Enchanted weapons recharge over time for you and optionally for your followers aswell. Recharge speed is based on your enchanting skill. Affects all weapons and staffs in your inventory.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
Don't be a jerk.
File credits
The Skyrim modding community.
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Added Chinese translation by intgl.
- Added Spanish translation by GoldenblooD.
- Added Italian translation by StefOmega.
Version 3.0.2
- Added Russian localization by Moorichka.
Version 3.0.1
- Added French localization by badmoon22.
- Fixed a very minor mcm bug.
Version 3.0
- Moved all heavy papyrus scripting a c++ skse plugin. It's alot faster now.
- Weapons no longer have to be removed from the players (or followers) inventory at any point. This caused incompatibilites with some mods and caused items to complete disappear sometimes.
- Favorited and/or hotkeyed weapons will no longer suffer from not having the bar update as they are recharged.
- Added recharge experience (disabled by default). It actually was added in an earlier version but I didn't make a changelog for that version.
Version 2.0
- Total reboot with improved script and mcm.
- Added mcm option to reduce script load but with the side effect of your weapons not visually updating their charge in your inventory.
- Fixed the annoying bug where your weapons would get unequiped and unenchanted weapons would have their hotkey removed after leaving a workbench.
Version 1.3.2
- Fixed a bug with the feature that allows you to change soul gem capacity.
Version 1.3.1
- Fixed an issue that caused MCM to break in rare cases when updating to version 1.3.
Version 1.3
- Added the option to make the script not run during combat.
- Added the option to modify soul gem values. If disabled (default) it will not conflict with other mods that also dynamically change these values (Which probably are none).
- Lowered recharge speed by half but increased the maximum multiplier from 20 to 50.
- Fixed a bug that could cause a weapon to not recharge to full if equipped immediately after taken from a container.
- Removed SkyUI as a requirement. It never truly was a requirement but if not installed you would have to add the recharge spell to yourself through the console. I still recommend SkyUI though as otherwise configuration has to be done through the console.
- Changed almost all mcm text from hard-coded to script properties. This means that the mod can easily be translated if anyone wishes to do so. Send me a pm if you need more info.
Version 1.2.1
- Bound weapons will no longer be unusable while the mod is active. (The only way I could think of to check if an item is bound is if it's weight is zero. I'm pretty sure there are no zero weight actual weapons in the game. If I'm wrong or someone knows a better way to do this please let me know)
- Enchanting an equipped weapon will no longer require it to be re-equipped.
- Weapons taken from a container will no longer appear to be gone until the container menu is closed.
Version 1.2
- Recharging is now based on game time. This means that you can now wait or sleep to recharge your weapons.
- Added the option to "normalize" recharge speed. This will make all weapons recharge equally fast percentage wise.
- Multiple weapons of the same base type can now all be recharged. Though there are some minor side effects. For example if you have a daedric sword equipped and a daedric sword in your inventory, the equipped daedric sword will recharge twice as fast. Nothing that should break the mod or your game though.
- Overcharging should no longer happen. UNLESS you have two weapons of the same base type enchanted with different sized soul gems.
- The mod can now properly identify which weapons are enchanted and which ones are not. This makes the script run alot faster under certain conditions.
- The bug where enchanting an item would cause it to reset to zero charge and not recharge should no longer occur.
Version 1.1.3
Greatly improved script consistency. Badly timed events should no longer cause problems.
Version 1.1.2
Fixed a bug where items sometimes would get removed if the script was running while storing or selling items.
Version 1.1.1
MCM menu should no longer be slow to register.
Version 1.1
Added follower support.
Favorited weapons will no longer have their hotkey removed.
No longer re-equips weapon if sheathed to prevent overcharge. This is solved through other means.
This mod will make all enchanted weapons in your inventory recharge over time based on your enchanting skill level. You can enable the mod to work for followers aswell. Soul gems can still be used as a quick boost to recharging. The mod has a configuration menu where you can tweak some variables such as recharge speed and enchanting skill scaling. It's up to you to balance this mod in your own game.
Requirements:
Requires the latest version of SKSE and it's recommended that you use SkyUI along with this mod. If you don't want to use SkyUI you can either get SkyUI-Away or configure the mod through the in-game variables which are all prefixed with PWER_.
Compatibility:
Recharging works on enchantments added by other mods. Should not conflict with other mods. Load order doesn't matter.