Ohhh, this was why EZ's Disenchantable mod wasn't working. That mod let's you disenchant artifacts, but your mod changes the enchantments. Not compatible it seems. Hrrm.
Edit: This mod in case you were wondering: http://skyrim.nexusmods.com/mods/8157
The Necromancer's Amulet is still sort of underpowered; why not just do an approximate conversion of its Morrowind stats? In Oblivion the penalties could be offset by magic, and the amulet's bonuses were much, much more valuable despite the drawbacks, but in Skyrim the drawbacks are worse than the potential benefits.
The Necromancer's Amulet is still sort of underpowered; why not just do an approximate conversion of its Morrowind stats? In Oblivion the penalties could be offset by magic, and the amulet's bonuses were much, much more valuable despite the drawbacks, but in Skyrim the drawbacks are worse than the potential benefits.
The Necromancer's Amulet is still sort of underpowered; why not just do an approximate conversion of its Morrowind stats? In Oblivion the penalties could be offset by magic, and the amulet's bonuses were much, much more valuable despite the drawbacks, but in Skyrim the drawbacks are worse than the potential benefits.
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Edit: This mod in case you were wondering: http://skyrim.nexusmods.com/mods/8157
Also mace of Molag-Bal seems to absorb player's magicka at times.
I'll see what I can do.
I might be able to, though I'd have to figure out exactly what all of its enchantments do first.
Very excellent concept, can't wait to use them on my next play through.