Hola. No estoy seguro si el mod modifica texto (me imagino que reemplaza con texto en ingles, basado en tu post).
Por el momento no estoy activamente desarrollando mods. Pero si a cualquier persona le interesa modificar este mod y sacar traducciones u otras versiones, estan mas que bienvenidos a hacerlo.
Creo que puedes utilizar TESVEdit para ver que cambios se han hecho en este mod (y modificar cambios), y puedes utilizar el CreationKit para crear nuevos cambios.
Realmente es una pena que estos cambios no se pueden hacer de una forma mas modular. Te deseo suerte.
English: I am not currently actively working on the mod, but anyone is welcome to modify/translate and publish their own versions.
I know the way I think probably makes others shake there heads but I feel I have a legitimate question. Why is it that we need soul gems to make enchantments for armor with no additional charges but weapons need so many more soul gems to be fed forever if we use the weapon at all?
Why don't enchantments behave like the armor and once the enchantment is done it's forever? Or recharge over time since it's a soul? Give it some rest time and back to full charge. Conjured weapons don't need soul gems, just a bit magicka to summon them. So a weapon could rejuvenate from your magicka pool so even melee characters wouldn't need soul gems.
Isn't enchanting more like a loan shark where you need one soul he wants many more in return for the use of the one soul gem?
So if you enchant an item, does that mean your enchanting skill doesn't raise much? I thought value of item affects how quickly enchanting increases. Am I wrong?
Did some iteration just now to verify enchanting skill level up rate. With this mod active, you level up "Enchanting" after each enchant / disenchant. Apparently you level up pretty fast with the changes I made. My current suspicion is that enchanting skill gain is not related to the gold value of an enchantment.
As for enchantment gold cost, I observed that the less charges an enchanted weapon has, the exponentially higher it's gold cost becomes. An item with 2 charges is really expensive, and one with 600+ charges has no additional gold value.
I've only tinkered with enchantments for two days, so I could be mistaken, but I'm pretty confident this is the case.
Oh ok. I'll have to take a closer look at your mod. So you level up FASTER than vanilla?
I'm asking partially because I'm interested in making mods myself and I want to make crafting less profitable, but also less grindy. I know how to do this Skytweak and Dynamic Potions, but I'd prefer to have a standalone, lightweight mod for this.
Nice mod. I see that you recommend to install Skyrim Medieval Economy. Would you suggest to include or exclude the Enchanting Balance from SME? Does it conflict with Vanilla Enchantments Overhaul?
I didn't know SME had an enchantment module, woops. I opened it up in TESV edit to see the changes made in it.
It differs in two ways from Vanilla Enchantments Overhaul.
First, it edits Worn Restrictions. Basically, it limits on which types of clothes/armor enchantments can be placed on. I edit Worn Restrictions in one of my modules. It conflicts, but one will just overwrite the other.
Second, it sets enchantments' "enchantment costs" and "enchantment amounts" to values between 50 - 100. If I'm not mistaken, that makes enchantments really expensive.
If you want cheap enchantments, I definitely recommend you replace the current SME enchantment plugin with Vanilla Enchantments Overhaul.
9 comments
Por el momento no estoy activamente desarrollando mods. Pero si a cualquier persona le interesa modificar este mod y sacar traducciones u otras versiones, estan mas que bienvenidos a hacerlo.
Creo que puedes utilizar TESVEdit para ver que cambios se han hecho en este mod (y modificar cambios), y puedes utilizar el CreationKit para crear nuevos cambios.
Realmente es una pena que estos cambios no se pueden hacer de una forma mas modular. Te deseo suerte.
English: I am not currently actively working on the mod, but anyone is welcome to modify/translate and publish their own versions.
Why don't enchantments behave like the armor and once the enchantment is done it's forever? Or recharge over time since it's a soul? Give it some rest time and back to full charge. Conjured weapons don't need soul gems, just a bit magicka to summon them. So a weapon could rejuvenate from your magicka pool so even melee characters wouldn't need soul gems.
Isn't enchanting more like a loan shark where you need one soul he wants many more in return for the use of the one soul gem?
As for enchantment gold cost, I observed that the less charges an enchanted weapon has, the exponentially higher it's gold cost becomes. An item with 2 charges is really expensive, and one with 600+ charges has no additional gold value.
I've only tinkered with enchantments for two days, so I could be mistaken, but I'm pretty confident this is the case.
I'm asking partially because I'm interested in making mods myself and I want to make crafting less profitable, but also less grindy. I know how to do this Skytweak and Dynamic Potions, but I'd prefer to have a standalone, lightweight mod for this.
It differs in two ways from Vanilla Enchantments Overhaul.
First, it edits Worn Restrictions. Basically, it limits on which types of clothes/armor enchantments can be placed on. I edit Worn Restrictions in one of my modules. It conflicts, but one will just overwrite the other.
Second, it sets enchantments' "enchantment costs" and "enchantment amounts" to values between 50 - 100. If I'm not mistaken, that makes enchantments really expensive.
If you want cheap enchantments, I definitely recommend you replace the current SME enchantment plugin with Vanilla Enchantments Overhaul.