Skyrim

698 comments

  1. xeightballx
    xeightballx
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    Locked
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    PLEASE READ
    *Sticky Post*
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    Post your comments and ideas on the mod in this section! Want an artifact to disenchant? Have an idea for this mod? Simply want to converse? Post it here in the comments!

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    -Announcements-


    Nothing Yet.

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    Please use the sub-topic under the "Forums" tab if you are having issues with this mod, or spot a bug
    Or click here to use the nexus forums to post issues under that discussion.


    I will be following that topic closely, so please use it.
    Also, I will not answer a question concerning bugs or issues in this thread. Post under the forum topic for bugs and issues.
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  2. elderdrake
    elderdrake
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    Just to help out fellow members that are trying to port this over to Special Edition here are some steps.

    1. Manually download the archive for this mod
    2. For convenience make a temporary folder on your Desktop and place the files within (in this case keep the folder 'Enchanting', or technically you just use that as your temporary folder.
    3. You will see several folders within enchanting: Fomod, Eze Weapns 1, Eze Weapns 2, Eze Weapns 3, Eze Weapns 4, Eze Weapns 5
    4. Within folders 1-4 are the key files you need and these will be: Artifact Disenchanting.esp, Artifact Disenchanting - Dawnguard.esp, Artifact Disenchanting - Dragonborn.esp, FormsEdit.esp (not sure if you have to do FormsEdit.esp but I did because why not?)
    5. Load up the Creation Kit from Bethesda, Steam users can simply add it to their game library from Steam itself, simply search for it and install it.
    6. Now it gets kind of tricky but not really, just tricky to explain. Take the above .esp files and place the 4 of them within the Data folder for your install of Skyrim.
    7. Launch the Creation Kit and either click the opening folder icon or select 'Data...' from the drop down File list and you should come to a checkbox selection screen that has basically scanned your Data folder and is listing the .esp's. Make sure all is unchecked and scroll down until you find the first file you want to convert, double click it so the box gets an X in it, choose 'Select as Active File' in the same dialogue box and then click 'OK', don't fret when it loads the Masters it needs from the main game as it needs to load them to properly load the .esp (hope that makes sense), I would deselct DLC after I went through the process and was doing another just in case. Sit back and wait, click ignore any errors and there is a catch coming up for FormsEdit but I will do a step on that. Once you get through any warning screens (just close them) look at the very top border of the creation kit and you should see the file you made 'Active' as the title across the top. If so you are good, if not re-do it as you want to make sure the kit is loading the proper .esp.
    8. It will look confusing as can be but to make it easy on the left side bar, scroll up to 'Actors' and expand it by clicking the '+' sign. Double click on any entry as it really does not matter, I double clicked say Anduin. It will bring up a properties box for whatever, it does not matter what you double click just make sure to click 'OK' to close the box. Creation Kit will now assume you made a change and will put a '*' up on that header bar I mentioned earlier next to your loaded .esp file. If so you are golden, if not well you get it by now and repeat steps. That * sign next to the .esp file is what will enable you to save the .esp and essentially force it to upgrade to an SSE mod.
    9. Click the little Disc icon to save the file now or bring that drop down down again and select save. If it prompts to overwrite that .esp file (can't remember if it does) say yes.
    10. Repeat this with all the 4 files but on FormsEdit.esp it may say that the form references 40'ish entries but that there are 80k and as to fix it, say no and go through the rest of the steps to save it.
    11. You now have 4 files in the Data folder, cut/paste them back into the proper directory in the original Enchanting folder from earlier, it will ask to overwrite the file, say yes. When done all the new .esps should be replacing the old ones and gone from you Data folder so you don't basically double load the mod or cause some other issue. Now archive the entire Enchanting folder and then add it to Vortex or whatever you use to add mods. Enable it and you will actually see the Fomod (installer launch) and you can make your selections. I did not choose enchant anything as I applied the KISS principle here. I tested it for disenchanting and then applying those enchants to items I personally had and no issues (yet, knock on wood).

    Long explanation but I have had so many people help me here and I am thankful for the work my fellow gamers put in to make these mods possible so I hope I help anyone confused. I check this very rarely but when I do, if I see questions, I will do my best to help. I would say to watch a Youtube video on it, say Google something like Skyrim convert 43 to 44 (old Skyrim .esp's are type 43, SSE is type 44 and they handle things differently enough to break mods but at least you can do this fairly easy method to port it up although it will not always work for everything).
    1. Elyrium
      Elyrium
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      Literal lifesaver
    2. t0m4t40
      t0m4t40
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      For those looking to port the mod to SE, it's easy. The whole explanation above seems dificult to understand but it's not. In my first ever attempt of using the Creation Kit, i manage to make it work (the LOOT message saying about an older version that is not supported, 0.94 something, disapeared and now no more warnings).I did all this just to disenchant the Bow of Shadow but it didn't work, the bow is not showed like an option. I tested on passive effects like the Ebony Mail and it works (i tested if the effects was apllied to the new armor enchanted and it really worked), amulets like Zenithar, Arkay, unique weapons like The Pale Blade and it works too, all tested in an already existing save game (+30 hours).I'm using AE with the USSE downgrade patch, i tried to use the mod in my game without porting to SE and it didn't work (LOOT even say something about the version not been the minimum necessary to work).Hope this will help someone.
    3. WhiteRabbit1220
      WhiteRabbit1220
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      Thank you SO much, elderdrake. It works.  Awesome
  3. HolaKase123
    HolaKase123
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    • 2 kudos
    works with Zim's Immersive Artifacts?
  4. YEIFENG
    YEIFENG
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    We need the anniversary edition, sir.
  5. PiterTheSailor
    PiterTheSailor
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    l used this mod playing SSE,now l play AE and its best disenchanting mod so far,why its not ported at least to SSE?l tried other mods,but now l found l cant disenchant Auriel bow using them. Its a pitty author abandoned this mod so long ago
  6. w0lly13
    w0lly13
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    Can someone who has managed to port this to SE tell me how exactly they did it? I've ported outfits before with no issues but with this mod it doesn't seem to work. I have the mod enabled in MO before opening the ESP in CK and then saving. Am I supposed to go one by one or do I have to select them all at the same time?
  7. nicholas1234567
    nicholas1234567
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    do you plan to add the ability to Disenchant creation club content like the Fists of Randagulf, and the Ice Blade of the Monarch from the creation club  
  8. BleedingEye
    BleedingEye
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    • 1 kudos
    I can't believe after trying out several SSE mods aiming for the same result (specifically unrestricted enchantment) THIS 7 YO mod kicked them in the face by actually doing it.
    1. BDAWG0021
      BDAWG0021
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      Hey does this mod work out of the box for SSE? Really want that Zephyr Ring
    2. lharchmage
      lharchmage
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      • 3 kudos
      I've unpacked it cleaned it With Cathedral asset optimizer, Run Nif optimizer on it. Loaded it into the creation kit and Changed it from form 43 and It wont load .
      Game will just sit there and spin Let it run like that for 20 mins nothing.
      HOW DID you get this to work with SSE?!?!?!
    3. thealteralex
      thealteralex
      • BANNED
      • 1 kudos
      same
    4. BleedingEye
      BleedingEye
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      I've just opened it in CK and saved it I guess. Not using it in my current play through.
    5. Kyphius
      Kyphius
      • supporter
      • 5 kudos
      i did the same, just ck saved it

      havent chosen the no limit enchant option yet though.  
    6. mrpieman92
      mrpieman92
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      What does ck save mean? I can't get this mod to working 
    7. Delta77777777
      Delta77777777
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      Creation Kit. They opened it in the Creation Kit then saved it.

      There are tutorials on Y0uTube and such if you search.
  9. Visoth
    Visoth
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    Is there an option to get the regular vanilla effects of the changed enchantments? Example, Ebony Mail was changed to only apply in combat. Is there an option to disable this? I'm a bit bummed that changes were made to the vanilla affects. But if theres a toggle or way to stop this (without having to undo all the things in SSEdit myself...) I wouldn't mind.

    Especially in Ebony Mails case...whats the point of it if it only applies in combat? Half of the effect is only useful when you're not in combat (the stealth bonus). So having it only activate in combat makes the effect worse, and simply a 5 damage per second AoE on a piece of gear.
  10. pcusanb333
    pcusanb333
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    Thanks work great with SE. like many said after few dry from other mods this on finally work for all UI.
  11. redneck1st
    redneck1st
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    Love this while I was playing Oldrim wish that you would update and port it over to SE Anniversary. Or if someone knows how to mod and would like to.