IF YOU DON'T READ THIS IMPORTANT INFO I WILL COME TO YOUR HOUSE AND POKE YOUR PET WITH A STICK JUST AS IT'S ABOUT TO FALL ASLEEP AND IT'LL MAKE THIS LITTLE NOISE OF SADNESS AND DISCOMFORT AND IT WILL ALL BE YOUR FAULT.
If I put a sticky comment in my comments tab it makes the mod look more official and stuff.
Works exactly as advertised. The enchantment can even be learned in the usual fashion, and applied to your gear. Bound weapons are finally a viable alternitive, without MCM-driven, highly scripted mods.
How I managed to miss this is beyond me. Deserves a place in your load order right now.
Can I have both fortify one hande and fortify bound weapon enchantments on the same piece of gear with the Extra Effect perk, having them stack for even more damage?
I wouldn't see why not, although I've no idea how Enderal is put together so I can't guarantee it, but I can't think of a reason as to why it shouldn't be already
Ok. I thank you very much. I will admit, I know very little to nothing on how to mod but I attempted to do so.
I found the "Fortify One-Handed", "Fortify Two-Handed", and "Fortify Archery" values from their stuff, recorded their magnitude values along with that of their base.
Then I put roughly them values in for the bound enchants magnitude and base. I say roughly because they didn't all match, so they are slightly higher 1-handed damage and slightly lower 2-handed.
Assuming I didn't screw up, lol. If this works, may I please post it onto here? I will give you credit for it.
I got the item in game, it showed the values I said, but when I tested it using a bound bow and another, the actual Damage went down. Now sure how I managed that one.
I am looking at it in the creation kit. Why do you have it labeled as "Light Magic" and why do you have the perk mod with the "LightArmorSkillAdvance"?
I am sorry if this comes off as dumb, but I have never really gotten into modding before and been out of programming since 2002, so this is new to me.
Edit again: Upon closer inspection, I noticed something weird. When I have the necklace equipped, it actually says it raises the damage of the unequipped item when I mouse over it.
Have the Bone Bow go from 32 Damage to like 41 Damage so long as I have the amulet equipped but the moment I equip it, it goes back down to the actual value.
Is that just a graphical bug or am I screwing up? If you don't mind me asking?
Edit: Nevermind, been looking at this thing for days over a graphical bug. Switched to testing the bound dagger with and without it in both hands taking it off and on again instead of the bow.
Been beating my head against the wall for all this over a graphics bug. Now that that is taken care of, I learn to it to leveled drop lists, either that or get it the graphics working since it only shows a wireframe for now and then spawn it somewhere.
Finally, I can now use a character I've had in mind for years. I've always like the idea of being an assassin that uses bound weapons, with the idea that such weapons would leave no forensic traces, thus confounding any investigation. (What can I say, I watch too much NCIS/Criminal Minds). The downside was always the ridiculously low damage of the weapons themselves.
Now I'm glad Balgruuf didn't give me an Axe of Whiterun, forcing me to restart. (I'm a compulsive collector.)
Okay, I gotta ask... Where is that armor from? I'm thinking about creating a Arcane Archer build in Enderal and I would love to get my hands on that armor.
seems very nice! "This incentive comes in the form of an enchantment that can be applied to any piece of armor you would usually apply a fortify weapon enchantment to" any possibility this enchantment could be added to an item that normally does not take weapon enchantments?
"I know that adding stuff to leveled lists manually is bad modding etiquette" i'm curious, why is that bad? i've done it a few times so i'd like to know if i'm borking stuff lol
That's kinda there for balance and stuff, but you can change it really easily by changing the 'Worn Restrictions' of the base enchantment in the Creation Kit It's bad because if anyone else comes along and edits the same list your two mods will conflict and whichever is lower in load order will overwrite the first one, removing it's contents from the leveled list. This can be fixed with the use of a merged or bashed patch
thanks! ok, using tesedit, i see in Object Effect you have EnchantmentTwoHanded [FLST:0010CD0C]. i guess that's for an amulet/ necklace. what could i change that to, so i could disenchant and add that to say, a wig, hood, cloak, pauldron, belt, leg strap. basically something unconventional, that i usually have trouble finding any decent enchantments for lol i see unarmeddamage or waterbreathing that seem like aren't used much
and i would change that in all 7 of the Object Effects?
You'll have to Google or experiment yourself to find the best one to suit your needs, bit you only need to change the one that has the word 'base' in it
Finally a reinforcement the conjured weapons. I mean, of course there are mods that give a new life to conjured weapons, but this mod was something that should have been around since the beginning of the game.
I saw another mod addressing this very same problem! But they instead made the weapons level up in tandum with the conjuration skill, or rather the conjuration skill made their damage increase! Also they gave the weapons an absorb magica enchantment as well! I'm pretty sure this mod is compatible with that one, but I don't know yet! The mod is called "Bound Weapons Redux" BTW, been using it for a long time! It's genius honestly, and I think so is this! Bound weapons were really a travesty, but so is most magic combat in Skyrim If you think about! I mean destruction spells not increasing their damage is just as dumb, probably some balancing attempt by Bethesda that went to sh**! Thank the Nine for the modding community is all I'm gonna say!
35 comments
If I put a sticky comment in my comments tab it makes the mod look more official and stuff.
How I managed to miss this is beyond me. Deserves a place in your load order right now.
I found the "Fortify One-Handed", "Fortify Two-Handed", and "Fortify Archery" values from their stuff, recorded their magnitude values along with that of their base.
Then I put roughly them values in for the bound enchants magnitude and base. I say roughly because they didn't all match, so they are slightly higher 1-handed damage and slightly lower 2-handed.
Assuming I didn't screw up, lol. If this works, may I please post it onto here? I will give you credit for it.
I got the item in game, it showed the values I said, but when I tested it using a bound bow and another, the actual Damage went down. Now sure how I managed that one.
Also have to figure out how to add a new model, it is near invisible if i drop it, like its just a wireframe.
Edit: I deleted mine and put in just yours unedited with the +10 option, even that is a Damage loss, so they changed something......
Oh well, will have to figure that out somehow. Thank you for your time.I will let you know if I figure this out.
I am looking at it in the creation kit. Why do you have it labeled as "Light Magic" and why do you have the perk mod with the "LightArmorSkillAdvance"?
I am sorry if this comes off as dumb, but I have never really gotten into modding before and been out of programming since 2002, so this is new to me.
Edit again: Upon closer inspection, I noticed something weird. When I have the necklace equipped, it actually says it raises the damage of the unequipped item when I mouse over it.
Have the Bone Bow go from 32 Damage to like 41 Damage so long as I have the amulet equipped but the moment I equip it, it goes back down to the actual value.
Is that just a graphical bug or am I screwing up? If you don't mind me asking?
Edit: Nevermind, been looking at this thing for days over a graphical bug. Switched to testing the bound dagger with and without it in both hands taking it off and on again instead of the bow.
Been beating my head against the wall for all this over a graphics bug. Now that that is taken care of, I learn to it to leveled drop lists, either that or get it the graphics working since it only shows a wireframe for now and then spawn it somewhere.
Now I'm glad Balgruuf didn't give me an Axe of Whiterun, forcing me to restart. (I'm a compulsive collector.)
"This incentive comes in the form of an enchantment that can be applied to any piece of armor you would usually apply a fortify weapon enchantment to"
any possibility this enchantment could be added to an item that normally does not take weapon enchantments?
"I know that adding stuff to leveled lists manually is bad modding etiquette"
i'm curious, why is that bad? i've done it a few times so i'd like to know if i'm borking stuff lol
It's bad because if anyone else comes along and edits the same list your two mods will conflict and whichever is lower in load order will overwrite the first one, removing it's contents from the leveled list. This can be fixed with the use of a merged or bashed patch
i see unarmeddamage or waterbreathing that seem like aren't used much
and i would change that in all 7 of the Object Effects?
endorsed!!
Also they gave the weapons an absorb magica enchantment as well! I'm pretty sure this mod is compatible with that one, but I don't know yet!
The mod is called "Bound Weapons Redux" BTW, been using it for a long time! It's genius honestly, and I think so is this! Bound weapons were really a travesty, but so is most magic combat in Skyrim If you think about! I mean destruction spells not increasing their damage is just as dumb, probably some balancing attempt by Bethesda that went to sh**!
Thank the Nine for the modding community is all I'm gonna say!
Have a good one mate.