There is a way to add more enchantement ? I'm trying to add Thaumathurgy - Nimbus - Negative Enchantement to the pool (did the FLM.ini part) but nothing are added.
Very cool mod. But I found some problems when using it. I tried several equipments, some worked normally, and some CTD. For CTD, I saw in the log that ench is none when call ench.GetNumEffects(), I added a check and fixed it. I don't know why it is none.
Hi, this is a great mod and it's super handy for moving enchantments around when upgrading your weapons and armor.
I did have one request if it's possible to implement: currently the list of equipment that can be upgraded/absorbed/etc. in the MCM can only see equipment that has an equip slot assigned to it (so slot 32 for body, and so on). Mods such as "Unlimited Rings and Amulets" remove the equip slots from rings/amulets, which lets you equip more than one at the same time, but unfortunately, these rings/amulets cannot be interacted with in EDU as they are not detected by the "Worn" dropdown.
If it is possible to add a change to the script so that it detects all worn equipment, as opposed to just equipment with an assigned equip slot, that would be amazing. Thanks!
Hi I want to say first that I love the mod, It wont be leaving my load order anytime, just a quick question, with enchantment like siphon magicka, I am still affected by it even when the npc wearing the enchantment dies, is there a way to remove the effect?
Edit: nevermind, it was my own fault, the mod that I created to reset the npc inventory automatically may have removed the enchanted item with siphon magicka, but I asume that since it was remove it by that the effect wasn't completely remove it
When I absorb one of the enchantments from EDU to insert into one of my weapons, every time I swing my newly enchanted weapon it says the item has "insufficient charge". There's no way to increase the charge on the weapon with soul gems or anything. Is there something wrong?
真心希望大佬做一个战利品全覆盖版本,这是不是只影响人形NPC啊,本人刷子爱好者,特别喜欢大佬的mod~ hope for a all loot version , cover all enemy , chests and so on. I'm a diablo-like player, much thx for the mod~
Does this mod make the default Enchanting activity (ie. enchant items using Enchanting tables) unnecessary because you can simply obtain any random enchantments and combine (inject) multiple of them into a single item (rendering Extra Effect perk useless) ?
37 comments
There is a way to add more enchantement ?
I'm trying to add Thaumathurgy - Nimbus - Negative Enchantement to the pool (did the FLM.ini part) but nothing are added.
Do i need to do something else ?
Thanks a lot
I did have one request if it's possible to implement: currently the list of equipment that can be upgraded/absorbed/etc. in the MCM can only see equipment that has an equip slot assigned to it (so slot 32 for body, and so on). Mods such as "Unlimited Rings and Amulets" remove the equip slots from rings/amulets, which lets you equip more than one at the same time, but unfortunately, these rings/amulets cannot be interacted with in EDU as they are not detected by the "Worn" dropdown.
If it is possible to add a change to the script so that it detects all worn equipment, as opposed to just equipment with an assigned equip slot, that would be amazing. Thanks!
Edit: nevermind, it was my own fault, the mod that I created to reset the npc inventory automatically may have removed the enchanted item with siphon magicka, but I asume that since it was remove it by that the effect wasn't completely remove it
Are they just use the enchantment Objecy Effect name or do they follow predetermined prefix-suffixes?
hope for a all loot version , cover all enemy , chests and so on. I'm a diablo-like player, much thx for the mod~