Exactly four years to the day that you uploaded this, and I'm putting it into my SE mod list! This oughta work fine in SE, by the way; I just loaded it and saved it in the new CK to be safe. This is just modifying pre-existing perks and code, so there shouldn't be issues.
This combos really nicely (zero conflicts) with chocolatenoodle's Morrowloot Ultimate and Skyrim Alchemy Fixed. These three mods intelligently nerf crafting, chuck those cheesy Fortify Smithing/Enchanting/Alchemy buffs almost completely, fix the busted leveled-list god-loot, and make the encounter zones a significant challenge. Simple, clean, and difficult. Add in Combat Evolved, Animal Tweaks, and Resilient Dragons and the game actually feels balanced like an old Infinity Engine game on hard. Every fight's a risk!
DylanRigney, If I'm understanding you correctly, then nearly the opposite is true. Most randomly generated loot only has a single enchantment, making the loot significantly weaker than customary dual-enchanted gear. There are some exceptions, most notably the Archmage Robes and some of the dragon masks, but they're few and far between. Truthfully, I'd be more likely to buff randomly generated loot, something I've often pondered doing as finding great loot through exploration feels really good! However, I don't see myself doing either in the foreseeable future.
Now, there is one area where I might touch up on, and that's gear with +Alchemy/Smithing modifiers, since these modifiers can be higher than self enchanted gear, and that's the only modifier that matters on said gear. Shouldn't be a difficult change.
Two shitty enchantments isn't significantly better than one good one (and let's be honest, despite the whining, skyrim's enchanting is a joke next to Morrowind and Oblivion), which is what you have with high tier generic enchanted weapons and gear. Also, what about 20%, no black souls on soul reaper if you revisit. This means 60 kills to recharge a grand soul enchated item.
Enjoying the mod. Like thalrane, I really like the minimalist approach. I did encounter one problem, fighting humans at the lower levels, with your new Soul Reaper perk, will keep an enchanted weapon fully charged. My character is level 14 right now with an Enchanting skill of 34 and has the Enchanter 2 and Soul Reaper perks. I enchanted a sword with Absorb 6 points of Magicka with a lesser soul gem, which gave me around 55 charges on the sword. After fighting the four or five Nords and Wood Elf in Swindler's Den, my sword was fully charged. The problem I see is that 10% of a human/grand soul is 300 points, while a lesser soul gem is 500 points (I found this at UESP). Unless I fully drain my sword during a fight, it will always be full or nearly full. This may not be a problem in the high end game, but in the low end this is rather overpowering. Two solutions that I can think of; disallow Soul Reaper from absorbing human souls or scale the absorbing base on the characters enchanting skill. Anyways, thanks for the mod and thanks for you time. KRB
Agreed on human souls, but not for the over-powered effects. That seems lore-friendly, and should perhaps only be moved to a higher level, so that it turns a run-of-the-mill enchanter into a really powerful one. On a 0-100 scale, however, you are in the upper class of your peers only when you are over level 60, at least. This could be circumvented if the soul-reaping effect depends on the current skill, too, in which case lvl 30 sounds fair enough.
But reaping human souls trouble me more for lore reasons. In a world where even a Daedra Lord, Azura, refuses to turn her Star into a black soul trap and where the trapped souls end up in Soul Cairn (Dawnguard's lore, as explained by Serana), soul-trapping humans is a deeply cruel act. No matter what the character I play is by class or race, it is always on the conscientious side when the soul-trappings are concerned. Yes, even my thieving Listener Kahjiit, inspired by the most violent cat I have ever had the pleasure to own, never reaps humans. Killing a contract and acting on your violent temper is not as cruel as damning the victim for eternity, right? Murder is just death, soul trap is a malediction, as the soul-trapping weapons show in their names.
What I want to say, human souls should be left out of this effect so that *any* enchanter can use it, and blacksoul reaping could be maybe added as a separate perk for those conjurers/necromancers out there who have no qualms with what kinds of trapped souls are being devoured by Ideal Masters. This set-up would cover more role-playing aspects of the skill and it would suit the lore more. But my ranger has no need for soul reaping at all, so I'll be using this mod for this play-through.
I am already happy with the rest of the mod, and if I never say anything about this mod again, it will mean I'm happy with its performance too.
It's difficult to determine just the right number since it's affected by a number of things, including NPC levels and how many hits to kill your targets, which then factors in a number of things like player power and difficulty settings.
I've actually had my Soul Reaper at 8%. That feels nicely balanced on my highest level character, occasionally having to use Soul Gems, even while fighting humanoids. On the other hand, it feels slightly under-tuned for my lower level characters who require more swings to kill their targets. I play on the highest difficulty setting with various mods installed to increase the difficulty further, so again, YMMV.
Unfortunately, there's no perfect solution. I don't think I'll go back to not allowing Soul Reaper to absorb humanoid souls, then again, having it as an optional download couldn't hurt. There's probably more humanoids than all other creature types combined, and it always very much bothered me that I couldn't reap their souls. I could also upload optionals with Soul Reaper set at higher and lower values.
If you have TES5Edit you can easily set Soul Reaper to a number you're comfortable with. Just go to Perk->Soul Reaper and scroll all the way down until you see "EPFD - Data, Float: 0.100000". Set that to any number you like. So for example, 8% would be 0.080000.
This looks great. I will test it out :-) Got a bit tired of SkyRe lately (trying to overhaul every aspect of the game doesn't work so well with certain areas), so I have been looking for other mods to fill the hole.
Are you planning on doing an overhaul of the alchemy-tree too?
Love the mod Sicom! All other enchanting mods make enchanting even more overpowered. You are the only one trying to remedy the situation and I like that. Having said that I do have a suggestion for a potential update. I love the new values on enchantments that the player crafts but the world is still littered with game breaking Generic Leveled Items, Armor, and Weapons. Have you thought about possibly altering the values of this randomly generated loot so that the magnitude of the enchantments are almost identical to the enchantments created at 100 enchanting, all perks, and using no enchanting potions? I checked out the values and most of them compare to the 2nd or 3rd highest tier of existing leveled loot. So if you could either eliminate those highest tiers OR even better scale all tiers down. Just a thought.
Hey everyone, Sorry for the long absence; been some months since I've returned to Skyrim. I thought I had addressed the skill-up bugs, and it was working last time I had tested the mod. Maybe I botched something before uploading or there was a difference in mods used/load orders on my end.
Either way, skill-up bugs should be fixed now! Thanks ripple for pointing out TES5Edit. Wonderful program! Cleaned my mod right up.
Couple other changes included in this version, and I'm really liking Soul Siphon at 10% and affecting all types of enemies. I play tested everything between 5% and 20%. I am interested in feedback on this, and if anyone would like to see other versions (+ -) let me know. Hopefully everything is working smoothly this time around.
It's easier to use TES5Edit. You can just load up the plugin and look under 'game settings.' There should be 2 records that override the default game enchanting skill progression values. I don't remember what they are called because I am not using this mod in my current set up. Just delete those two lines of records and it will revert back to vanilla game values.
@ ripple Can you tell me which values govern the enchanting skill progress. I'm not too familiar with the CK but i really like this mod so i want to keep it and also still be able to level my enchanting.
27 comments
This combos really nicely (zero conflicts) with chocolatenoodle's Morrowloot Ultimate and Skyrim Alchemy Fixed. These three mods intelligently nerf crafting, chuck those cheesy Fortify Smithing/Enchanting/Alchemy buffs almost completely, fix the busted leveled-list god-loot, and make the encounter zones a significant challenge. Simple, clean, and difficult. Add in Combat Evolved, Animal Tweaks, and Resilient Dragons and the game actually feels balanced like an old Infinity Engine game on hard. Every fight's a risk!
If I'm understanding you correctly, then nearly the opposite is true. Most randomly generated loot only has a single enchantment, making the loot significantly weaker than customary dual-enchanted gear. There are some exceptions, most notably the Archmage Robes and some of the dragon masks, but they're few and far between. Truthfully, I'd be more likely to buff randomly generated loot, something I've often pondered doing as finding great loot through exploration feels really good! However, I don't see myself doing either in the foreseeable future.
Now, there is one area where I might touch up on, and that's gear with +Alchemy/Smithing modifiers, since these modifiers can be higher than self enchanted gear, and that's the only modifier that matters on said gear. Shouldn't be a difficult change.
Thanks for the compliments.
I did encounter one problem, fighting humans at the lower levels, with your new Soul Reaper perk, will keep an enchanted weapon fully charged.
My character is level 14 right now with an Enchanting skill of 34 and has the Enchanter 2 and Soul Reaper perks. I enchanted a sword with Absorb 6 points of Magicka with a lesser soul gem, which gave me around 55 charges on the sword. After fighting the four or five Nords and Wood Elf in Swindler's Den, my sword was fully charged. The problem I see is that 10% of a human/grand soul is 300 points, while a lesser soul gem is 500 points (I found this at UESP). Unless I fully drain my sword during a fight, it will always be full or nearly full. This may not be a problem in the high end game, but in the low end this is rather overpowering.
Two solutions that I can think of; disallow Soul Reaper from absorbing human souls or scale the absorbing base on the characters enchanting skill. Anyways, thanks for the mod and thanks for you time.
KRB
But reaping human souls trouble me more for lore reasons. In a world where even a Daedra Lord, Azura, refuses to turn her Star into a black soul trap and where the trapped souls end up in Soul Cairn (Dawnguard's lore, as explained by Serana), soul-trapping humans is a deeply cruel act. No matter what the character I play is by class or race, it is always on the conscientious side when the soul-trappings are concerned. Yes, even my thieving Listener Kahjiit, inspired by the most violent cat I have ever had the pleasure to own, never reaps humans. Killing a contract and acting on your violent temper is not as cruel as damning the victim for eternity, right? Murder is just death, soul trap is a malediction, as the soul-trapping weapons show in their names.
What I want to say, human souls should be left out of this effect so that *any* enchanter can use it, and blacksoul reaping could be maybe added as a separate perk for those conjurers/necromancers out there who have no qualms with what kinds of trapped souls are being devoured by Ideal Masters. This set-up would cover more role-playing aspects of the skill and it would suit the lore more.
But my ranger has no need for soul reaping at all, so I'll be using this mod for this play-through.
I am already happy with the rest of the mod, and if I never say anything about this mod again, it will mean I'm happy with its performance too.
I've actually had my Soul Reaper at 8%. That feels nicely balanced on my highest level character, occasionally having to use Soul Gems, even while fighting humanoids. On the other hand, it feels slightly under-tuned for my lower level characters who require more swings to kill their targets. I play on the highest difficulty setting with various mods installed to increase the difficulty further, so again, YMMV.
Unfortunately, there's no perfect solution. I don't think I'll go back to not allowing Soul Reaper to absorb humanoid souls, then again, having it as an optional download couldn't hurt. There's probably more humanoids than all other creature types combined, and it always very much bothered me that I couldn't reap their souls. I could also upload optionals with Soul Reaper set at higher and lower values.
If you have TES5Edit you can easily set Soul Reaper to a number you're comfortable with. Just go to Perk->Soul Reaper and scroll all the way down until you see "EPFD - Data, Float: 0.100000". Set that to any number you like. So for example, 8% would be 0.080000.
Got a bit tired of SkyRe lately (trying to overhaul every aspect of the game doesn't work so well with certain areas), so I have been looking for other mods to fill the hole.
Are you planning on doing an overhaul of the alchemy-tree too?
Anyways, kudos to you!
Sorry for the long absence; been some months since I've returned to Skyrim. I thought I had addressed the skill-up bugs, and it was working last time I had tested the mod. Maybe I botched something before uploading or there was a difference in mods used/load orders on my end.
Either way, skill-up bugs should be fixed now! Thanks ripple for pointing out TES5Edit. Wonderful program! Cleaned my mod right up.
Couple other changes included in this version, and I'm really liking Soul Siphon at 10% and affecting all types of enemies. I play tested everything between 5% and 20%. I am interested in feedback on this, and if anyone would like to see other versions (+ -) let me know. Hopefully everything is working smoothly this time around.
Can you tell me which values govern the enchanting skill progress. I'm not too familiar with the CK but i really like this mod so i want to keep it and also still be able to level my enchanting.