Skyrim Special Edition

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ItsAlways710

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ItsAlways710

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  1. ItsAlways710
    ItsAlways710
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    All,

    While I haven't tested this mod with Anniversary Edition yet (I'm still on SE for a playthrough), I now have confirmation from a couple of people (THANK YOU FrankitoPapito for letting me know) that this mod works with Anniversary Edition as long as USSEP for AE is installed. I posted a version under optional files that is scaled 1:1 with smithing and DOES NOT require USSEP.

    Please don't hesitate to let me know if you have issues, I'm pretty responsive.

    -IA710
  2. FrankitoPapito
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    Enchantments do not stack on Skyrim Anniversary Edition. I have made a full set with your 100% scaling option and if i try to enchant more items it is capped and fixed at 25%. 
    The vanilla potion does stack, though. 
    Was reading on another similar mod that users had the same problems, and the modder found out he was using usleep and his mod requires it despite what's stated. Maybe it's the same? I'd appriciate a fix. 
    1. ItsAlways710
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      There will be one coming if there ARE conflicts, I've frozen my system on SE for my current playthrough (and my dev environment as it uses the same Skyrim install and I'm working on a new mod that is all new records) and I wanted to give Bethesda a chance to release a couple of patches before I went in and dig into it and look for any issues.

      On a side note there are a lot of mods out there that do a lot of things to limit enchanting buffs, so it could in theory be something other than the Anniversary Edition. If someone else could confirm this I'll look at maybe putting AE on a laptop or something and testing it ASAP.

      Once I have the AE update on a system I can test with it there are any issues I'll post an update for sure, and not just for this mod, for any of my mods. Thank you for bringing it to my attention and I will verify it as soon as I can.

      -IA710
    2. ItsAlways710
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      Took a peak and think I know what was going on, I believe you are correct, I do rely on a USSEP change and so have made USSEP a requirement - and I uploaded version that does NOT require USSEP on the files tab under Optional Files - please give it a try and let me know how it goes.

      I will be posting an update after Skyrim and USSEP patching slows down a bit and it will include both USSEP and NO USSEP versions in the FOMOD for ALL scalings.

      -IA710
  3. RestitutorOrbix
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    I didn't want to change my existing enchantments, so I modified your plugin to make your version a new enchantment rather than change the vanilla enchantment.  Then I put the enchantment on a craftable copy of the Hide Bracers, as in your screenshot (great idea!) to give the player a chance to get the new enchantment in an organic way.

    If you are interested in what I did, just PM me and I can send you my modified plugin.
    1. ItsAlways710
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      That's awesome - very similar to one of my other mods - Amulet of Saint Alessia - A Fortify Shouts Enchantment. One item, you get it after completing a quest stage, only item in the game with the enchantment that is disenchantable, but I created a separate ?enchantment from the one in the vanilla game, the one in the vanilla game doesn't display scale correctly, and MY enchantment does, that was really the point of that mod I guess LOL.

      It's nice hearing from someone else who likes playing in xEdit as much as I do All of my mods have been made in xEdit. I recently downloaded the creation kit and started playing with it, but have MUCH to learn.

      I considered what you describe for this mod, but really this mod will help everyone's mod order, and that was kind of the point (it was originally just two records added to my final patch, but MAN did it change the game!). I wanted to keep it to the two records.

      Smithing and Enchanting go together but are never done at the same time, so the dual enchantment is more a QoL enhancement in my game (plus I have this unnatural aversion to Alchemy), but I can see why you might not want it changing the vanilla enchantment in your game for sure!

      If enough people are interested I could make a separate enchantment, like you describe, but then add leveled enchanted items to leveled loot and vendor lists and distribute throughout skyrim, or place particular items in some of the common locations or with specific merchants and then you could have fortify smithing and fortify smithing and enchanting enchantments. Actually I would just do it through SPID most likely, that would be easiest and would turn up in loot naturally.

      I believe that there are a few mods that add just a Fortify Enchanting enchantment in the way you describe - I'm pretty sure this Smithing And Enchanting is only me though, pretty proud of it. And my Fortify Shouts. Getting it to display scale correctly without scripts was a good puzzle.

      Thank you for using my mod, and if you want to post your version of it feel free (all my mods so far are open permissions) - just credit me for the original edit please - and have fun in xEdit, it is the answer to EVERYTHING in modding Skyrim

      -IA710
    2. RestitutorOrbix
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      I don't really remember how to set up one of these Nexus sites (as I did years ago for Oldrim), but if you want my variant (not COVID) of your work, just PM me with your RL email address and I will send it to you as an attachment.
    3. ItsAlways710
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      RestituroOrbix,

      Thank you for the interest in the mod.

      I've been toying with the idea.

      Thank you for the offer of your edits, but I would feel better doing them myself, if there is enough interest.

      Can't decide if I just want to use a start game quest to add the item or SPID. Also can't decide if I should make it a totally different mod, one of the points of this Mod is you can switch between any of the scales mid game.

      I've also been toying with creating a mod that installs all my enchantments with some options in a FOMOD installer.

      If more people ask for this enchantment as one that doesn't modify any vanilla records  I'll add it as an option on this mod, most likely just putting a disenchantable item in player inventory using a start game quest.

      I really like the idea of using SPID (and haven't used it before so it would be fun learning how to use it), but I would really need to make it a different mod then as SPID would be a requirement.

      People pipe up if you want me to add an option for a separate enchantment (this would leave the vanilla Fortify Smithing and add another enchantment, Fortify Smithing and Enchanting as opposed to just changing Fortify Smithing to Fortify Smithing and Enchanting).

      -IA710
  4. SGTSAL
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    This is great, Thanks!
    1. ItsAlways710
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      Thank you for the kind words. It's a very small mod that can really change the way you play the game.

      The first play-through I did with this was an Orc Battlemage, and the heavy armor and enchantments combined with magic skills made for a very enjoyable game.

      I hope this mod brings you the same happiness it does me.

      -AI710
  5. thelittlefae
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    Finally! I'll be honest, I just.. don't like alchemy.. I dunno. So I almost always play a no alchemy playthrough. This is really nice
    1. ItsAlways710
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      And that's exactly how these edits ended up in my final patch, and eventually here - thank you for the kind words, just say No to Alchemy!! 

      -IA710