I've always been torn between that "sweet, awesome enchantment" and the knowledge that you're essentially trapping living souls to use them...as a result I've actually tried to avoid it. Besides, using magicka to charge your enchanted gear and the soul gems makes sense to me... Heck, even "converting" your own life force into soul energy makes sense. (I guess using other living being's souls does make sense too, but it's evil).
I think it actually makes a lot of sense, having these be Alteration spells- you ARE altering/converting your magicka into soul energy...
What I would love is a complete enchanting overhaul (in the vein of Enchanting Awakened) which takes the idea of using magicka to charge gems and enchanted gear and makes a sort of quest out of it... there's still the evil practice of using souls, which is easier (and takes less magicka of course so people with very little magicka can use enchanting), but you find some obscure research and can actually learn to harness your own energy instead of souls. It's kind of a new path. Most may still prefer the easy way (soul trap), there could even be some evil mages being all like "oh see a coward who won't do what it takes" or some shit.
Any plans on doing such a thing or do you know whether there is any such mod?
Im having the drain trouble too, even using the lastest versions. A way to make it work is try to unselect the staff and then select again and try to charge.
I tested the staff out some more, but I can't replicate the results. I thought it was cause when it gets fully depleted, the actor value would go into the negatives, and so casting the spell would be adding a positive to a negative and drain the staff. In the new version I added a check to make sure that doesn't happen. The only other thing I could think would be causing it is a script engine issue, in which case theres not a lot I can do about that.
i have a suggestion for the mod, why not make the spells into lesser powers? at least that way one could also recharge both 2 handed melee weapons, bows and crossbows, instead of just 1 handed weapons and staves.
The mod itself is a good idea and very nice, but all worked fine for me until the spell started "draining" my charged weapon power instead of filling in. I am using conjuration version. This happened when i cast petty,and lesser version of spell.
Hey thanks. Use Smart Cast, found here: http://www.nexusmods.com/skyrim/mods/43123/? and set the spells to the rings, that way way you don't have to use your hands to cast the spells, and can set them to hot keys if you want. I just confirmed it works with bows.
Awesome mod! Cant believe this hasnt gotten more support, idk makes sense to charge magical weapons with magica... Weird bug with the staff of magnus though, spell was actually draining the staff, after it became completely depleted, spells charge it, but very slowly (grand soul equivalent gives less charge than common soul gem... Also, as an idea to increase immersion, would be cool if the spells were hold to charge rather than once-off...would look cool with a progress bar too, especially with the weapon enchantments. Not a modder, so forgive me if this is an impossible or overly complicated suggestion
Thanks! I'm not sure why that would happen with the staff, I'll look into it though.
Originally I thought about making them hold spells but I didn't for two reasons. One, it would be more script intensive and not so good for performance, and also I wanted the same spells that charged your items to be able to fill soul gems, and having one off spells seemed the best way to do that.
Thanks mate, but unfortunately no there's not a way to fill those stars. They have different mechanics than the regular soul gems that you can't change with scripts.
60 comments
I've always been torn between that "sweet, awesome enchantment" and the knowledge that you're essentially trapping living souls to use them...as a result I've actually tried to avoid it. Besides, using magicka to charge your enchanted gear and the soul gems makes sense to me... Heck, even "converting" your own life force into soul energy makes sense. (I guess using other living being's souls does make sense too, but it's evil).
I think it actually makes a lot of sense, having these be Alteration spells- you ARE altering/converting your magicka into soul energy...
What I would love is a complete enchanting overhaul (in the vein of Enchanting Awakened) which takes the idea of using magicka to charge gems and enchanted gear and makes a sort of quest out of it... there's still the evil practice of using souls, which is easier (and takes less magicka of course so people with very little magicka can use enchanting), but you find some obscure research and can actually learn to harness your own energy instead of souls. It's kind of a new path. Most may still prefer the easy way (soul trap), there could even be some evil mages being all like "oh see a coward who won't do what it takes" or some shit.
Any plans on doing such a thing or do you know whether there is any such mod?
Will download and endorse this!
Try this fix: Enchantment Reload Fix:
https://www.nexusmods.com/skyrim/mods/52717
I am using conjuration version. This happened when i cast petty,and lesser version of spell.
Cant believe this hasnt gotten more support, idk makes sense to charge magical weapons with magica...
Weird bug with the staff of magnus though, spell was actually draining the staff, after it became completely depleted, spells charge it, but very slowly (grand soul equivalent gives less charge than common soul gem...
Also, as an idea to increase immersion, would be cool if the spells were hold to charge rather than once-off...would look cool with a progress bar too, especially with the weapon enchantments. Not a modder, so forgive me if this is an impossible or overly complicated suggestion
Originally I thought about making them hold spells but I didn't for two reasons. One, it would be more script intensive and not so good for performance, and also I wanted the same spells that charged your items to be able to fill soul gems, and having one off spells seemed the best way to do that.