Skyrim Special Edition
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Demidevimon

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  1. Demidevimon
    Demidevimon
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    Fast forward to Jan. 2021
    some mad lad named "NoOne69" has made a FIX for This mod and Visual Animated Enchants? !

    Go check it out HERE.
  2. Demidevimon
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    Looks like I have to come back. 
    and use the new Creation tool to added (well remove I guess) the cost of the CC content with BASE
    Skyrim AE.
    If I have missed a weapon or if UWE conflicts with AE:UWE please let me know in the Bugs tab.
  3. Vyxenne
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    I have about 3,000 hours in Skyrim, counting Xbox360, Oldrim on PC and now SSE on PC. In Oldrim, I'm running 302 mods with 246 plugins or so (varies as I install and uninstall mods) and in SSE I have 80 mods so far. I say this only to indicate that I'm fairly experienced with Skyrim and mods.

    I have tried three separate mods in Oldrim that are supposed to automatically recharge my weapons for me as long as I have the required soul gems in inventory, or keep them from discharging as I use them. Sadly, not one of them actually worked reliably.

    This one works, and works perfectly. I have 6 enchants on all of my weapons (*giggles at the disdainful gasps of the purists*), so my weapon charges used to deplete fairly quickly, sometimes going from full to zero in a single multi-mob encounter. But now, every time I draw my dual daggers or my bow, my weapon charge bars are full, and they stay that way. Woot!

    Thank you for this very useful mod. Endorsed with pleasure.
    1. Demidevimon
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      Thank you for your support =)

      All my mods for SSE are backwards compatible with Skyrim:LE
      1.xSM, (SUNSET) 2/25/2023
      1.xCC are not however.
  4. JoshY47
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    Works well on AE version 16153 and SKSE 2.015
  5. RooBear42
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    I've never done much with Enchanting because I don't have the patience to build the skill lol, so I'm never in short supply of soul gems (while building my Speech skill I always buy every soul gem I see whether I need it or not, because they're useful and shiny.)
    But!
    Then I realized, this is exactly the sort of mod I need for a more casual playthrough (less questing more exploring), so it's about to be added to my load order ^_^

    Also, on an unrelated note, I love the nod to Navi - it's been years but I could still hear her annoying yet loveable little voice demanding "hey listen!" Lol.
    1. Demidevimon
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      This has to have been my most favorite comment.
      TY for your support. 
  6. Demidevimon
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    removing mod incase Bethesda steals my mod for their STOLE MODS / Paid Mod store..
    My mods will never Cost any form of currency be it real OR "creation currency" if you paid for this please report to me with a file rip or screenshots to prove that is is legit a 1:1 un-credited upload of my mod plz.
  7. Tankmercy
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    Could you make a add on for Animated Armoury ?
  8. Pawmee
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    soo umm does this work with summermyst enchantments ? or not ?
    1. Demidevimon
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      1.xSM, (SUNSET) 2/25/2023

      UPDATE: 2 / 25 / 2023 the Summermyst UWE file was sunset do to a inconsistency of working for users.
  9. ruiluth
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    Compatibility issue: this mod overwrites the damage increase to Dawnbreaker from Legendary Artifacts, changing the fire damage from 50 back to 10.
    1. Demidevimon
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      as posted on the description.

      *There is exceptions for custom weapons and custom enchantments. 
      This mod will work for all custom weapons which have vanilla skyrim enchantments on. 
      Will NOT work for custom weapons or any vanilla weapons which use custom enchantments. 
      Custom enchantments includes all enchantments created in SSECK even those that are copied from vanilla then renamed. 
    2. ruiluth
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      I did see that, but being a mere initiate to modmaking, I didn't understand what that paragraph really meant. Does it mean this mod overwrites any other enchantment mods? I don't know how that mod is set up but I didn't think it added anything new, only modified the exiting vanilla stuff.
    3. Demidevimon
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      Custom enchantments includes all enchantments created in SSECK even those that are copied from vanilla then renamed. 
    4. ruiluth
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      Why would the enchantment be copied from vanilla and renamed instead of just overriding it without changing the name? That's what I'm not understanding.

      Also, I'm diving into xEdit and it looks like this mod doesn't carry over changes from USSEP. Is that correct? If so, is it intentional? If so, why? If not, would you mind if I posted a collection of patches I'm using for my mod list?

      Specifically, I've found minor conflicts with all of the following:
      USSEP
      Legendary Artifacts
      Path of Sorcery
      Cutting Room Floor
      Morrowloot
      Immersive Jewelry
      Immersive Sounds
      Complete Crafting and Cooking Overhaul
      Survival Mode (CC)
      Last Seed
    5. Demidevimon
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      as posted on the description.

      *There is exceptions for custom weapons and custom enchantments. 
      This mod will work for all custom weapons which have vanilla skyrim enchantments on. 
      Will NOT work for custom weapons or any vanilla weapons which use custom enchantments. 
      Custom enchantments includes all enchantments created in SSECK even those that are copied from vanilla then renamed.
  10. Balbanes42
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    is NoOne69's fix compatible with the new Visual Animated Enchants 2 (VAE2)?
    1. Demidevimon
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      Visual Animated Enchants V.2 

      • Date uploaded 
          15 Mar 2017, 6:17PM

      Patch for Visual animation mod and unlimited enchants

      • Date uploaded
        04 Jan 2021, 10:42PM
      would have to assume so =3
  11. Bakury
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    UNLIMITED POWER!!!!
  12. CreepinCrawlinCreature
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    Is this mod broken unless you buy the lame anniversary update?
    1. Demidevimon
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      It still works
      if you don't have the Anni version just use the MAIN file and ignore the rest.
  13. PilotNanoBots
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    Hey I downloaded this with Vortex and it doesn't work. Maybe I have to do it manually or use a different mod manger? Dunno just asking
  14. UsernameMustBe1and10
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    im sorry if what im about to ask is something stupid. i'm looking at passive weapon enchantment recharging? and thought why not combine the same concept into 1 skse plugin? instead of the spells magic cost being hardcoded as 0, is it possible to just change the value to <X> spell in the function call to 0 before deducting it to the players magicka pool? i'm a programmer but don't know skyrim code and how it executes this command call. again sorry for my ignorance, dont want to delve too much into skyrim code.
  15. Theodore89RO
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    Has the "CHAOS enchant not scalling" issue been fixed?
    1. Demidevimon
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      The issue is that the Chaos enchant was coded poorly
      there is nothing I can actually do to fix that.
  16. soapwad
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    Can followers benefit from this mod with their enchanted weapons as well?
    1. Demidevimon
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      they seem to follow the same rules as if the player was holding the weapons.
      (that or they by default don't use charges)
      Yes.
    2. soapwad
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      Thank you!