This is brilliant. I found a disenchanting founting that only does the opposite (only player enchanted items gets the enchantments removed) this fountain maybe we could combine both? that one does it by scripting this does it by crafting, I might test it out and see if they can be combined
Edit - the script looks super simple, I think I can try to push it into this restored cut content, is just this
Probably the tricky part is to discriminate base fountain ref id target objects and only apply the script to player enchanted items, as it only deletes your current item through get and replaces it with a baseitem clone. I expect you will lose the unique name if you named the item when enchanting but this may just work.
please your fountain is more beautiful than the other fountains, I really need it to disenchant everything, to wash my clothes from the filth of the world
It's not like I actively prevent it. It's just not possible to make the fountain aware of what items are enchanted by the player. To the fountain player enchanted items look the same as unenchanted items. There are some other mods which solve this with a scripted approach, but those are a bit too overkill for myself as the script gets rather lengthy and complicated when trying to account for enchanted player weapons, not that I can't do it but it will create other issues and bugs that are more severe than this missing functionality.
Thank you. Been trying to get unenchanted versions of the thieves' guild armor that's also compatible with the mod that lets you wear circlets with hoods.
There are a couple mods that add unenchanted versions to the game, but none of them would let me have the circlets on at the same time, so now I'm trying to just unenchant the vanilla versions.
I was wondering if this ever came up, but I was hoping to disenchant the red eagle weapons and it wouldn't show up on the list to disenchant, any suggestions?
So far this is the only remove enchantments mod that understands what I want, but it dosen't seem to work for most things right now. The Dark Brotherhood, Thieves Guild, and Nightengale stuff all cannot have their enchantments removed, nor the Deity amulets or pre-enchanted weapons like the Drainblood Battleax, Drainspell Bow, or Drainheart Sword. There's probably more stuff I haven't tried, but currently if you want to remove enchantments on any of those, you can't yet.
Still really really want something like this though, there's so many cool outfits and gear that just aren't viable cause they're forever stuck with subpar enchantments. So thanks for starting out on this project, even if it dosen't work on everything yet.
It only works for pre-enchanted items that are NOT unique. This is by design. Although the deity amulets should probably be on the list but its suffixes are also its enchantment. An unenchanted Amulet of Talos would just be "Amulet". or i would have to add a suffix to the Amulet of Talos and call it Amulet of Talos of Shouting or something. But that wouldnt be very clean. The Drainheart weapons are actually supposed to be unique too. It seems what you are looking for is rather a transmog mod. There are many mods that change these items and give them unique enchantments and i dont want this mod to be more of a compatibility nightmare.
Thank you thank you thank you. This is exactly what I've been looking for. I would endorse it 1000 times if I could. It drives me nuts to constantly find a perfectly good ebony war axe that I could give my follower, but I don't like the enchantment on it, and don't want to craft one from scratch! I feel like the game should have actually had this from the get go. Sure, destroy the object to learn it initially. But, why wouldn't you be able to safely remove it from an item once you know and understand that enchantment if this were real life? I don't think it would have ruined any immersion or game balance personally!
I wonder if this is possible to make so it would be compatible with everything with SkyPatcher, i don't know how but if someone know how to use it, it would be awesome !
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this fountain maybe we could combine both? that one does it by scripting this does it
by crafting, I might test it out and see if they can be combined
Edit - the script looks super simple, I think I can try to push it into this restored cut content, is just this
Message Property _DS_DisenchantMessage auto
GlobalVariable Property _DS_DisenchantVar Auto
Event onActivate(ObjectReference akActionRef)
int AlreadyShown = _DS_DisenchantVar.GetValueInt()
if (AlreadyShown == 0)
_DS_DisenchantMessage.Show()
_DS_DisenchantVar.SetValueInt(1)
EndIf
EndEvent
Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
RemoveItem(akBaseItem, aiItemCount)
Game.GetPlayer().AddItem(akBaseItem, aiItemCount)
EndEvent
Probably the tricky part is to discriminate base fountain ref id target objects and only apply the script to player enchanted items, as it only deletes your current item through get and replaces it with a baseitem clone. I expect you will lose the unique name if you named the item when enchanting but this may just work.
I really need it to disenchant everything,
to wash my clothes from the filth of the world
the fountain is very beautiful
There are a couple mods that add unenchanted versions to the game, but none of them would let me have the circlets on at the same time, so now I'm trying to just unenchant the vanilla versions.
Still really really want something like this though, there's so many cool outfits and gear that just aren't viable cause they're forever stuck with subpar enchantments. So thanks for starting out on this project, even if it dosen't work on everything yet.