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RobertX13

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RobertX13forNexus

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16 comments

  1. RobertX13forNexus
    RobertX13forNexus
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    Ok, so I'm aware of the Bugs reported on this mod (mainly the free spells and the Armor/Clothing/Jewelry Enchant not working). I have no clue how to solve the Armor Enchant bug, but I think I know a workaround for all spells being free: uninstall the mod BEFORE you buy a spell(s), then reinstall it when you want to make a spell or enchant for free (well weapon enchantment anyway). I suggest you uninstall this mod AFTER you've made the spells/enchantmets you want. I don't know of any workaround for armor enchantment costing gold, If anyone with more modding experience than me knows how to fix this, than please post it in the comments section and I'll implement it.
    By the way if you uninstall and reinstall this mod, it shouldn't cause any problems, since any spells made while this mod is active should still work.
    1. deformegg
      deformegg
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      Hey can you check out this mod "Enchanting Unleashed mod" as I know his gold remove enchanting mod works perfectly without any errors, no idea how he does it but check it out if you can, your spell crafting mod will be awesome.

      It has 2 separate mods, one removes gold for enchanting weapons, the other for enchanting armor.
    2. XALEM
      XALEM
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      • 1 kudos
      deformegg thanks for the mod ref ! 
  2. XALEM
    XALEM
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    The idea of this mod is good.

    Now technically and conceptually, this mod isn't functional.
     
    As stated by ModDude42 and lalzDS, the changed value in FEnchantmentGoldMult variable systematically makes all spells free in the game, not only for spell making. 

    Rather than asking to install/uninstall this mod everytime people wanna crate a spell, you'd rather ask them to type in the console ingame : player.additem f XX ("XX" : the amount of gold required by the spell crafting), and then you'd get your free spell without having to leave the game to uninstall this mod. 

    I'm not a modder, but a possible workaround would be to makes this procedure automatic maybe ? 

    A sort of a script that would read the spell you're about to create value, then instantanely (when pressing "create spell") add to the player the required amount of gold that is immediatly spent on the created spell.

    This would feel like making the spell free and wouldn't touch the FEnchantmentGoldMult variable ?  

    Just an idea from a noob in modding tho. I have no clue in the feasibility or usefulness of this concept. 


    Edit : someone did it here : https://www.nexusmods.com/oblivionremastered/mods/3411?tab=posts 
    Seems like a more stable alternative
  3. DeathWrench
    DeathWrench
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    This mod is an esm to anyone wondering and fucks tessyncmap injector up completely
  4. noknownerrors
    noknownerrors
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    • 1 kudos
    How did you make this mod?
  5. ModDude42
    ModDude42
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    • 3 kudos
    do these gold multiplier parameters/ settings have a specific name?
    Because I would like to test if those can instead be done via editing Altar.ini
    1. lalzDS
      lalzDS
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      I'm guessing
      fEnchantmentGoldMult = 0
      fSpellmakingGoldMult = 0
      (https://cs.uesp.net/wiki/Category:Settings)
    2. ModDude42
      ModDude42
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      those should do the trick for oldlivion but as far as my limited knowledge goes,  fparameterhere  parameters no longer work for the remaster, although I'll give it a try.
    3. ModDude42
      ModDude42
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      FSpellmakingGoldMult sounds very problematic, judging by the description, it might cause the "bug" that also plagues this mod, which is making all spells from vendors/ merchants have 0 cost.
    4. ModDude42
      ModDude42
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      Hey, guess what, you're a genius!
      I just opened the mods .esp with a text editor, it literally just changes FSpellmakingGoldMult and FEnchantmentGoldMult
      Now that explains the Bug reports.
  6. aggelakos1
    aggelakos1
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    it also removes the price of buying spells from npcs to 0 as well and i dislike that if you can make a version that dosent do that
  7. ducksgoquack
    ducksgoquack
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    ok so 0 gold is kinda too easy now. maybe just remove the gold cost for enchanting at a home (rather than the mage's guild)?
    Alternatively, make is so you have to pay a soul gem? Or magica equal to the cast cost for spells?
  8. Avalonica
    Avalonica
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    Great mod idea, love it!

    Side-note: For some strange reason NMM (Nexus Mod Manager) could not "add" the esp into the plugins.txt file. I re-ported your mod (the two settings) to a physically new one and then NMM (Nexus Mod Manager) could add the esp. This must for sure be some issue on my end, but felt I should report it nonetheless since this is the first time I have experienced it :) 
  9. zombycow
    zombycow
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    always did seem odd that we had to pay to make spells/enchants.
    i mean, we're doing all the work, but we're paying goodness knows who so we can do it ourselves.

    it's like hunting a duck, growing oranges, gathering firewood, buying a pot, then throwing 80$ into the fire so you can start cooking your Duck à l'Orange
  10. WorryLess
    WorryLess
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    I've always thought the enchanting and spellmaking stations in the archmages office shouldn't cost anything. The other ones make sense I guess, but who am I paying to use these services if I'm the archmage? Myself? Where are these university coffers and why can't I raid them?