Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

sasnikol

Uploaded by

sasnikol

Virus scan

Safe to use

Tags for this mod

About this mod

An updated version of Enchanting Adjustments that removes "Price-Charge Bug Fix" feature in favor of Scrambled Bugs fix.

Requirements
Permissions and credits
Changelogs
Donations
This is an update of Skepmanmods's Enchanting Adjustments and Price-Charge Bug Fix that removes the "Price-Charge Bug Fix" part in favor of  Scrambled Eggchantments and provides several other minor changes. See changelog for a list of what this update brings.

Enchanting Adjustments (Updated)
:



Description:

Enchanting in Skyrim is a mess. The strengths and prices of enchantments are completely inconsistent and unbalanced and the enchanting system is full of bugs.
This mod aims to overhaul Skyrim's enchanting system by adjusting the strength, scaling and prices of enchantments. This mod affects both player enchanted items and leveled loot.



Features:

  • Enchantments strengths are adjusted (player crafted and leveled items).
    Skyrim enchantments are inconsistent and unbalanced. Some enchantments were stronger than other similar enchantments for no reason. Strengths of enchantments made by the player do not match items found in loot. Some enchantments are overpowered while some are useless.
    What this mod does:
    - The enchantments strengths of player enchanted items are adjusted to be more balanced and coherent.
    - The enchantments strengths of leveled items are adjusted to be consistent with player enchanted items.

  • Enchantments prices are adjusted (player crafted and leveled items)
    In vanilla, some enchantments are a lot more valuable than others. Some enchantments are worth up to six times more than other enchantments of the same level, for no good reason. Overall, enchantments are overpriced and are often used as a easy way to make money.
    What this mod does:
    - This mod tends to lower the prices of enchanted items and correcting the value of previously overpriced enchanted items.
    - The price of an enchanted item is determined primarily by the strength of its enchantment instead if its type.


  • Looted and player enchanted weapons have more charges.
    Looted weapon in vanilla have a pretty ridiculously low number of uses before being depleted. As you can see here, most of them have under 50 uses and all of them under 100. With the reload bug fix, this also affects player enchanted weapons.
    What this mod does:
    Weapons all have around three times more uses before needing recharging. Weapons found in loot will have at least 150 charges. Player enchanted weapons uses depend on the soul gem used, but using a grand/black soul gem should give you at least 150 uses.


  • Previously non-scalable enchantments now scale properly.
    In vanilla, both Waterbreathing and Muffle enchantments do not scale. They always have the same effect no matter the player enchanting skill and perks.
    What this mod does:
    Both Muffle and Waterbreathing now scale properly. The Muffle enchantment now reduces your noise movement by X% (where X is the magnitude of the enchantment). Waterbreathing now adds X seconds of breath underwater before drowning (instead of being an infinite amount like in vanilla).
    Different Muffle and Waterbreathing enchanted armors of different level of strength are created added to the leveled lists and will be found naturally in loot, like with other enchantments.
    This also fixes a vanilla bug were those enchantments would become very rare or even unobtainable at high levels.


  • Fortify Heavy/Light Armor enchantments effects are changed.
    The original effect, improving the skill level by x%, is both inconsistent with Fortify One Handed/Two Handed/Block/Archery enchantments and unclear on its actual effect on armor rating.
    What this mod does:
    Fortify Heavy/Light Armor enchantments directly improve the armor rating by x%.


  • The Paralyze enchantment is changed.
    The original effect paralyzes any target not immune to paralysis, for a duration depending on the power of the enchantment. This is in my opinion overpowered. Even with short durations, this effect can easily be chained to render any enemy incapable to attack or defend itself. A weapon with a weak Paralyze enchantment could render even the stronger enemies completely vulnerable.
    My mod makes the Paralysis effect from enchantments work like Turn Undead and Fear enchantments. It has a fixed duration (5 seconds) and works on people/creature up to a given level The higher the enchantment power, the higher the level.

  • Non-combat related skill enchantments work better on clothes and jewelry.
    Alchemy/Lockpicking/Pickpocket/Smithing/Sneak/Speech/Muffle skill enchantments work better (1.6 times better by default, customizable in the MCM) on clothes and jewelry. This is made to encourage the player to use proper attires for the job. It's logical for Muffle to work better on shoes than armored boots, Speech on nice clothes than heavy armor, Alchemy and Smithing on gloves and aprons than gauntlets and cuirasses, etc
    Leveled enchanted jewels enchantments strength is adjusted to reflect this change.


  • Magicka related enchantments work a lot better on robes.
    "Fortify Magicka" / "Fortify Magicka Regen" / "Fortify magic school" enchantments work better (2.4 times better by default, customizable in the MCM) on magic robes. This is made to enable the player to create its own magic robes. It's logical and more balanced that Magicka related enchantments work better on robes than on armors.

  • Some values related to enchanting are customizable in the MCM.
    - The skill factor can be customized, which allows you to dictate how much more powerful enchantments are at skill level 100 than at skill level 15. The vanilla default is 1.25, which is changed to 1.5 by my mod to intensify the difference between a novice and a master enchanter. My mod is balanced around that value, so I would recommend you do not change it too much if you want a balanced experience.
    - You can customize the amount of experience received when enchanting/disenchanting.
    - You can customize how much soul gems recharge your weapons.


  • Some other minor bugs not fixed by USSEP are fixed by this mod.
    - Boots/Shoes can't be enchanted with "Stamina Regen" anymore (consistency with other enchantments).
    - Resist Magic enchantment is no longer affected by alchemy bonuses instead of enchanting bonuses.
    - Fear enchantment has proper Illusion visuals instead of Turn Undead visuals.
    - The Frost Damage enchantments apply the correct amount of Stamina damage (was doubled in vanilla).
    - Some perk descriptions (Elemental, Corpus and Insightful Enchanter) are corrected to be more accurate.
    - Fortify Magic School enchantments descriptions are changed to indicate their effect on enchantment charge drain.
    - Some enchantment descriptions (Silent Moons, Fortify Pickpocket/Sneak) are changed for clarity and consistency.
    - Paralyze enchantments now properly indicate their 25% chance to work per strike.
    - Fortify Blocking is renamed Fortify Block for consistency.

  • Other minor changes.
    - Removed rings from possible enchantable items for the Fortify Alchemy effect, to nerf the Fortify Alchemy/Enchantment loop. The player can now accumultate this enchantment on three different gear (head, neck, hands) instead of four. This is also consistent with leveled loot as no rings enchanted with Fortify Alchemy can be found in the game with the exception of two unique rings.
    - Head and torso items can now be enchanted with Fortify Barter enchantments (only available on necklace with vanilla).
    - "Turn Undead" enchantment and effect are renamed "Repel Undead" for clarity.
    - Resist Disease/Poison enchanted armors/jewels now scale on six levels of strength instead of two.


  • The Unofficial Skyrim Special Edition Patch changes are forwarded.


Add-ons:

  • Poacher's Axe and Briarheart Geis are changed. Those two weapons are a bit apart because they are both unique and disenchantable in vanilla. I decided to change them into unique items with unique effects, but non-enchanted weapons. Like for Wuuthard, they can't be disenchanted because their effect is not an enchantment. Note that Briarheart Geis is only available with Cutting Room Floor.

  • Fix for The Slow effect bug described here (for Frost Damage enchantments). This fix is redundant if you are using Vokrii, which provides EnaiSiaion's version of the fix/workaround. Even if you don't use it, the fix present in Enchanting Adjustments is considered to be not as good as EnaiSiaion's. Usage of this add-on is discouraged as it is obsoleted by Bug Fixes SSE.


Migrating from 2.x:

Now, while I haven't checked how the game will behave when migrating from old mod to this version. It should be fine mostly with the exception Add-on features, since these features was moved to a separate add-ons and have changed FormIDs of stuff, I can't guarantee that it will work as intended after update mid-playthrough and would appreciate any feedback on this.


Compatibility & Load Order:

This mod will conflict with any mod that changes enchantments effects.
This mod does not touch unique items and their enchantments. It corrects enchantments found on generic weapons and armors.
Mods that change enchanting perks need to be loaded after this mod. They should be compatible, but I can not guarantee that changing perks won't cause balance issues.
I always recommend checking with SSEEdit for conflicts before playing.

Patches for the following mods are included in the installer (.esp flagged as .esl)