Summermyst adds 120 new enchantments to the game. The new enchantments are integrated seamlessly into the vanilla item system. It also makes many improvements to vanilla enchantments.
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I don't believe in mod copyright. You are free to......
- include this mod in mod packs - create and publish compatibility patches - create and publish derivative mods - fork this mod - use custom assets or scripts from this mod in your own mods
......without asking for permission, as long as you credit me (and preferably notify me so I can take a look).
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Tl;dr Do anything you want with this mod, as long as you don't steal my credit or flip my work for money.
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Summermyst - Enchantments of Skyrim - German Translation
Changelogs
Version 3.07
There's no pleasing some people. After months of complaints that there are fewer enchantments and none of the "fun" enchantments from Wintermyst, I added them, and the same community (you know who you are) moved on to complaining that I "ruined" the mod with "overpowered" enchantments (read: those "fun" enchantments). Anyway, they're gone now.
Armors
- Added Jester.
- Removed Hardening Skin.
- Death's Shield: now detects the presence of Fortitude, Undying Love or Arkay's Intervention and disables itself if so. (This requires functionality to be added to Sacrosanct and Andromeda as well. Coming soon.)
- Force: necklace of Force no longer spawns with Spirit of Life instead, so Force can now be obtained.
Version 3.05
Armor
- Removed Growing Health/Magicka/Stamina enchantments. (These were the worst game design I've done since "% chance per second to kick out an opposing player".)
- Added Force.
- Added Grit.
- Added Mark and Recall.
- Added Spirit of Life.
- Siphon: Reduced magnitude from 2.5-12.5 per second -> 2-10 per second.
- Influence: Reduced magnitude (level cap) from 100 -> 10-50 based on character level.
Weapons
- Insult: Increased base magnitude from 10 -> 12.
Version 3.04
There has been some feedback that Summermyst is worse than Wintermyst because it has "less enchantments" and especially less powerful enchantments. This update should bring parity with Wintermyst.
Weapons
- Fixed Ebony Greatsword/Mace of the Broken Crown being in each other's formlist.
- Fixed several EDIDs.
Misc
- Renamed cheat chests to "Summermyst Cheat Chest" to make them easier to spawn with the console.
Version 3.00
This update includes a major patch by jinncrazey who went through the entire mod to find and fix isuses and add WAFR-TrueWeapons compatibility. Thanks jinncrazey! <3
General
- Forwarded all WAFR-TrueWeapons changes. (jinncrazey)
- Renamed all item EDIDs for easier readability. (jinncrazey)
Weapons
- Added missing Orcish War Axe with the enchantments Berserking02 (Executioner's), Berserking03 (of Rage), DiseaseDamage02 (of Bubbling), DiseaseDamage03 (of Festering), PoisonDamage02 (of Venom), PoisonDamage03 (of Blight) and PoisonDamageCumulative03 (of Infection). (jinncrazey)
- Fixed the cost of Elven Bow with the enchantments FrostHazard04 (of Freezing Blasts) and FrostDamagePiercing04 (of Hail). (jinncrazey)
- Moved Ebony Dagger of the Broken Crown from an EbonyBow Litem into the corresponding EbonyDagger Litem. (jinncrazey)
- Fixed LItemDraugr02Weapon2HMagic Litem having no items added to it at all. (jinncrazey)
Armor
- Added Cushioned enchantment.
- Fixed enchanted Daedric items being missing altogether.
- Fixed enchanted Stalhrim Light items being missing altogether.
- Fixed enchanted Studded Imperial items not showing up.
- Fixed enchanted Light Imperial items not showing up.
- The following cloak effects are now disabled when the wearer is out of combat:
--- Drain Magic Resist
--- Influence: Calm
--- Influence: Fear
--- Influence: Fury
--- Death Shroud
--- Siphon Health
--- Siphon Magicka
--- Siphon Stamina
- The following cloak effects no longer count as an act of hostility:
--- Drain Magic Resist
--- Death Shroud
--- Siphon Health
--- Siphon Magicka
--- Siphon Stamina
(Certain NPCs pass the IsHostile check even though they aren't hostile, causing them to be affected by things like Flame Cloak in vanilla. This seems to be a bug in Skyrim, but it is a problem for enchantments with a much bigger radius. Note that the IsInCombat check is itself not entirely reliable after a long playthrough, but it is the only option.)
- Redistributed Light, Night Eye and Perception helmets so that they are never in the same Litem. This increases fairness in drops by eliminating some excessively large Litems. Added Light, Night Eye and Perception helmets to item types missing them. (jinncrazey)
- Redistributed Rollback and Spurs so that they and Cushioned are never in the same Litem. This increases fairness in drops by eliminating some excessively large Litems. Added Rollback and Spurs to the following item types:
- Clockspinning: items (Necklace of Seconds, Necklace of Days) now use the correct version of the enchantment.
- Deep Breath: shout cooldown reset now reduces shout cooldown to 2 -> 3 seconds to sync up with the shout cooldown resets in Ordinator and Thunderchild. (Not retroactive.) This has limited impact on gameplay due to animation delays.
- Fortify Total Armor: Ring of the Zodiac now uses the correct enchantment. (jinncrazey)
- Soul Harvest: now correctly works on living non-humanoids/animals such as Falmer.
Version 2.01
Misc
- Fixed bug that caused mana costs for all schools to be excessively low with some amount of cost reduction.
Version 2.00
When updating, you may want to type help "Unified Ab" into the console, which gets you its ID (xx18EA06, first two hex numbers depend on load order), then player.removespell [its ID], close the console and wait a second, then player.addspell [its ID]. If you don't do this, Clockspinning and Reactive Barrier won't work.
Note on compatibility patches: patches that modify the levelled lists and haven't been updated for 2.00 may result in some new items not showing up. Nothing will break.
Armor
- Removed Fortify Mounted Combat.
- Removed Fortify Weapon Enchants. (Fortify [School] already does this.)
- Added Area Drain Magic Resist.
- Added Clockspinning: Faster.
- Added Clockspinning: Slower.
- Added Fortify Bashing.
- Added Horsemanship.
- Added Intuitive Magic.
- Added Negate Magic.
- Added Reactive Barrier. (This world needed another counter to elemental damage.)
- Added Reclaim Magicka.
- Added Ritual Protection.
- Added Rollback. (A replacement for Wintermyst's Blink Step.)
- Amplify [School]: updated description to indicate that they affect effects as well as spells.
- Area Restore Health: now correctly heals targets below max Health, instead of targets above max Health.
- Cheat Death: updated description to indicate that it only affects attack damage.
- Death Shroud: now displays a warning message upon reaching 75% of the kill threshold if the target is the player; improved description.
- Fortify [School] updated description to indicate that they affect enchantments as well as spells.
- King of the Lost: reduced base attack damage from 1*OneHanded -> 0.5*OneHanded.
- Nova: improved description.
- Soul Harvest: improved description.
- Windfall: reduced proc chance from 5% (actually 3.75%) -> 3%; no longer activates if another mod gives you the AV but you don't have the item equipped.
- Necklace of the Zodiac: now correctly grants +20% total armor instead of +20 points of armor.
Weapons
- Removed Raider.
- Added Death's Door.
- Lingering Fire: reduced magnitude at higher enchantment levels; reduced base magnitude from 3.25 -> 3.
Misc
- The global/MCM setting SUM_Ench_Global_DisableCaps is now SUM_Ench_Global_EnableCaps (not retroactive). This means the caps on Fortify Alchemy/Smithing and Fortify [School] are now disabled by default.
Version 1.09
Weapons
- Threshold Death: no longer works on protected targets.
Armor
- Death Shroud: no longer works on protected targets.
Version 1.08
Armor
- Alarm: now scales correctly.
Version 1.07
Armor
- Deep Breath: reduced base value from 6 -> 5.
- Fortify Weapon Enchants: reduced base value from 8 -> 6.
- Undeleted the vanilla Fortify School & Magicka Regen enchantments. They are still not available on any items, but if you had them, now you'll keep them.
Version 1.06
Weapons
- Fire Damage Lingering: reduced base value from 4 per second -> 3.25 per second.
- Skyhook: will now persist through death (fixing a race condition on killing blows that could make its effect permanent).
- Threshold Death: now respects DisintegrationMainImmunityList.
Armor
- Alarm: changed sound effect.
- Deep Breath: no longer works only in combat.
- Death Shroud: now respects DisintegrationMainImmunityList; reduced multipliers from 1/3 (NPC) and 1/6 (PC) -> 1/4 (NPC) and 1/8 (PC).
- Soul Harvest: no longer incorrectly allows you to accumulate more than 1000 points.
Vanilla enchantments
- Fixed fortify cap no longer working.
- Fortify Heavy Armor: now works correctly.
- Fortify Light Armor: now works correctly.
Misc
- Forwarded these changes from WAFR:
--- Carried over a very large number of stat changes.
--- Fixed the names of Hooded Robes, Stalhrim Heavy, Ancient Nord Honed, Ancient Nord Battleaxe and Nordic items.
--- Included several missing items in Chitin, Nordic and Stalhrim levelled lists.
Version 1.05
Weapons
- Killstreak: fixed buff description.
Armor
- Fortify Potions: fixed typo.
- Soul Harvest: no longer causes the corpse to disintegrate; reduced cloak duration from 60 -> 20 seconds.
Vanilla enchantments
- Fixed several instances of missing inventory models.
- Fortify Alteration: carried over USSEP changes.
- Fortify Persuasion: fixed typo in description.
- Fortify Restoration: carried over USSEP changes.
Vanilla unique item enchantments
- Briarheart Geis: now has an inventory picture; carried over unnecessary and non-functional USSEP change to ensure people won't report this as a bug.
- Drainspell Bow: carried over USSEP changes (setting charge cost to 1).
- Notched Pickaxe: fixed enchantment, fixed inventory model.
Shaders
- EnchRedFXShader: carried over USSEP changes.
Formlists:
- SublistEnchArmorDwarvenGauntlets03: carried over USSEP changes.
- CWFinaleFactionLeaderSwordList: carried over USSEP changes.
- SublistEnchArmorDragonscaleCuirass04: carried over USSEP changes.
- LItemEnchDaedricAnyWeapon, LItemEnchDaedricAnyArmor: replaced contents with sublists due to Litems being truncated at some number of entries.
- LItemEnchRingSkillMagic: carried over USSEP changes.
- LItemEnchRingSkillStealth: carried over USSEP changes.
- LootEnchNecromancerRobes25: carried over USSEP changes.
- LootEnchWarlockRobes25: carried over USSEP changes.
- LItemEnchCircletAll, LItemEnchCircletAll25, LitemEnchCircletAll75: carried over USSEP changes.
- LootEnchWarlockRobes25: carried over USSEP changes.
Version 1.04
Armor
- Defender: now states it affects "attack" damage.
- Death Shroud: reduced effectiveness multiplier to 1/3 against NPCs and 1/6 against the player; no longer causes hit reaction spam; added magic effect description.
- Recharge Weapons: updated description.
Misc
- Added bash tags.
Version 1.03
Armor
- Death Shroud: no longer applies to essential actors.
- Soul Harvest: no longer applies to essential actors.
- Windfall: increased cooldown from 6 -> 10 seconds. (Not retroactive.)
Weapons
- Clumsy: duration no longer erroneously unaffected by enchanting bonuses.
- Drain Attack Damage -> Drain Damage: now subtracts a flat amount from the target's melee weapon damage (before perks).
- Illusory Burden: scaling now works.
- Imprisonment: scaling now works.
- Might -> Power Attack Damage: scaling now works.
- Shifting Earth: scaling now works.
- Skyhook: scaling now works.
- Sound: description now updates when scaling.
- Threshold Death: no longer applies to essential actors.
Version 1.02
Armor
- Removed Bound [Weapon] from levelled lists due to issues. (Since many people are making compatibility patches right now, I don't want to upset the apple cart by adding new items. This enchantment caused issues though.)
Weapon
- Killstreak: reduced effectiveness.
Version 1.01
Weapons
- Renamed "of Hooking" to "of Hooks".
- Changed the description of Threshold Death, Threshold Throw, Threshold Wail.
Armor
- Gladiator's Glory: now cheers for you when you perform a killmove.
- Soul Harvest: the damage of Soul Burst now scales with your Soul Harvest items instead of level (250 +5/point of Soul Harvest).
Misc
- Changed conditions to prevent users of other mods that increase unused actor values from activating certain enchantments (most visible in the form of corpses turning into ghostly remains due to Soul Harvest). If this is not applied to your save, use the console to remove and add the "Unified Ab" spell.
Cheat Death: Take X% less damage from attacks when your Health falls below 25%.
Clockspinning: Faster: The time of day passes faster.
Clockspinning: Slower: The time of day passes slower.
Deadly Reach: Touch and location target spells can be cast at any distance.
Death Shroud: Living foes that stay within X feet too long (based on your level and their remaining Health) are slain instantly.
Death's Shield: The next time you would die, you are brought back to life but this item is destroyed.
Deep Breath:X% chance to reduce the cooldown of your shouts to 3 seconds.
Defender: Take X% less attack damage while blocking.
Fool's Gold: Grants 25000 gold, but slays you if you can't pay it back upon unequipping.
Force: Stagger from power attacks and bashes is much more effective.
Fortify Bashing: Bashing deals X% more damage.
Fortify Potions: Increaes the duration of alchemical potions by X%.
Fortify Power Attacks: Power attacks cost X% less.
Fortify Sneak Attacks: Sneak attacks deal X% more damage.
Fortify Speed: You move X% faster.
Fortify Total Armor: Your armor rating is increased by X%.
Generate Armor: Grants an enchanted armor piece at random intervals.
Generate Soul Gems: Grants a filled soul gem at random intervals.
Generate Weapons: Grants an enchanted weapon at random intervals.
Gladiator's Glory: Gain gold equal to twice your level when you perform a killmove.
Grit: Able to power attack for half damage when out of Stamina.
Horsemanship: Take X% less attack damage and deal X% more attack damage while riding a mount.
Imminent Victory: Take up to X% less damage from enemy attacks the further their Health falls below 50%.
Increased Experience: Gain X% more experience.
Influence: Calm: Enemy creatures and people within X feet have a chance to refuse to fight.
Influence: Fear: Enemy creatures and people within X feet have a chance to flee from combat.
Influence: Fury: Enemy creatures and people within X feet have a chance to attack anything nearby.
Intuitive Magic: Novice spells cost no Magicka.
Jester: Causes attack damage to fluctuate between one fifth and five times damage.
King of the Lost: An immortal ghost fights for you, it has X points of Health and Stamina.
Light: Creates a zone of light.
Link Health/Magicka: Increases Health by one fourth of base Magicka and Magicka by one fourth of base Health.
Link Health/Stamina: Increases Health by one fourth of base Stamina and Stamina by one fourth of base Health.
Link Magicka/Stamina: Increases Magicka by one fourth of base Stamina and Stamina by one fourth of base Magicka.
Magic Find:X% chance to loot an additional magic item from people you kill.
Magnet: In combat, pulls foes within X feet to you (30 second cooldown).
Mark and Recall: Equip to create a magical mark at your location. Unequip to teleport back to the mark.
Negate Magic: Having 150% or more resistance to an element grants immunity.
Night Eye: Brightens vision, allowing the user to see in the dark.
Nova: When you fall below 25% Health, X% chance to release an explosion.
Perception: See item names and values at a distance.
Philosopher's Stone: Generates X gold per hour.
Quake: When you block an attack, X% chance to stagger nearby enemies.
Reactive Barrier: Being struck by a fire, frost or shock spell or effect reduces damage from that element by X% for 5 seconds.
Recharge Weapons: Recharges weapons X points per second, up to the charge level the weapon had when it was equipped.
Reclaim Magicka: Deaths within X feet drain the victim's remaining Magicka to replenish yours.
Ritual Protection: Immune to stagger and taking half damage from attacks while casting a ritual spell.
Rollback: With weapons or spells drawn, jump to return to your location 4 seconds earlier.
Shalidor's Shield: Take X% less attack damage while casting a spell.
Siphon Health: Absorbs Health based on level from enemies within X feet.
Siphon Magicka: Absorbs Magicka based on level from enemies within X feet.
Siphon Stamina: Absorbs Stamina based on level from enemies within X feet.
Soul Fusion: Deals damage equal to Magicka to nearby targets when equipped and to you when unequipped.
Soul Harvest: Gains X soul energy when a living foe dies, granting the Soul Burst power at 1000 soul energy.
Spirit of Life: Casting healing spells on allies is twice as effective.
Spurs: All mounts move 30% faster when ridden.
Stability:X% chance to avoid stagger from power attacks and bashes.
Triptych: Attributes: If you have a Fortify Health, Fortify Magicka and Fortify Stamina enchantment, increases Health, Magicka and Stamina by 50 points.
Triptych: Resistances: If you have a Resist Fire, Resist Frost and Resist Shock enchantment, grants 25% resistance to fire, frost and shock.
Unbreakable: Take X% less damage from power attacks and bashes.
Windfall:3% chance per second to restore X points of Health, Magicka and Stamina.
Improvements to vanilla enchantments
Summermyst includes several improvements and bugfixes to vanilla enchantments. See the Readme for a list of changes.
More polish and attention to detail, many bugfixes, improved balance, more future oriented due to the lack of SKSE requirement. You can't use both.
Troubleshooting
Does this mod need a reproccer or patcher: No. While Wintermyst had a reproccer, 95% of those who used it didn't need it but were confused and thought they did, and the results were not very good anyway.
Some enchantments are much stronger than listed/An immortal Wraith King appears at my side even with no items equipped: Summermyst repurposes a large number of unused actor values to implement scaling enchantments: many enchantments modify an unused actor value, which is then read by a hidden perk or script. If some of these unused actor values are also used by another mod in your load order, Summermyst will accordingly grant you their effects. This is a compatibility conflict and you may want to not use the affected enchantments or uninstall one or the other mod. The readme contains a list of all unused actor values.
All corpses disintegrate into "ghostly remains": This is an intended feature of Soul Harvest items. If it happens even without Soul Harvest items, you may have an outdated version of the mod: update your copy of the mod to 1.03 or later, making sure to uninstall, create a new save and reinstall the new version.
I can no longer attain >75% spell cost reduction or >100% fortified alchemy: This is an optional feature to improve balance. It is disabled by default in 2.00 and later and must be turned on using the MCM. To disable it in 1.xx versions, type set SUM_Ench_Global_DisableCaps to 1 into the console.
Does this mod replace the spell cost reduction enchantments with spell effectiveness enchantments: Summermyst includes both spell cost reduction enchantments ("Fortify <School>") and spell effectiveness enchantments ("Amplify <School>").
Some armor enchantments do not work for followers or other NPCs: This is unfortunately inevitable, but also applies to the vanilla game where almost none of the Fortify <Skill> enchantments work for NPCs. Any armor enchantment that does not increase an actor value (such as "speed" or "health") or affect targets within a radius of the wearer will not work when worn by NPCs, but almost all weapon enchantments will work when wielded by NPCs.
Everyone resists my weapon enchantment: As in the vanilla game (Paralyze enchantment), chance or condition based enchantments (Illusory Burden, Imprisonment, Power Attack Damage, Shifting Earth, Skyhook, Sound) will display a resist message if the dice roll or condition is not met. This is not a bug.