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Jeffreybar

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jeffreybar

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19 comments

  1. Naimadpl
    Naimadpl
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    Some people say: I don't understand the point of this mod, if you don't want to be OP just dont use potions and items to make OP Equipment.

    Yeah but some people like me doesn't like to not use something that is OP just to make me not OP, but if the option in game is deleted then it's better because I can't make my self OP, but still I will be using 100% of what I can from the game. In simple words: BALANCE IS NEEDED.


    Changing these buffs to others not working for Special Edition T.T , only the nerf version works. Or it would be great to just put limit that only ONE of that is working, if you have second item with the same buff it won't work. That would be great too. Because it have no sense that I can just ignore MELEE and go full BOW damage everywhere and kill everyone with one SHOT :/


    EDITED MY SELF: Mod was working, but not as it is written, standard version doesn't have everything it should have, it doesn't have informations about changing Fortify one-handed, two-handed, archery and smithing.
    Downloaded standard version and alternate version, deleted enchant.esp file from standard and edited alternate to change all those fortify damage and smiting to health and magic max.

    NOW WORKING AS INTENDED.
  2. Joshep
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    Simple and effective. This is what i needed...nothing less, nothing more. Thank you
  3. Kredans
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    Been looking for ages for something like this, thank you!
  4. jeffreybar
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    SuperElitist: Just use the lessoverpoweredalchemy.esp and delete the enchanting esp, and that should do what you want.

    Everybody: Thanks for using the mod; I won't be supporting it from now on. Phitt's Alchemy and Food overhaul fixes the same problems and adds a lot of other nice features, and now that I have a better idea what I'm doing, if I work on this mod anymore, it will be from scratch.
  5. SuperElitist
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    I don't have a problem with enchanting the way it is. Can you make a version that only removes fortify smithing and enchanting effects from alchemy, but leaves enchanting alone?
  6. Morkhan
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    double post
  7. Morkhan
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    Its true that alchemy, enchanting, and smithing can be combined to make truly ridiculous weapons. As it exists in vanilla, Alchemy can fortify Enchanting and vice versa and both can fortify Smithing. I was thinking that it might be cleaner to have Alchemy fortify Enchanting and Enchanting fortify Smithing. That will, for instance, prevent Alchemy and Enchanting from fortifying each other, and then Smithing will still have some fortify but not the disproportionate fortify it has now. I haven't run the numbers yet to figure out the real-world implications.

    Alchemy
    -- Fortify Enchanting Potion

    Enchanting
    -- Fortify Smithing Gear

  8. SicomSix
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    I thought I understood your tables, but I'm getting many, what I perceive to be, incorrect values.

    Fortify Smithing Enchant Without Mod: 8/12/15/17/20/22/25
    Fortify Smithing Enchant With Mod: 4/4/6/8/10/12/15

    For example, +25% smithing becomes 12% instead of 15%.


    (Woops - only now noticed there's an edit button.)
  9. SicomSix
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    Would it be possible to have separate .esp's for each category?

    I'd like to have the reduced effects to +alchemy and +smithing without also altering weapon enchantments. I already feel these enchants are hard to justify, especially compared to +resistances when playing the game's hardest difficulty (and I'd like +resistances to stay the same -- enemy casters can be ridiculous).
  10. ImpOfThePerverseMods
    ImpOfThePerverseMods
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    Just an update, I'm using this mod for a character that's now about level 49 (alternate version) so I've had a chance to really test its changes, and I think its great, the enchanting nerfs seem just right. Some things that could maybe be added though would be similar nerfs to sneak and blocking enchantments. If this were a more comprehensive overhaul I'd say drop the fortify magic school cost reduction enchantments way down as well, but that would need to be coupled with some significant changes to spell magicka costs and regeneration rates. Maybe just a slight reduction (2%?) to prevent 100% reduction would work.