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Version 2 Development (75 comments)

  1. egocarib
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    My Windows OS crashed a few weeks back which has pretty much cut me off from being able to work on the mod, unfortunately. Not sure when I'll be able to get a new rig, hopefully in the coming few months. Until then there wont be much happening with the mod.

    Have fun in there in the meantime, everyone
    1. Sir Elmiz
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      That's a bummer! And I know how it feels, because this is my second computer with Skyrim installed, because the first fried, LITERALLY!

      Anyways, now I've got a new character, a sneaky dunmer, which won't be using enchanting at all. So I can wait.
    2. Avastgard
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      Any news on your rig?
    3. egocarib
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      Just got a new one yesterday, which I'm pretty happy about.

      Still need to reinstall a ton of stuff and migrate all my old files, but I'll get there eventually.
    4. Richardo11
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      ALLWAYS important stuff, games and games characters in a SECOND hard disk is pie-easy and that fustration of reinstalling and lossing thing wont happen or will be minimised

      Not lecturing no one though
    5. Avastgard
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      Not to put pressure, but do you still intend to work on version 2?
    6. egocarib
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      My hard disk was fine, and I didn't lose any files - my OS partition was just fried.

      I do intend to finish version 2, but I'm not committed to any particular timeline right now. My new computer isn't able to run Skyrim very well, so it's hard to test changes that I make to the mod.
    7. Laskeri
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      That's sad to hear, but understandable. I look forward to whenever you are able to finish this mod - of course I'm waiting on a couple mods so adding one more to the pile doesn't hurt (I kinda got burnt out on re-modding Skyrim over and over again so taking a break from it seems to be working out.)
    8. vlainstrike
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      I really hope you're still planning on releasing version 2 of Enchanting Awakened (along with PerMa compatibility). EA is a wonderfully unique mod, and I believe would go a long way towards improving one of the few weak spots found in PerMa.
    9. vlainstrike
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      Update: Actually, after carefully comparing Perma to Ordinator, I'm probably going to go with Ordinator. I don't know if someone else will be willing to patch EA with Ordinator before you return or not.

      I've put in a request to ServantOfSin for one, since he merged CACO to Ordinator. But if he doesn't, I really hope you will consider creating an Ordinator patch.

      This is such an awesome mod, I really want to be able to use it!
    10. flighter
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      hello!
      I see that the current version (1.61) installer has support to SkyRe, SPERG. Please implement and Ordinator support as well if it is possible.
      Or is the mod already compatibile with that?

      thx.
  2. egocarib
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    VERSION 2 DEVELOPMENT
     
    progress update, October 2014:
     
     - I've been working on a fancy new flash menu to display your progress as you learn more about different enchantments.
     - I have built out the INI framework. A new EnchantingAwakened.ini file will ship with the mod. The INI lets you
    ..... ~ Move enchantments into any school you want (Aether/Chaos/Corpus).
    ..... Move enchantments into any Soul Shaper tier that you want (this determines which rank of Soul Shaper you will need
    ....... before you can disenchant items with the enchantment).
    ..... ~ Add enchantments from other mods to EA's schools & tiers - they will get the same bonuses and restrictions as any
    ....... other enchantment in their school/tier. You can also optionally specify which learn mechanic to use for enchantments.
    ....... So, for example, if you're using the Wintermyst mod, you can add the "Maze" enchantment to the INI (Maze = Blocking
    ....... an attack causes the attacker to disappear temporarily), and specify that it should use "block" learning mechanics. This
    ....... way, you will get better at Maze the more you block (it will use the same learn mechanics that I developed for the Fortify
    ....... Block enchantment). I already built out INI entries for all the Wintermyst enchantments so they'll be ready to go for
    ....... anyone who wants to use the mods together.
    ..... ~ Designate which enchantments will be the "exclusive" enchantments for each school.
    ..... ~ Exclude specific items or enchantments. Or exclude entire mods. EA will not change any excluded items/effects.
    ..... ~ Change the prefixes added to the name of enchantments in each school.
    ..... ~ Edit the power of enchantments and the rate at which you learn them while using them.
     
    There are a few bugs here and there that I've been ironing out. One of them was particularly nasty, took me over a week to figure out the problem, so that slowed down progress considerably. Right now I'm finishing up some last touches on the Flash Menu to get it in game working right, and then I have a lot of miscellaneous smaller tasks to complete. For instance, a few enchantments (like paralysis or waterbreathing) need to have special logic added so that it is possible to "learn" them over time and gradually get better (increasing the % chance to paralyze, or the time you can spend under water...) These details will each require their own special workarounds to make them work right.
     
    Rest assured I'm very busy working on the mod whenever I can. My job keeps me pretty distracted during the week, though I usually get an hour or two each night to work on things. And the weekends have been much more productive.
     
    I'm taking my time because I want to make sure everything is right, and I tend to overcomplicate things. But that just means they'll be all that much cooler for you guys when they're done!
     
    progress update, September 2014:
     
     - Learning system framework is about 90% complete. This has been a huge amount of work, but it's getting there! Since
    ....I have been focusing so intently on the learning system, most other features haven't been touched in a while.
     - I have been building an internal SKSE plugin framework to track weapon enchantment learning and enable other cool stuff.
    ....Enchant Reload Fix will most likely be combined into Enchanting Awakened 2.0, since it was the basis for this framework.
     
    past progress highlights:
     
     - If you don't have the perks required to disenchant an item, it will now show up in your Disenchant menu when you're at the
    ....enchanting table, you just won't be able to choose it (and a message will say you're not skilled enough to disenchant it yet)
     - Clothing/items are no longer removed from your character at the enchanting table if you don't have the perks to disenchant
    ....them, since I have figured out a way to prevent disenchanting while still leaving them in your inventory (via SKSE plugin).
     - Custom Enchanting Tables added by other mods are now natively supported
     - Azura's Star has been customized to "accumulate" smaller souls over time until it reaches full Grand Soul capacity.
     - Bugfixes and Improved AI for follower soul trapping.
     - I've figured out how to hook into the game engine inside the Enchantment Crafting Menu, which means I'll now be able to
    ....properly adjust experience earned when disenchanting weapons, so it will show up in your experience bar.
     - Major script optimizations across the board. Vast chunks of script are being removed from the mod entirely, and the rest
    ....is being enhanced & rewritten. Everything is now simpler, faster, more efficient, more compatible, and ultra-lightweight.
     
    SKSE will be required from 2.0 onward (and old versions of the mod will need to be uninstalled before upgrading).

    FEATURES: If you have suggestions for features that should be added to version two, or changes to make to existing features, feel free to put them down here as well. (But please refrain from asking for the obvious, like things I've already said will be fixed in the FAQ).
     
    BUGS: Please make bug reports here so I can more easily track them.

    CURRENT BUG TRACKER:
     - After reloading the game, enchanted weapons consume charges more quickly (Solved - Download Fix Here)
     - Bandolier Bags Carry Weight values are changed by Enchanting Awakened (Can't Replicate Problem)
     - One set of Black Mage Robes requires the wrong Soul Shaper perk to disenchant (Solved)
     - Solitude's Respite cannot be enchanted onto any item (Solved)
  3. skyrimglee9
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    Love the work,
    1. I seem to have messages unchecked in the MCM.. Any way to turn off notifications such as "Your enchantment has begun to fade" ?
    2. The Optional Plugin: "Less Filled Soulgems from Merchants" is checked, but greyed out. Is it supposed to be uncheckable?
    Thanks! :)
  4. egocarib
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    Thanks for the additional suggestions, keep them coming.

    I already have plans to allow you to "cleanse" items, which will remove the enchantment without destroying the item. I haven't figured out what will be required or anything like that but it should be quite easy to add this feature.

    About disenchanting artifact/unique items - it's an interesting idea, though the biggest problem I think would be trying to fit those enchantments into one of the three enchantment styles, and determining what kind of perk bonuses should be applied to them. My gut reaction is that it sounds like it could get pretty complicated. I haven't done much work on the perk bonuses yet so I'll think about it when I work more closely on those.

    Enchanted arrows are a maybe. They're actually really hard to make, the vanilla game doesn't support them so it requires a lot of complicated scripting to get it to work (and I think there's already an enchanted arrow mod with lots of flashy effects like you describe, which I'm pretty sure is already compatible with EA).

    I actually kind of like the idea of creating items that could grant your weapons temporary enchantments in battle. I'll add it to the idea board.
    1. SinisterZinn
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      Another way to tackle enchanted arrows would be that the bow itself applies a random enchantment on hit. Not sure if that would be more work or not but just threw that thought out there. Mod looks great but I won't use it just yet as I'm afraid of how it will interact with the Bandoliers mod and I can't afford to loose all the extra pockets for the stolen stuff just yet. Perhaps when V2 comes out I'll give it shot
    2. Sacremas
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      PerMa does something like the user above suggested, you get powers from Enchanting tree like "great thunderbolt" and when you fire an arrow with that active it costs magicka and fires a thunderbotl along with the arrow (with an absolutely atrocious aim). Would something similar be possible to implement, and have it either drain charges faster from the bow, or from your magicka, and increase your enchanting skill with the enchanting determining the strength of the effect (PerMa it's Destruction that determines it, which burns Archers somewhat)? Another option would be unique (Cross)Bow enchantments limited to ranged weapons.
  5. egocarib
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    I just finished working out the new Azura's Star tweaks.

    You can now accumulate souls in Azura's Star to slowly add up to a larger size soul. It takes 12 petty souls (or six lesser souls) to add up to a grand size soul (3000 soul energy, which is the maximum). Each new soul captured adds its soul energy value to the total stored in the gem. Based on pre-existing game settings, souls are worth:

    petty-250 energy
    lesser-500 energy
    common-1000 energy
    greater-2000 energy
    grand-3000 energy

    I also fixed a bug with followers soul-trapping, and made Azura's Star work for followers too -- I tested it and it all works very nicely

    So you can hand over Azura's star to your follower if you want, and let them slowly fill it up to grand soul size as they kill skeevers during your adventures. I'm also including an MCM option that lets you choose whether soul trapping should give preference to putting souls in Azura's Star first, or other "normal" gems when available.


    In other news, the tracking script and enchanting table system is all finished and also working extremely well. As I mentioned I planned to do awhile back, your clothing is no longer removed while you're at the enchanting table if you don't have the perk needed to disenchant it. Spent a lot of time making major performance improvements to existing scripts as well, among other things here and there.
    1. corpseletter
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      It caps out at 3000 energy, right? Even if, say... you initially have 2000 energy on it then soul trapped something worth 3000. It'll just bring it to the max?
    2. billygoat654
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      great to hear this is still being worked on. im on a break from skyrim but once this and maybe one or two other things get an update ill be jumping back in. looking forward to 2.0
    3. Stankbeetle
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      I probably won't be replaying Skyrim until version 2 of this mod is complete. I am a big fan of the mod and wouldn't want to play without it, but was never a fan of the mechanic that forced players to get echanting skill to use enchantments effectively.

      I think the changes you are working on are really going to make this mod shine like never before. I really do hope you finish it this year.

      I
    4. Sacremas
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      Hey, sounds very nice, but can you also take a look at this mod that changes Azura's Star potentially? http://www.nexusmods.com/skyrim/mods/53004/?

      I'd really appreciate it if the accumulation could work for the various "versions" of the star you get in that mod!
  6. Avastgard
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    Another suggestion: add an in-game book containing lore about the whole enchanting awakened thing and, more importantly, the list of the three paths/schools and each one's respective enchantments, so you have a nice, lore-friendly way to be reminded of which enchantments you'll get by committing to one School.
     
    1. egocarib
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      Thanks, will try to do that when I have time!
    2. Kinkybabe
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      Mind if I write that book? :3 I know I just wrote a paragraph about why I love this mod but had to remove it, but that doesn't mean I don't love this mod.... err. yea... anyway.
    3. egocarib
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      If you really want to, go for it

      I'd definitely consider including the content.
  7. Richardo11
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    whoaaa that flashy menu is just... well no words, any thing like this in any mod so far i know, Jisss man, that is aweful... widh you have finished it, finishing my mod list that has been going on for more than a couple of weeks .... How knows, maybe i get lucky
  8. KakushiSenshi
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    Will version 2 require a new game or will we be able to upgrade an existing character?
  9. Syq111
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    I hopr it will be more integration with others mod like reapers dark tower,colorfull magic etc
  10. Ebonhawke
    Ebonhawke
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    I really love the idea of Azura's Star accumulating souls until it fills up to a Grand Soul. Great work!


  11. Locksley
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    I really like that you can not boot someone who is using the enchantment table but it would be nice to have options to use your skills to convince the user to let you have a go.
    1. Convince through speech check
    2. Intimidate
    3. Pay for use
    4. You show a few tricks of the trade (high enchantment skill)

    How easy it is to convince someone. Check there skill, faction, magic skills, enchanting skills etc. Someone who is of a high order might not take intimidation kindly and might call the guards. High enchantment skill will apriciate others with high skill. Confidence setting might play a role in how easy they will relinquish the table. A gift might work.

    Or you get a time spot. "I'm ready in one hour!"; then you can either use wait, or do something else and hope you remember your appointment.

    All this is just icing on the cake but something to interact with the user would be really nice

    Love you work!
    1. egocarib
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      Cool ideas. Dialogue is one of the few things I haven't really tried modding before, though, so I have a little learning to do first Not sure if it can make it into the beta but I'll definitely keep it in mind.
  12. jakejoachim2013
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    Will you want free gift @egocarib for making this awesome mod.