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- Changelogs
-
-
Version 1.61c
- ********************************
v1.61c Changelog
********************************
* Patch Pack now includes updated patches for the most recent versions of Apocalypse (version 5.x) and Stealth Skills Rebalanced (v1.4)
* Added Corpse Preparation - True Necromancy patch to integrate the required soul-trap mechanics from both mods.
* Added Dwemer Certified patch to integrate DC's enchanting perks into EA's tree.
- ********************************
-
Version 1.61b
- ********************************
v1.61b Changelog
********************************
* Patch Pack now includes updated patches for the most recent versions of Apocalypse (v5.04) and Stealth Skills Rebalanced (v1.4)
* Added Dwemer Certified patch to integrate DC's enchanting perks into EA's tree.
- ********************************
-
Version 1.61
- ********************************
v1.61 Changelog
********************************
* Fixed Bound Weapons not soul trapping properly in SPERG Edition of the Mod
* Patch Pack now includes updated patches for the most recent versions of Apocalypse (v5.04) and Stealth Skills Rebalanced (v1.4)
- ********************************
-
Version 1.60
- ********************************
v1.60 Changelog
********************************
* BAIN installer/wizard now built into the mod file!
* Patch Pack updated to include Sneak-only module of Stealth Skills Rebalanced. An erroneous omission of the SPERG version of AWE & SeeEnchantments patches has also been re-added.
* Significant bugfixes and improvements to soul gem spellcaster traps:
-- All bugs that prevented picking up soul gems have been FIXED
-- While I was at it, I also fixed the annoying vanilla bug that allowed soul gems to sometimes dislodge themselves from the pedestal with their own spells. This wont happen anymore while EA is installed.
-- Majorly improved logic for the Essence Modulation effects, which means that:
--- You will no longer confusingly absorb gems through walls (you now must be able to see the gem before you will begin absorbing from it)
--- When multiple gem traps are in an area, the tracking script now fluidly shifts among them as you move, preparing to absorb the gem closest to you. (In the past, the single gem you could absorb was chosen at the moment you entered the dungeon or area, and never changed even if others were closer to you later, which led to strange behavior)
* Fixed one message that didn't change properly when choosing the new 1st Person
Messages option in the Requiem edition of the mod.
* Several minor MCM bugfixes, most importantly - some of the Interface options
previously looked like they reset after closing the menu, reverting visually to
their old value.
- ********************************
-
Version 1.50
- ********************************
v1.50 Changelog
********************************
Table of Contents:
01 - Global Changes
02 - Requiem Edition
03 - SkyRe Edition
04 - SPERG Edition
05 - Patch Pack
01 - Global Changes
===================
- Integrated SKSE into the mod in various ways (not required, but EA will recognize if you have it). Most significantly, this means installation is faster & less intrusive for everyone.
- Several options that used to be in the installer have now been migrated into the game itself:
- Better sorting is now the default, but can be toggled off in the MCM menu.
- Soul Gem Scarcity can be toggled in the MCM menu (but not if you install over an old version)
- If you do not have SKSE installed, you'll be asked to choose "Fast" or "Compatible" install in-game, instead of in the installer. With SKSE, installation happens automatically with no confirmation needed.
- EA now has an MCM option to toggle between 1st person and 3rd person style messages!
- An option to kick NPCs off of Enchanting Tables was added to the MCM menu
- You can now also adjust the Essence Nemesis absorbed power trigger % in the MCM menu
- Compatibility option added to MCM, which makes the mod ignore backpacks, pouches, etcetera - this should alleviate any remaining compatibility issues with EA dispelling custom effects.
- Moved all the "Fortify <magic> & Regen" enchantments from the domain of Soul Shaper rank 1 into the domain of Soul Shaper rank 2, and in exchange, moved all the "Fortify Magicka" and "Fortify Magicka Rate" enchantments back down to the domain of Soul Shaper 1. This makes more sense, since you can find simple Fortify Magicka/Rate clothing in the opening Helgen scene, so you ought to be able to use it earlier.
- Added support for all Dawnguard armor and weapons, meaning things like vampire armor and crossbows will now be subject to the same usage and disenchantment limitations as everything else.
- SPERG edition of the mod was added to this edition, with a fully redesigned perk tree combining the best from both mods!
- Installing over ACE is now natively supported (EA will properly respec all ACE Enchanting perks)
BUGFIXES:
- Fixed bug that caused bound weapons to dispel soul trap effects on the target being hit, if the player did not have the Mystic Binding perk.
- Fixed Essence Nemesis perk description to better reflect that it applies to ALL forms of soul trap
- Fixed erroneous stamina damage magnitude for EnchNightingaleSword04 (25 --> 20)
- Made another edit to the soul gem trap script to help fix the issue with being unable to grab gems
- Fixed some minor bugs with old installation process that allowed momentary disenchanting of things you shouldnt have been able to disenchant.
02 - Requiem Edition
====================
- Dragonborn is no longer required to use Enchanting Awakened's Requiem Edition!
- As mentioned above, added MCM option to switch over to 1st-person style messages, which seemed particularly important to improve the seamlessness of EA's integration into Requiem.
- Revamped the soul gem crafting system. Now, instead of requiring Soul Shaper rank 3 before you can even start crafting gems, things are more progressive. You'll be able to craft petty gems starting with the first rank of soul shaper, lesser & common gems with rank 2, and greater gems with rank 3. Grand Soul Gems will require Essence Modulation to craft, and Black Gems will require Essence Nemesis. Several perk descriptions were updated and clarified to reflect these changes.
- Added full support for the gem crafting system in Azirok's Hard Times. All the crafting recipes in Hard Times will be remapped onto the new Enchanting Awakened perk system for Soul Gem Crafting.
BUGFIXES:
- The Dispel Soulgems spell was removed from the list of Advanced Restoration perk choices, so it should be properly removed from existence now (since it doesn't work with Enchanting Awakened)
- Fixed a few enchantment descriptions on Artifacts & unique items to better reflect the fact that they will be less effective when used without the required perks. This should be clear now whenever it is the case (mainly just for Absorb Health, Absorb Stamina, and Paralysis effects)
03 - SkyRe Edition
==================
- Dragonborn and Dawnguard are no longer required to use Enchanting Awakened's SkyRe Edition!
- fixed some incorrect messages and labels for SkyRe Enchantments (places where "Pickpocket" was still being used instead of "Fingersmith," Fortify Alchemy instead of Fortify Speed, etcetera..
- Added installer options to properly set up the mod, depending on whether or not you are using the SkyRe Standing Stones module. The old version set the Atronach Stone back to vanilla Skyrim values even if you were using the Standing Stones module - this is now fixed.
- A few minor bugfixes to correct erroneous keywords on certain Magic Effects
04 - SPERG Edition
==================
- Official release of the SPERG Edition!
- Features a completely revamped PERK TREE:
- 2 new ranks of Soul Shaper have been added for a total of 5
- The five ranks of Soul Shaper are the new "Auto Perks" for the Enchanting tree, and will unlock automatically at the same levels as other SPERG perks.
- This also results in a lower required perk investment overall, to better fit SPERG's reduced perk points - the new tree has 9 unlockable non-automatic perks for each path, which is the same number as the original SPERG Enchanting tree.
- Soul Shaper rank 4 is a slightly modified version of the "Glittering Prizes" perk, which will allow you to craft and modify unique items no matter what path you choose, once it is unlocked (this perk seemed essential to keep available as an option for all enchanters).
- Soul Shaper rank 5 is sort of a combined version of Flames of Unrest/Glacial Introspection/ Stormflux Foresight, as you will see. The old place that these perks held in the perk tree has now been changed, and two SPERG perks have been inserted into the perk tree for each enchanting path instead:
- AETHER: Enchanted Weave & Artificer
- CORPUS: Magic Dust (buffed from 2x to 3x duration) & Preserver
- CHAOS: Imbue Potion (modified to be more random) & a new perk, "Flare Striker," based loosely on the weapon effect that used to be part of SPERG's Glittering Prizes.
- Enchanting Awakened will also properly respec all of your SPERG perks for you upon installing, and give you the correct new auto-perks in the Enchanting Awakened tree.
05 - Patch Pack
===============
- Please download the separate Patch Pack to install any of the following plugins:
- Frostfall compatibility patch ::: Edits Frostfall's portable "Enchanter's Circle" so that it now works correctly with EA.
- Stealth Skills Rebalanced patch ::: This plugin makes the stealth module of SSR work correctly with Enchanting Awakened. This mostly involved editing SSR's changes to the muffle enchantment to better fit into EA's system. Since Aether specializes in muffle, and also gives up some other powerful enchantments in exchange, I have slightly increased the muffle power of items for Aether specialists, and slightly decreased the values for anyone who does not have the Aether Strider perk unlocked. Here is a comparison chart:
SSR Muffle
20% - 25% - 30% - 40% - 50%
EA Muffle - Without Aether Strider
10% - 15% - 20% - 30% - 40%
EA Muffle - With Aether Strider
20% - 25% - 35% - 45% - 60%
- To reflect these changes, each item with a muffle effect will now display a value range in its description. For instance, an item that used to muffle the wearer's noise by 30% in SSR will now have a description that reads: "Wearer moves 20 - 35% more silently" - the first percentage is always the muffle value you will recieve without the Aether Strider perk, and the second value is the one you will recieve if you have the perk.
- Player-enchanted muffle items will now provide a 40% muffle effect instead of only a 25% effect, since this enchantment is only available to Aether masters. Keep in mind that any items you've previously enchanted will have their description changed, but their muffle power will not change - so you may want to get rid of them before installing the patch.
- Apocalypse Spell Package patch ::: Fixes the "Cloak of Souls" spell from Apocalypse so that it properly uses the Enchanting Awakened version of soul trap and benefits from all the Essence Perks.
- Animated Weapon Enchantments patch ::: Slightly updated to work with the new 1.50 version of Enchanting Awakened. As before, this will allow you to use the "Animated Weapon Enchantments" mod with Enchanting Awakened.
- SeeEnchantments patch ::: A new patch that gives you another option for changing the visual effects of enchantments. Will make the "SeeEnchantments" mod by SpiderAkiraC work with Enchanting Awakened. If you haven't tried this mod out before, I recommend it - the visual effects are quite nice IMHO.
- ********************************
-
Version 1.41SR
- -----------------------------------
v1.41 SkyRe Edition
-----------------------------------
Expanded installer, including Dawnguard plugin option.
A few last important tweaks to properly move the Fortify <magic> & Magicka Regen enchantments into the domain of Soul Shaper rank 1, as mentioned in the last version changelog. Should be good to go now - you can use and disenchant/enchant them with only Soul Shaper rank 1.
Altered all unique items and artifacts so that they are now usable without any required Enchanting perks or skill. Until now, many of them were affected by EA's system of dispelling enchantments you had not yet learned, and so they couldn't be used without the right perks.
This change is meant to reflect the fact that many of these items are intended to be divine, legendary, or otherworldly - like the Daedric Artifacts, for instance - and so you should be able to use them -- if you can obtain them -- without any Enchanting skill needed. Often, these items require completing a quest to obtain as well, which seems like it is already a worthy prerequisite for their use.
Here is what I have made usable:
-All Religious Amulets
-All Daedric Artifacts
-All Thieves' Guild Gear
-All Dark Brotherhood Gear
>except for shrouded boots & muffle items - I would have had to edit
the armor pieces themselves, but I decided against this in the
interests of maintaining maximum compatibility.
-All Dragon Priest Masks
>except for Volsung's Waterbreathing effect, which will only work for
Corpus Masters
-Skein of Magnus
-Archmage's Robes
-All the other unique weapon & armor items I could find (probably 40 or 50).
Pretty much any one-of-a-kind weapon or armor will be affected by this change.
>see the following caveat concerning "exclusive" effects though~
However, since so many unique weapons and armor use the "Exclusive" enchantments that are meant to be limited only to certain schools, I have had to compromise a bit, in order to keep these enchantments feeling exclusive. Here is what I did when such effects were found on unique items:
-Absorb Health: this effect will only work 50% of the time,
unless you have the Aether Strider perk
-Absorb Stamina: this effect will only work 50% of the time,
unless you have the Chaos Master perk
-Paralyze: this effect will only work 3% of the time,
unless you have the Corpus Guardian perk
-Muffle: All muffle effects are cut in half unless you have
the Aether Strider perk. This usually means items like
Predator's Grace, Ebony Mail, and the Nightingale Boots will
give you only a 50% muffle effect without the perk.
-Waterbreathing: This won't work unless you have the Corpus
Guardian perk. The one exception is the Deathbrand Helm. But
I have altered it so that, if you dont have the Corpus Guardian
perk, you must have all 4 pieces of the Deathbrand set in order
for the Waterbreathing effect to work on the helm.
Other Specific Notes:
-The Gauldur Amulet will need to be reassembled completely if you want to use it without Enchanting perks.
Compatibility Note:
Just a remark - I intentionally avoided editing any weapon or armor items themselves to preserve compatibility - these changes were made solely through editing the Enchantment effects associated with all the unique items. EA should remain relatively conflict free.
-----------------------------------
v1.30 SkyRe Edition
-----------------------------------
Fixed the bug that was allowing players to benefit from any & all enchanted items when worn. This included ones they shouldn't have had access to yet because of a lack of Soul Shaper Perks, and also even enchantments that were intended only for other school specialists to use.
Moved all Fortify <magic> & Magicka Regen enchantments into the domain of Soul Shaper rank 1. Early-game mages were at a severe disadvantage I realized as a result of the fact that these enchantments used to require Soul Shaper rank 3 & level 50 in Enchanting to even be able to gain a benefit when worn, not to mention to be able to enchant/disenchant them. The value of these Fortify & Regen enchantments was also lowered slightly to compliment this change, as they were one of the most valuable/expensive enchantments available.
Also put some finishing touches on integrating SkyRe's unique enchantments into the Enchanting Awakened system.
---------------------------------------------------
v1.00, 1.20 & 1.22 SkyRe Edition
---------------------------------------------------
Updated everything to be on par with the most recent update of the main mod file. See the changelog for version 1.10 & 1.20 of the main file for details.
Contrary to earlier versions of the SkyRe Edition of the mod, SkyRe's enchantments have all
been preserved exactly now, including Reflect Damage, Damage Resistance, and Fortify Movement
Speed.
Here is a list of how they have been divided up into Enchanting Awakened's seperate styles
of enchanting specialization, and how I renamed one or two of them:
Aether: Deadly Touch (Enchantment used to be called "Fortify Damage & Ignore Armor")
Aether: Conceal Identity (Dark Cowl effect)
Chaos: Fortify Speed (exclusive to Chaos - cannot be used by other specialists. Magnitude buffed considerably)
Chaos: Reflect Damage
Corpus: Bane of Dragonrend
Corpus: Resist Damage
Corpus: Prism (Enchantment used to be called "Fortify Damage & Magicka Resistance")
All other enchantments and effects were also kept the same as in SkyRE:
For example:
Chaos: Destruction/&Regen - (still affects MAGNITUDE of Destruction spells)
Corpus: Restoration/&Regen - (still affects MAGNITUDE of Restoration spells)
Chaos: Fingersmith - (still affects Pickpocket & Lockpick skills)
Aether: Fatespinner - (still the unique illusion-based & evasion effect)
However, Enchantment Item restrictions that SkyRe edited were restored to vanilla. This allows you to add
magic, archery, one-handed, two-handed, and other skills on all the same types of items you originally
could in vanilla skyrim (necessary because Enchanting Awakened's magnitudes are still a bit lower
than SkyRe's, and would be underpowered without the ability to put on numerous armor/clothing items)
Other things unique to SkyRe's soul trapping & Enchanting should all be preserved correctly.
- -----------------------------------
-
Version 1.41SGT
- 1.41 Soul Gem Traps Patch
----------------------------------------
Those with the Essence Modulation perk sometimes could not absorb any second power from soul gem traps after absorbing the first time. This was the result of a script loop locking up. The patch retroactively fixes the problem if you already have it, and prevents it from happening for everyone else.
This patch also fixes the bug that prevented people from being able to pick up soul gems after knocking them out of the soul gem traps.
- 1.41 Soul Gem Traps Patch
-
Version 1.41RQ
- v1.41 Requiem Edition
---------------------------------------
*Fixed a bug that was causing the "Aether: Dissolve Aura" enchantment to dispel magic effects on the player instead of the target being hit by the enchanted weapon.
*Added and/or fixed about 20 more unique enchanted items, which will all now be usable without enchanting perks (see the last changelog). I also have set up most of the unique items that use "exclusive" enchantments that are meant to be reserved to only the masters of one specific school of enchanting so that they will be slightly less effective. Absorb Stamina/Health, for instance, will only work 50% of the time on unique and artifact items if you don't have the correct master Enchanting perk that's normally required to learn those enchantments. Similarly, muffle effects on unique items will only be 50% as effective in most cases, unless you have the Aether Strider perk. For further details, see the main file changelogs for versions 1.40 & 1.41 - the changes to the Requiem edition are pretty much identical.
v1.31 Requiem Edition
---------------------------------------
*Some extra tweaking to finish transfering Fortify <magic> & Magicka Regen enchantments to be useable with Soul Shaper rank 1. They work as intended now and can be disenchanted after unlocking the perk.
*Fixed a bug that was resulting in Standing Stone powers being dispelled from characters (the Requiem version of the stone powers shared effects with certain enchantments, which was causing the problem).
*Fixed similar bugs relating to several Quest-unique permanent skill buffs being dispelled also.
*Went through ALL unique and artifact-type items, making most of them usable without any skill in enchanting required, in order to signify their divine/unique/one-of-a-kind status, and to allow their use by characters who might not want to invest a lot in enchanting. These items can now all be used without needing to have any particular enchanting perks unlocked:
-All religious amulets
-All Daedric Artifact Armor & Weapons
-All Dragon Priest Masks
>excluding waterbreathing effect mask, which is only usable by Corpus specialists
-Predator's Grace boots, Savior's Hide, Necromancer Amulet, Miraak's Robes, Frostmere
-Aetherial (Dwarven) artifacts unique to Requiem
-All Thieves Guild/Nightingale armor & weapons
>excluding muffle effect items, which are only usable by Aether specialists
>excluding Nightingale Sword - its absorb stamina effect will only work for Chaos
specialists, and its absorb health effect will only work for Aether specialists.
-All Dark Brotherhood armor & weapons
-And other stuff I'm probably forgetting
v1.30 Requiem Edition
---------------------------------------
*Fixed the bug that was allowing players to benefit from any & all enchanted items when worn.
-This included ones they shouldn't have had access to yet because of a lack of Soul Shaper perks, and also even enchantments that were intended only for other school specialists to use. The mod's system of auto-dispelling the effects of these enchanted items now works as intended.
*Moved all Fortify <magic> & Magicka Regen enchantments into the domain of Soul Shaper rank 1.
-Early-game mages were at a severe disadvantage I realized as a result of the fact that these enchantments used to require Soul Shaper rank 3 & level 50 in Enchanting to even be able to gain a benefit when worn, not to mention to be able to enchant/disenchant them. The value of these Fortify & Regen enchantments was also lowered slightly to compliment this change, as they were one of the most valuable/expensive enchantments available.
*Finished fully integrating the rest of Requiem's enchantments into EA's system
-Illumination now requires rank 3 of soul shaper to be used.
-The 2nd & 3rd ranks of all enchantments were properly integrated into the auto-dispel system
*Re-added the missing Enchantment Perk features from Requiem, and integrated them into the perk descriptions to make things clear. These additions & changes include:
-Soul Shaper rank 2: You can now recharge weapons with filled soul gems
(you can still turn this requirement off in Requiem's MCM menu if you want)
-Soul Shaper rank 3: You can now craft soul gems from rare minerals (Petty thru Greater size)
-Essence Modulation: You can now craft Grand Soul Gems from rare minerals
-Essence Nemesis: You can now craft Black Soul Gems under the moons (at midnight)
*Soul Gem Crafting Details:
-Black Soul Gem crafting used to require the Necromancer Amulet, but I have now set it up so you can craft Black Soul Gems -EITHER- if you have the Essence Nemesis perk, -OR- if you have the Necromancers Amulet (seemed good to balance Essence Nemesis against Essence Modulation, since Chaos Enchanters wont be able to create Grand Gems, but they -can- create Black Gems now).
-Expanded the Black Soul Gem crafting time window from 1 hour to 2 hours (11pm to 1am)
-Also made the soul gem recipies require one less ingot of moonstone & quicksilver once you reach level 100, and added option to craft Black Gem from these ingots too, so that an empty Grand Gem is not necessarily required to make a Black Gem.
*For any Soul Tomato enthusiasts, I have compensated for the fact that this item will no longer catch souls by editing the recipe slightly and allowing you to still get something fun out of it. I'll let you figure out the details. :-D
v1.00 Requiem Edition
-----------------------------------
Notes about how ENCHANTING AWAKENED was integrated into REQUIEM:
Requiem-unique Enchantments: What was kept, and what I renamed it to ~
Fireburst -> Chaos: Fireburst
Arcane Power -> Chaos: Arcane Affliction
Toxicity -> Chaos: Toxicity
Shockburst -> Aether: Shockburst
Spellbreaking -> Aether: Dissolve Aura
Illumination -> Aether: Illumination
Frostburst -> Corpus: Frostburst
Annihilation -> Corpus: Anguish
Force (Rank I) -> Corpus: Impact
Force (Rank II)-> [REMOVED]
Elemental Fury -> [REMOVED] - (Chaos Damage makes this redundant)
Also, a new mechanic has been implemented for gaining access to the Requiem-unique enchantments listed above. Instead of gaining a lesser power which you can use to convert 5 daggers & 3 soul gems into a pile of enchanted weapons, as was granted through one of the Requiem perks, this version of the mod will send you a message at the Enchanting Table once you have unlocked the master perk for your particular style/path in the Enchanting Tree.
The message will inform you that if you bring an Iron Dagger & a Grand Soul Gem to the Arcane Enchanter, you will be able to create a new & unique enchantment. You can then repeat this process up to 3 times in total, and you will gain access to the enchantments listed above for your particular style of enchanting (only twice for the Aether style, since "Illumination" is already available as an enchantment through vendors & as random loot).
Many of the other vanilla-based enchantments have been renamed along the way, as you will see. Mostly to my owntastes (this is part of how I enjoyed myself while making this patch :-D). For instance, I changed all the enchantments that start with "Ably" (like "Ably Berserking" - probably the silliest-sounding one for me, at least), and I changed a number of other names too. For instance, Spellbane was the name for magicka damage, but Flamebane & Icebane were resist skills. Thus the use of "bane" felt a little confusing or inconsistent between these differeing enchantments, so I changed Spellbane. In my opinion the enchantment names are much improved, but still distinct from vanilla names to preserve the uniqueness of Requiem, so I hope you like them!
The percent chance to paralyze with the paralysis enchantment was changed to a default of 2% - to match the way it exists currently in Requiem. If you want to increase this chance, simply change the ParalysisPercentChance variable in the console (see the website for other adjustable EA settings)
Several effects from Enchanting Awakened were made to be more in line with Requiem's original settings (duration of Fear & Turn effects were reduced significantly, for instance, to be closer to Requiem's).
Fortify Heavy & Light armor are now known as Steelskin & Skeeverskin. They will fortify your Heavy & Light armor skills once again, instead of your Armor Rating as it was in Requiem originally (too difficult for me to tweak and rebalance the armor rating buffs without causing potential issues).
All the other unique features of Requiem have been preserved in almost every case (like some enchantments having a rank 1 and a rank 2, or their own unique non-vanilla effects, etcetera).
One thing to note: The "Soul Tomato" soul gem wont absorb souls anymore after you install Enchanting Awakened. If you don't know what that is, then this probably isn't that important, hunh? :-D
Another thing to note: Soul Shaper rank 2 will be needed to recharge weapons with soul gems (instead of Enchanter 20) - (but you can still turn this option off in the MCM menu)
Enjoy the patch everyone!
- v1.41 Requiem Edition
-
Version 1.41BoS
- 1.41 Bane of Souls Patch
----------------------------------------
The Bane of Souls power granted by Essence Modulation was buggy, and had the potential to sometimes produce stacking harmful effects on the player or follower, in addition to the enemies it was intended to affect.
This patch fixes the problem for any current version of Enchanting Awakened. Just install and put after other EA files in your load order, or use BOSS. The fix will be integrated properly into version 2 in the coming months.
- 1.41 Bane of Souls Patch
-
Version 1.41
- --------------------------------
Version 1.41 MAIN
--------------------------------
Fixed the Atronach Stone being dispelled if you didn't have Soul Shaper rank 2
Fixed about half a dozen Unique/Artifact item enchantments that weren't yet working without perks as intended (see last version notes)
Modified description of two or three effects on Unique items, to make it clearer that they will be somewhat less effective unless you are a master of the right school (see last version notes)
Also an errata from v1.40:
Contrary to my statement that you can use all DB items without perks now, the Dark Brotherhood items with a muffle effect WON'T be usable without the Aether Strider perk. This is because they are linked to the same basic muffle enchantment used by common items, and the only fix would be to edit the armor items themselves. I'd like to avoid that for now and stick to editing enchantment effects only, to maintain maximum compatibility.
--------------------------------
Version 1.40 MAIN
--------------------------------
Altered all unique items and artifacts so that they are now usable without any required Enchanting perks or skill. Until now, many of them were affected by EA's system of dispelling enchantments you had not yet learned, and so they couldn't be used without the right perks.
This change is meant to reflect the fact that many of these items are intended to be divine, legendary, or otherworldly - like the Daedric Artifacts, for instance - and so you should be able to use them -- if you can obtain them -- without any Enchanting skill needed. Often, these items require completing a quest to obtain as well, which seems like it is already a worthy prerequisite for their use.
Here is what I have made usable:
All Religious Amulets
All Daedric Artifacts
All Thieves' Guild Gear
All Dark Brotherhood Gear
All Dragon Priest Masks
>except for Volsung's Waterbreathing effect, which will only work for Corpus Masters
All the unique weapon & armor items I could find (probably 40 or 50). Pretty much any one-of-a-kind weapon or armor will be affected by this change.
>see the following caveat concerning "exclusive" effects though~
However, since so many unique weapons and armor use the "Exclusive" enchantments that are meant to be limited only to certain schools, I have had to compromise a bit, in order to keep these enchantments feeling exclusive. Here is what I did when such effects were found on unique items:
-Absorb Health: this effect will only work 50% of the time, unless you have the Aether Strider perk
-Absorb Stamina: this effect will only work 50% of the time, unless you have the Chaos Master perk
-Paralyze: this effect will only work 3% of the time, unless you have the Corpus Guardian perk
-Muffle: All muffle effects are cut in half unless you have the Aether Strider perk. This usually means items like Predator's Grace, Ebony Mail, and the Nightingale Boots will give you only a 50% muffle effect without the perk.
-Waterbreathing: This won't work unless you have the Corpus Guardian perk. The one exception is the Deathbrand Helm. But I have altered it so that, if you dont have the Corpus Guardian perk, you must have all 4 pieces of the Deathbrand set in order for the Waterbreathing effect to work on the helm.
Other Specific Notes:
-The Gauldur Amulet will need to be reassembled completely if you want to use it without Enchanting perks.
-I have decided NOT to make the "Fortify <Magic>" effects on these items work without Enchanting perks, mainly because it is necessary to leave them alone for now in order to still provide the installer option to "empower" your Fortify Magic enchantments, and to then have that option reflected in these items. (This discrepency will most likely be taken care of in later versions of the mod):
Vokun Mask
Miraak's Robes
Nightingale Hood
Archmage's Robes
Compatibility Note:
Just a remark - I intentionally avoided editing any weapon or armor items themselves to preserve compatibility - these changes were made solely through editing the Enchantment effects associated with all the unique items. EA should remain relatively conflict free.
--------------------------------
Version 1.31 MAIN
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A few last tweaks to properly move the Fortify <magic> & Magicka Regen enchantments into the domain of Soul Shaper rank 1, as mentioned in the last version changelog. Should be good to go now.
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Version 1.30 MAIN
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Fixed the bug that was allowing players to benefit from any & all enchanted items when worn. This included ones they shouldn't have had access to yet because of a lack of Soul Shaper Perks, and also even enchantments that were intended only for other school specialists to use.
Moved all Fortify <magic> & Magicka Regen enchantments into the domain of Soul Shaper rank 1. Early-game mages were at a severe disadvantage I realized as a result of the fact that these enchantments used to require Soul Shaper rank 3 & level 50 in Enchanting to even be able gain a benefit from wearing these enchantments, not to mention to be able to enchant/disenchant them. The value of these Fortify & Regen enchantments was also lowered slightly to compliment this change, as they were one of the most valuable/expensive enchantments available.
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Version 1.20 MAIN
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Fixed the "health gain bug" that caused players to gain 4 health points when the mod was installed.
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Version 1.10 MAIN
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Renovated and expanded the Installer.
Added an option to the installer that will allow you to change all Fortify <magic type> Enchantments so that they will modify the POWER of spells instead of reducing the cost.
-this is really meant to be a temporary touch-up until I fully implement some more interesting changes to Fortify Magic enchantments in version 2.0
The "Fortify <magic> & Magicka Regen" enchantment remains unchanged, and will still only reduce casting cost, in addition to its high regen effect. However, the power of these enchantments has been buffed slightly as well so that they will lower costs slightly more (if you choose the above fortify power instead of cost option)
Converted the Shield of Solitude into its own unique enchantment called "Solitude's Respite." It improves magic resistance & blocking skills. This will belong to the Aether Style (I have updated the image listing Aether skills accordingly).
Removed MagicDamageFire keyword from Stamina Damage Enchantment. This was a vanilla bug, and it allowed the enchantment to benefit from the Augmented Flames perk.
Fixed Notched Pickaxe to be disenchantable once again (recently found out that the USKP had changed it so you couldn't disenchant it anymore). It remains in the Corpus school, and I think its appropriate to keep around.
Removed all Magic Skill linkages from enchantments. This way enchantments will no longer be improved by your Magic Skill levels. This is mostly a balance-oriented change, especially now with the introduction of magic enchantments fortifying power instead of reducing cost.
Reduced XP gain for the Conjuration skill when using Soul Trap. It now only gives half as much XP to Conjuration (since this mod considers it more of an Enchanting skill)
Changed the effect descriptor of Silent Moons Enchantment from "Light damage" to "Moonlight damage"
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- Author's activity
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February 2018
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06 Feb 2018, 7:32PM | Action by: egocarib
Attribute change
Description changed.
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06 Feb 2018, 7:31PM | Action by: egocarib
Attribute change
Description changed.
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06 Feb 2018, 7:28PM | Action by: egocarib
Attribute change
Description changed.
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06 Feb 2018, 7:21PM | Action by: egocarib
Attribute change
Summary changed.
Description changed.
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- Mod page activity
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May 2025
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14 May 2025, 10:36AM | Action by: wizzyoshi
Endorsed
'Enchanting Awakened'
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08 May 2025, 6:09PM | Action by: Maledrix
Endorsed
'Enchanting Awakened'
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04 May 2025, 11:41AM | Action by: R3aV0EuZ
Untracked
'Enchanting Awakened'
April 2025
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26 Apr 2025, 2:41PM | Action by: LinkFromZelda
Endorsed
'Enchanting Awakened'
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05 Apr 2025, 9:49AM | Action by: raidislamy
Endorsed
'Enchanting Awakened'
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03 Apr 2025, 10:08AM | Action by: alifaldian999
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'Enchanting Awakened'
March 2025
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10 Mar 2025, 4:04AM | Action by: kittycitte
Endorsed
'Enchanting Awakened'
February 2025
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28 Feb 2025, 7:17PM | Action by: kalidhos
Untracked
'Enchanting Awakened'
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27 Feb 2025, 6:21PM | Action by: deathwolf9000
Endorsed
'Enchanting Awakened'
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26 Feb 2025, 2:27AM | Action by: SupremeMyrmidon
Endorsed
'Enchanting Awakened'
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24 Feb 2025, 8:26PM | Action by: Bloodedboar
Tracked
'Enchanting Awakened'
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09 Feb 2025, 12:39AM | Action by: Nefilime
Endorsed
'Enchanting Awakened'
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03 Feb 2025, 6:10PM | Action by: TheCelt990
Tracked
'Enchanting Awakened'
January 2025
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12 Jan 2025, 9:52PM | Action by: Mackondoh89
Endorsed
'Enchanting Awakened'
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01 Jan 2025, 6:52PM | Action by: Le077
Endorsed
'Enchanting Awakened'
December 2024
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30 Dec 2024, 11:49PM | Action by: GrimReaper45
Endorsed
'Enchanting Awakened'
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17 Dec 2024, 2:58AM | Action by: w340464144
Endorsed
'Enchanting Awakened'
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11 Dec 2024, 7:14AM | Action by: johnofive0
Tracked
'Enchanting Awakened'
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04 Dec 2024, 1:56PM | Action by: Ulliss0802
Endorsed
'Enchanting Awakened'
November 2024
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28 Nov 2024, 10:25AM | Action by: NoldorDinendal
Endorsed
'Enchanting Awakened'
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