Oblivion
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Ersh

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Ershin

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13 comments

  1. LuwakWhiteCoffee
    LuwakWhiteCoffee
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    Do you have to start a new game for the plugin to work?
  2. Dispensation
    Dispensation
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    Sorry for being fairly dumb, but what is the simplest way in the .ini to make every enchantment infinite? What changes does one need to do to apply only that?

    I appreciate the mod.
    1. Ershin
      Ershin
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      Try 'fEnchantmentCostMult = 0' and 'iMinCost = 0'.
  3. CmdCuddles
    CmdCuddles
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    The plugin seems to ignore enchantment cost on bows, which just lose enchantment at the vanilla rate.
    1. szabozadam
      szabozadam
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      I can confirm this on my end too, I submitted a PR attempting a fix (at least on myend it works) https://github.com/ersh1/Oblivion-Enchantment-Cost-Multiplier/pull/1
    2. Ershin
      Ershin
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      Thanks for contributing! I've uploaded a new version. (Haven't tested it as I don't have Oblivion installed anymore but everything looks correct.)
  4. Thyphany
    Thyphany
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    What's the difference between this mod and the one made by Maskar?
    1. Ershin
      Ershin
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      It's more or less in the description.
      Basically, the plugin doesn't touch the enchanted items at all, but instead it modifies a few places in the game code that return the enchantment cost. Because it doesn't touch any of the items, their gold value is untouched, the custom enchantments work exactly as they did before (only their uses are multiplied afterwards, just like all the other items), and it's automatically compatible with any items added by mods because it doesn't need to touch them.

      Compared to Maskar's mod, this one is less complex, and doesn't need custom settings to support new items from mods, because it's a lower-level approach that changes the game code instead of modifying the amount of charges on each item. I've also added a few settings that, for example, allow you to cap all the enchantment costs between a min and a max value.
      If Maskar's mod works fine for you and all the items you want to be changed are either already supported, or you've added them into the .ini file, there isn't really a reason to switch. I'm not 100% sure if More Effective Enchantments causes the gold value of the items to change from vanilla.
    2. Thyphany
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      As far as I know, if I am not ignorant or blind, it doesn't change the gold value of items. There have been some problems with the former older version of More Effective Enchantments though which made it so that almost only vanilla items were changed, excluding DLCs. But now that there is a new update, it seems like that has been fixed, because I saw the the amount of uses was suddenly raised on an enchanted item for OOOExtended.
    3. Ershin
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      Yeah, More Effective Enchantments needs to have each enchantment you want to be affected defined in its .ini file, so other than what Maskar's already included in the .ini (which is probably the majority of overhauls), nothing else is supported and you need to add it by yourself.
      I'm just dealing with the game code that calculates the cost, so there's no need to change any item values, and thus, no need to include support for each enchantment you want to be affected.
      It's just a very different solution to the same problem. Like I said, if you're satisfied with More Effective Enchantments, there's not really any reason to switch unless you want the additional settings I've included that allow you to cap enchantment costs at a certain value.
    4. Thyphany
      Thyphany
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      I feel like your solution is way easier and more efficient, but I still prefer Maskar's mod :P
  5. llde
    llde
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    CommandInfo* command = const_cast<CommandInfo*>(constCommand); // forgive me for I have sinned


    I can't stop laughing.
    Insta download
    1. Ershin
      Ershin
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      I felt dirty when it turned out to work perfectly fine because that meant it's staying that way.