
    Installed, but no icons of skill. Look here and there and you say that i need to manually set path to icon files ? How to do it.
  4. Roseoblv
    Roseoblv
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    • 0 kudos
    I don't know why, but I cannot seem to be able to multiple enchant my apparels, and no I cannot reenchant it post enchant either.
  5. YungsterThomlin
    YungsterThomlin
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    • 0 kudos
    Does anyone have a fix for when your game crashes as you use an enchanting altar?
  6. Pyromaniac096
    Pyromaniac096
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    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.)
    1. wolvyreen
      wolvyreen
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      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.
  7. sneakyninja95
    sneakyninja95
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    • 0 kudos
    I dont know if im dumb or blind, but is there a console command to alter my enchanting level? Or is there a way to make Setav work for enchanting?
  8. Ryokyun
    Ryokyun
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    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?
    1. Ryokyun
      Ryokyun
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      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.
  9. flutok
    flutok
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    Any way to get a list of enchanting effects I have already learned? Via console?
  10. monkeyangie
    monkeyangie
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    hi, for the people using Maskar's Oblivion Overhaul, i recommend adding this line to the MigFEA - Custom Scribe Items.ini

    Set migFeaQ.PAPERto(GetFormFromMod "Maskar's Oblivion Overhaul.esp" 568A7E);MOO parchment item
    SetStage migFeaQ 2
    1. Nealus
      Nealus
      • supporter
      • 54 kudos
      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

      Like this
    2. Leeges94
      Leeges94
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      • 3 kudos
      Thanks!
    3. CourierSixOG
      CourierSixOG
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      • 23 kudos
      Thank you adding "SetStage migFeaQ 2'  after the line got it working for me
    4. deleted457677
      deleted457677
      • account closed
      • 2 kudos
      Yes, that seems to work with a fourth line "SetStage migFeaQ 2" under that.