Skyrim Special Edition
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Zincwing

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Zincwing

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About this mod

This mod replaces the old fortify 1h/2h/arch damage enchantments by one Fortify Damage enchantment that works for all three, plus optionally combat magic as well. The reason for this mod is that it is hard to keep switching rings, amulets, gloves, etc each time the player switches weapon types.

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This mod replaces the old fortify onehanded/twohanded/archery damage enchantments by one Fortify Damage enchantment that works for all three, plus optionally combat magic as well. The reason for this mod is that it is hard to keep switching rings, amulets, gloves, etc each time the player switches weapon types. The fortify damage enchantment is learned by disenchanting a normal fortify 1h/2h/archery enchantment found somewhere in game.

Having different enchantments per weapon type doesn't make sense, as they cannot be stacked in a way that makes the player more powerful. The player can only use one weapon type after all, as you can't wield a twohanded weapon next to a onehanded, unless you have 3 or more arms. So it is better to have one Fortify Damage instead of multiple.

Fortify Damage also applies to unarmed damage, for 1 unarmed damage per 4% of damage fortifcation. Unfortunately, this is not configurable.

Fortify Damage can also apply to magic Destruction and Restoration damage, the latter only works when casting on enemies. This is off by default and configured through MCM.

The MCM can be used to activate options that will make Fortify Damage effect Destruction spell strength and Restoration spell strength on enemies. Alternatively, you can use console commands "Set MTSEFortifyDamageAppliesToRestorationDamage to 1" and "Set MTSEFortifyDamageAppliesToDestructionDamage to 1".

This mod used to be part of Menu Time Saving Enchantments (MTSE) found at https://www.nexusmods.com/skyrimspecialedition/mods/41515 , but I split it off. The old MTSE mod will no longer be updated. The other parts of MTSE will get split off as well.

When replacing the old MTSE mod, please clean up using the MCM if needed. The enchantments made will be lost.

Changes from MTSE fortify damage include:

* No more scripting, outside of MCM. It was just too messy, and could still lead to certain bugs like a negative modifier instead of a positive one.
* No more scaling options. That is not possible without scripting, which I do no longer wish to use in this way.
* The option to apply the fortify damage enchantment to restoration spells cast on enemies.
* Now a light plugin, so no longer takes a slot.