Skyrim Special Edition
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fenix31415

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fenix31415

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15 comments

  1. Keltarion
    Keltarion
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    Сan you delete from game all enchants that increase magicka, health and endurance?
  2. wrathdragon7
    wrathdragon7
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    i went through the description and the comment does this does this still require another mod and if it does do u know of a mod that uses this
    1. HerpesAttacks
      HerpesAttacks
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      This Breezehome mod lists a patch for it.
  3. KhrysINXS
    KhrysINXS
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    Thankyah Fenix for this and your dedication/help to particularize this geared for my project
  4. Tobias44142
    Tobias44142
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    How to use the mod - Advanced usage
    If you are creating super-custom-multifunctional disenchanter and do not
    care about (or just do not want) info messages, stolen flags and
    location of result items, so you probably just want to get disenchanted
    version by item. To achieve that:

    • Download my mod

    • Script f314FD_Utils provides "form function Disenchant(form a)" function.
    • It takes form a - item to disenchant and returns form - disenchanted version.It returns
      none in two situations (Do not forget to check result to none!):

      • Given item is unique/impossible to find disenchanted version. Sory.
      • Given item is not enchanted. Ok, go on

    I don't get this.  I've taken the default disenchanter01 in the Creation Kit and slapped the  f314FD_Utils  script on it but theres no properties to fill.  all this does is make the disenchanter destroy the item like any normal in game enchanter would do.  I thought this was supposed to disenchant, not destroy.
    1. fenix31415
      fenix31415
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      You should attach your own script and on any event you want call f314FD_Utils.Disenchant(item), where item is form you want to disenchant. How to choose event, how to give disenchanted item to player, how to get item to disenchant -- all your choice. For reference, you may look at my implementation.
      Again, it is just function which reterns disenchanted version. For custom disenchanters. For general usage, see "General usage".
    2. Tobias44142
      Tobias44142
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      Sorry for the confusion, I had attached enchanting table keywords to the vanilladisenchanter found in the CK.  I did get this to function, just had to merge your box into mine in order for all the scripts and stuff to carry over.

      wondering if there’s a line I can add to force the unenchanted items back into player’s inventory to stop your disenchanter from being used as a storage container.
    3. fenix31415
      fenix31415
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      General idea is attach a script to base object, in onitemadded event:
      remove the item
      call item = f314FD_Utils.Disenchant(item)
      and call player.additem(item)
    4. Tobias44142
      Tobias44142
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      ahh thank you for the response again.  could you just write what i need to copy and paste to the base object?  i've only ever written a few scripts.
  5. 6Sfool
    6Sfool
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    Now I'm wondering whether this solves the issue that Temper Enchant service has with its items.  Guess I'll find out.
    1. fenix31415
      fenix31415
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      What's the problem?
    2. 6Sfool
      6Sfool
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      That mod distributes enchantments to items in the world, but by some limitation these item variants can't be disenchanted at the table so you have to go through a dialogue process that the mod provides.  It's pretty clunky.
    3. fenix31415
      fenix31415
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      Ok, tell me the result, interesting
    4. 6Sfool
      6Sfool
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      It works fine with the items I had.  I just forgot that disenchanters don't allow you to learn the enchantment, whoops.

      Might I suggest an esp that places disenchanters around skyrim so that it works out of the box for non-modders.  Swapping other tables is a hassle, and your table resource is fine.
    5. fenix31415
      fenix31415
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      Fine