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Stealth022

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About this mod

This mod adds the Transenchanter spell which is able to transfer / to advance an enchantment of the customly enchanted item, or add a new magic effect into a customly enchanted item. To make things fair, it is maded so the more magic effects your item have, the harder game difficulty must be set to that item be available to be worn.

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The idea of this mod is to operate with the customly enchanted items. And there is a spell which is making that. The spell is called "Transenchanter"; read your Atronach Forge recipe notes more detailed, it's might be you can find that spell among them...

That spell can:
- add a new magic effect from 3 items of non-custom enchantment (having 1or2 mutual magical effects included in them) to a customly enchanted item;
- advance a magic effect of the customly enchanted item's enchantment by the item of non-custom enchantment;
- transfer the whole enchantment from the item of custom enchantment to the non-enchanted item.

And due to these, that spell can not:
- add a new magic effect from the items of custom enchantment;
- advance a magic effect using an item of custom enchantment;
- transfer the enchantment to the enchanted item;
- add new magic effect / transfer the enchantment from a weapon to an armor or vise versa;
- add new magic effect / transfer the enchantment from an armor to an armor if the adding/transferring magic effects can not be applied to that result armor type relatively to the manual enchanting.

Maximum quantity of the total enchanted items using this mod's spell is 20.

With adding a new magic effect, if their quantity will be more than 2 in the enchantment, the special effect of fairness will be added to that enchantment. That effect will be responsible for whenever that enchanted item is wearable or it is not. It is depended on the Game Difficulty value, on Extra Effect enchanting perk and on the knowledge of the double/triple enchantments. So eventually, you surely can not wear a weapon of 10 magic effects at the very easy difficulty, and even at legendary difficulty without the appropriate knowledges...

The numbers of enchantment effects is 6, that's excluding that special effect of fairness. As it is noted, the enchanted that way item is dependent on the game difficulty:

Novice - 1 enchantment effect, so this spell do nothing at this difficulty;
Apprentice - 2effects, spell adds nothing yet;
Adept - 3effects+limiting_effect;
Expert - 4effects+limiting_effect;
Master - 5effects+limiting_effect;
Legendary - 6effects+limiting_effect.

With advancing an existed magic effect, if it is not in the vanilla enchantments list available for to be enchanted on Arcane Enchanter, then the only way to advance the result magic effect is to get an item of non-custom enchantment with that magic effect more powerful than the related in the item of custom enchantment. For those which are in that list, they depends on your enchanting skill level of course, on Fortify Enchanting skill potion effect, and sometimes on Extra Effect perk availability. The formula used for the maximum magnitude for the magic effects in that list is vanilla's, so if you are using some mods which changes the base enchantment magnitudes/areas/durations then these are ignored; however, changing the appropriate int/float settings variables related to the enchanting, they DO MAKE an effect.
You can both either add a new or advance an already existed non-vanilla magic effect (means from other mods).


To get any of the described operations, you always have to go to the 'certain place/area' and cast that spell while solving the requirements. There will be a hints while spell operating, so you surely find out what to do ;) Any operation costs gold (don't ask why, maybe Jyggalag knows :p). Any successful one will increase your enchanting skill in about 1/12 or 3/12 at any skill level.


I consider this mod is quite 'fair' and is useful for such kind of game walkthrough like "pass Skyrim game on the Legendary difficulty level without ever lowering it". But I avoided the stuff with staves... If you'll find any bugs or have any advices - feel free as to post them here nearby.



Examples
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My character has 100 enchanting skill level (no any potion/etc. bonuses added), x5 Enchanter perks, Insightful Enchanter perk. With a grand soul I can make an enchantment effect "Fortify Carry Weight" of 37 magnitude. I have a leather boots I manually enchanted so it have a "Fortify Carry Weight" enchantment effect of 15 magnitude and a "Fortify Stamina" of 20 magnitude. Also I have a Thieves Guild Armor - a base object with a "Fortify Carry Weight" enchantment effect of 20 magnitude. I am dropping these boots with manual enchantment and Thieves Guild Armor. Casting a "Transenchanter" spell. Thieves Guild Armor is destroyed; a certain leather boots manual enchantment's "Fortify Carry Weight" effect is advanced and became of 15+20=35(less than 37) magnitude. The price for that advancement is 20*150, so I lost 3000pcs of gold (if I had not that quantity of gold with me then spell will note about that and do nothing).



My character has 100 enchanting skill level (no any potion/etc. bonuses added), x5 Enchanter perks, Insightful Enchanter perk. With a grand soul I can make an enchantment effect "Fortify Carry Weight" of 37 magnitude. I have a leather boots I manually enchanted so it have a "Fortify Carry Weight" enchantment effect of 30 magnitude and a "Fortify Stamina" of 20 magnitude. Also I have a Thieves Guild Armor - a base object with a "Fortify Carry Weight" enchantment effect of 20 magnitude. I am dropping these boots with manual enchantment and Thieves Guild Armor. Casting a "Transenchanter" spell. Thieves Guild Armor is destroyed; a certain leather boots manual enchantment's "Fortify Carry Weight" effect is advanced and became of 30+20=...37(more than my limit of 37, so the result will be 37) magnitude. The price for that advancement is 20*150, so I lost 3000pcs of gold.



My character has 30 enchanting skill level (no any potion/etc. bonuses added). With a grand soul I can make an enchantment effect "Fortify Carry Weight" of 5 magnitude (that's not correct, just let's suppose that it is 5). I have a leather boots I manually enchanted so it have a "Fortify Carry Weight" enchantment effect of that 5 magnitude. Also I have a Thieves Guild Armor - a base object with a "Fortify Carry Weight" enchantment effect of 20 magnitude. I am dropping these boots with manual enchantment and Thieves Guild Armor. Casting a "Transenchanter" spell. Thieves Guild Armor is destroyed; a leather boots manual enchantment's "Fortify Carry Weight" effect is replaced by the similar effect of the sacrificed Thieves Guild Armor which is of 20 magnitude. The price for that advancement is the same 20*150, so I lost 3000pcs of gold.



My character has 100 enchanting skill level (no any potion/etc. bonuses added), x5 Enchanter perks, Insightful Enchanter perk. With a grand soul I can make an enchantment effect "Fortify Carry Weight" of 37 magnitude. BUT additionally I used a potion of +30 bonus to enchanting skill level, so with a grand soul I can make an enchantment effect "Fortify Carry Weight" of 46 magnitude. I have a leather boots I manually enchanted so it have a "Fortify Carry Weight" enchantment effect of 30 magnitude and a "Fortify Stamina" of 20 magnitude. Also I have a Thieves Guild Armor - a base object with a "Fortify Carry Weight" enchantment effect of 20 magnitude. I am dropping these boots with manual enchantment and Thieves Guild Armor. Casting a "Transenchanter" spell. Thieves Guild Armor is destroyed; a certain leather boots manual enchantment's "Fortify Carry Weight" effect is advanced and became of 30+20=...46(more than my bonus buffed limit of 46, so the result will be 46) magnitude. The price for that advancement is 20*150, so I lost 3000pcs of gold.



My character has a Daedric Armor with some 2 effects enchantment. I would like to add a new "Fortify Health" enchantment effect. I am dropping that Daedric Armor with manual enchantment, a Leather Armor with "Fortify Health" effect of 10 magnitude, a ring with "Fortify Health" effect of 10 magnitude and a one more ring with "Fortify Health" effect of 20 magnitude. Casting a "Transenchanter" spell. The Leather Armor and the rings were destroyed; a Daedric Armor now have 3 effects enchantment and a 4th enchantment effect - a scripted difficulty-based limiting effect; the new "Fortify Health" enchantment effect of the Daedric Armor is of {10+10+20}/3=13 magnitude. The price for that effect addition is equal to the magnitude values of the Leather Armor + 2rings which is (10+10+20)*150=6000, so I lost 6000pcs of gold. I can not wear that 3 effects enchantment Daedric Armor if game's difficulty is easier than Adept OR easier than Apprentice in case if I have an "Extra Effect" perk.



My character has a Daedric Armor with some 7 effects enchantment (actually 8 but that special effect of fairness is not taken into account). I would like to transfer this enchantment to the not-enchanted Dragonbone Armor. I am dropping these items. Casting a "Transenchanter" spell. The Daedric Armor is destroyed; The Dragonbone Armor now have that destroyed Daedric Armor's enchantment transfered. The price for that transferring is equal to the all the magnitudes sum that Daedric Armor has multiple to 150. That's a lot of gold, you know...


Partially conflicts
with mods which "touches" the Form of the AtrFrgSigilStoneInvisActivator (Pedestal) placed in the Midden location ;
with mods which "touches" the WorldObjects->Activator Form of the AtrFrgSigilStoneInvisActivator (such as "Fall of the Space Core Vol. 1" (portal2mod)). As a solution, you should set the loading order so the SubjoinedEnchantingAdvancement.esp will be loaded after those related mods.
In any case, the mod should be working anyway, but you will not be able to use the alternative "certain item" . And as an ultimate solution for those people who can not solve the conflict - you have to find/use the only appropriate "certain item" .