Can you walk me through the enchantment formula? I see, for example, that for Shield enchant effect you have the CEEF set to 9 and the CEBF set to 100, which results in an enchantment of 25% using a grand soul. For Reflect Spell you have CEEF = 1.15 and CEBF = 400, also giving a 25% effect. So clearly it's not as simple as CEEF*CEBF/[soul constant].
Constant Effect Enchantment Factor=(Power-5)/SoulGemNumber x Base Cost. Soul Gem numbers equaling 1, 2, 3, 4, and 5 for each gem respectively. I'm guessing that power equals the magnitude under the EnchStandardAppX section of xEdit, but I'm not sure that's right.
Honestly I'm not sure what the formula is exactly. RSMox5 is probably right. Instead of figuring it out, I make this the much dumber way of making small changes, checking in game, making more small changes, etc.
Keep in mind that changing base cost will change spellmaking and sell values too. And fMagicCEEnchantMagOffset is a flat +5 at default, so you'll actually need to aim for 5 less than whatever you want.
Thanks guys, that actually did help me understand it. I'm having a weird issue now, though. I made a grand soul ring with a feather enchant, which says it gives a 250lb buff, but for some reason the active effect in my magic menu is only 85. Not sure if this is just a game bug or if it's mod related. I don't think I have any other mods which should affect the feather enchant, and this is at the end of my modlist atm anyway.
What does it actually say in the inventory screen though? I noticed a similar issue with feather from any source while making Toggled Spells, the active effect lists a random number each time it's applied but just checking inventory weight and the correct value is applied.
I found a workaround. By overencumbering myself by at least 250 over my normal max encumbrance, THEN putting on the ring, it gives me the correct bonus, which remains even when I then drop all the extra items. So it's just a quirk of feather enchants.
Apparently the "Fortify Magicka Multiplier" effect from spell freedom multiplies your magicka by magnitude/10. Enchanting a ring with that effect and a grand soul I got magnitude 5... That actually halves my Magicka when equipped.
Any chance you can force the magnitude to be at least 11 for that effect? Anything less will either reduce the magicka or do nothing. You could make it 11/12/13/14/15 for example.
Edit: I realize I haven't tried stacking multiple items and the effect might be additive in that case, but requiring 3 grand soul enchanted items for a 50% magicka boost seems too much me. Specially since 3 Fortify Magicka items will give more even at 100 int.
Load this after Spell Freedom, the scaling will be 10 (petty) to 30 (grand). You are correct on how it multiplies. 10 is 1x, 20 is 2x, etc. They stack as well, so two 10 magnitude enchantments will make a 2x multiplier.
You could make it 11/12/13/14/15
The scaling is, unfortunately, not as simple as just putting in the numbers you want. It's a multiplication of a few different MGEF settings to achieve it, so aiming for specific numbers at each tier is more difficult than it seems. That's why I settled for ideal grand level settings, and kind of let the smaller soul gems fall where they will.
Thanks, it was indeed a load order issue. Something vortex did on it's own, it's the reverse order I installed the mods no idea why it chose that order.
The suggestion was just because I thought the low number was a balance decision, the spell I got the effect from has magnitude 100 and that is a crazy boost.
the spell I got the effect from has magnitude 100 and that is a crazy boost.
Yeah when I made that spell the idea was huge boost, with a big price when it wears off since if you go negative you have to wait for your natural Magicka regen to make up the difference.
Restore Health as enchantment aswell as magicka is crazy op. It means you literally getting healed by 10 every second. XD that is like heaving a permanent casting restoration spell for free then.
Thank you very much for this. It always felt weird how much more powerful the random armor drops were than my grand soul enchanted armor, especially considering that they can also have multiple effects on them, while my armor is only allowed one.
Exactly. What really made be decide this was necessary was finding my fourth "Robe of Protection" which is mid level loot, but has 7% stronger shield then we could ever make.
Looks like this doesn't include detect life? It's capped at 20ft using a grand soul which is ridiculous when you can buy an item enchanted with 60ft detect life from joe shmo at the corner store.
Honestly I'm not a huge fan of detect life in the remaster. The shader gets stuck too often. And I'm using my Toggle Spells mod which makes it feel like a waste as an enchantment.
I like it! It's exactly what I want right now Personally, I'm trying to mod my game to this point: - Make created enchantments strongest ONLY in single enchantments. I'm even considering only allowing weapons single enchantments as well, but stronger than what can be found in the world. - Change world loot so that most enchanted gear has multiple enchantments, but none of the enchantments as strong as a single created enchantment. Their strength is in possible synergy or more encompassing. - Sigil stones stay as they are but add their enchantment to gear even if already enchanted (up to 5 total) and adding to gear with the same enchantment already on it increases the effect up to a certain point (higher than the strongest enchantment found in the world but lower than a max created enchantment)
This only boosts constant effect enchantments (aka armor and clothing enchantments) made by the player with soul gems. No base game items or sigil stones are affected, and no enchantments made before installing this mod are affected.
30 comments
Effect Magnitude=(Base Cost×Constant Effect Enchantment Factor×Soul Level)+fMagicCEEnchantMagOffset with:
Constant Effect Enchantment Factor=(Power-5)/SoulGemNumber x Base Cost. Soul Gem numbers equaling 1, 2, 3, 4, and 5 for each gem respectively. I'm guessing that power equals the magnitude under the EnchStandardAppX section of xEdit, but I'm not sure that's right.
Keep in mind that changing base cost will change spellmaking and sell values too. And fMagicCEEnchantMagOffset is a flat +5 at default, so you'll actually need to aim for 5 less than whatever you want.
Any chance you can force the magnitude to be at least 11 for that effect? Anything less will either reduce the magicka or do nothing. You could make it 11/12/13/14/15 for example.
Edit: I realize I haven't tried stacking multiple items and the effect might be additive in that case, but requiring 3 grand soul enchanted items for a 50% magicka boost seems too much me. Specially since 3 Fortify Magicka items will give more even at 100 int.
The scaling is, unfortunately, not as simple as just putting in the numbers you want. It's a multiplication of a few different MGEF settings to achieve it, so aiming for specific numbers at each tier is more difficult than it seems. That's why I settled for ideal grand level settings, and kind of let the smaller soul gems fall where they will.
The suggestion was just because I thought the low number was a balance decision, the spell I got the effect from has magnitude 100 and that is a crazy boost.
Yeah when I made that spell the idea was huge boost, with a big price when it wears off since if you go negative you have to wait for your natural Magicka regen to make up the difference.
I personally don't like arbitrary restrictions on what I can do in a game. If I can enchant some effects, why not all?
Personally, I'm trying to mod my game to this point:
- Make created enchantments strongest ONLY in single enchantments. I'm even considering only allowing weapons single enchantments as well, but stronger than what can be found in the world.
- Change world loot so that most enchanted gear has multiple enchantments, but none of the enchantments as strong as a single created enchantment. Their strength is in possible synergy or more encompassing.
- Sigil stones stay as they are but add their enchantment to gear even if already enchanted (up to 5 total) and adding to gear with the same enchantment already on it increases the effect up to a certain point (higher than the strongest enchantment found in the world but lower than a max created enchantment)
The last one will require some crazy UE4SS and/or OBSE wizardry.