File information

Last updated

Original upload

Created by

Skepmanmods

Uploaded by

skepmanmods

Virus scan

Safe to use

110 comments

  1. skepmanmods
    skepmanmods
    • member
    • 612 posts
    • 70 kudos
    Sticky
    If you are upgrading from V1.x to V2.x, starting new game is heavily recommended. At the very least make a clean save before installing V2.x.
  2. Aioriax
    Aioriax
    • member
    • 176 posts
    • 0 kudos
    How it works with mod that adds enchantments? like "Poison spells" or with mod that disenchant all items? "Disenchant Everything - SE"?
  3. Aboogie1
    Aboogie1
    • member
    • 391 posts
    • 1 kudos
    xEdit finds several "could not be resolved" errors in the armor keywords of the main file and the WACCF patch. The armors with the keyword errors are just the ones with waterbreathing and muffle enchantments. Your mod defines 2 keywords. Could those keyword errors be from an older version of the mod and need updating to a changed formID?
    1. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      SSEEdit is not finding any errors on my end. Could you make sure you are running the latest version of my mod, WACCF and the patch and then give me the formID of records with errors?
      Also, what version of SSE are you running? The errors may come from the survival mode keyword missing if you have an outdated version.
    2. Aboogie1
      Aboogie1
      • member
      • 391 posts
      • 1 kudos
      My version is probably the problem. I'm running SkyrimVR, which is built off an older version of SE and doesn't have survival mode. So would it be safe for me to just snip out those keywords and carry on?
    3. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      Yes you can safely remove them.
    4. Aboogie1
      Aboogie1
      • member
      • 391 posts
      • 1 kudos
      Awesome. Thank you for the quick response, and for the great mod :)
  4. sabrio204
    sabrio204
    • member
    • 151 posts
    • 8 kudos
    I noticed this mod uses scripts that references the vanilla Enchanter perks to calculate stuff.

    Any compatibility issue I would encounter when using this with Ordinator (mismatched values for example ?)
    1. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      No it should be fine because Ordinator does not use the enchanter 3 to 5 perks.
      Even if it did, the script uses those perks to approximately correct the gold value in the enchanting UI but this has impact on gameplay whatsoever.
  5. syclonix
    syclonix
    • supporter
    • 567 posts
    • 151 kudos
    Hello, if I wanted to use the Enchanting Reload Price Bug Fix Only, would I still need to start a new game?
    1. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      You don't need to, but the fix won't retroactively apply to already enchanted items.
    2. syclonix
      syclonix
      • supporter
      • 567 posts
      • 151 kudos
      Wonderful. Thank you for the quick reply :) I'm excited to use this mod as well as some of your other excellent mods!
  6. Coventide
    Coventide
    • member
    • 16 posts
    • 0 kudos
    Hi, regarding the feature that buffs magicka related enchantments on robes, does the buff only work on actual robes? Or does the buff apply to every type of clothing item? Much like the Mage Armor perk.
    1. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      Only magic robes, so items listed here with the exception of the "Emperor's Robes" and the "Ragged Robes".
      If you can use the CK or SSEEdit, you can add or remove items on formlist "EnAdRobesFormList [FLST:xx0D5252]".
    2. Coventide
      Coventide
      • member
      • 16 posts
      • 0 kudos
      Thanks for clarifying and for the prompt response. After reading through the description page of your mod, I saw the fix you made to double enchantments like magicka - magicka regen and the chaos enchant, I was wondering however, does that fix also affect the Fiery Soul Trap enchant? I'm asking since the enchant suffers from the same issues as the others, when learned and applied, only one of the two effects is improved (Soul trap) Some mods address this by changing the enchant so the fire portion of the enchant is the one improved and I just wanted to know if your mod affected FST in any way. Excellent mod by the way, keep up the good work!
    3. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      Yes, my mod makes sure it's the fire damage effect that scales while the soul trap stays the same.
      I think this enchantment is from a unique weapon so I could have made it non disenchentable and gotten rid of the problem that way. But I figured that since the soul trap effect remains useful even at low durations and that the description of the enchantment indicates clearly which effect scales (contrary to the Chaos enchantment) it would be fine like this.
  7. ismael29h
    ismael29h
    • member
    • 44 posts
    • 0 kudos
    Is it not possible to show the charges and prices from the beginning (before enchanting)?
    1. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      Yes it is, in the enchanting UI, before confirming the enchantment.
    2. ismael29h
      ismael29h
      • member
      • 44 posts
      • 0 kudos
      THX!
      lol, I did not realize it was for sse
      It is safe if I use "Price Bug Fix Only" in SLE?
      The values are not seen in the enchanting ui, but the change is noticeable when leaving it.
    3. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      "It is safe if I use "Price Bug Fix Only" in SLE?"
      I'm not sure of the consequences of running a form 44 .esp on SLE. You can try but don't be surprised if your saves become corrupted and whatnot. You can also try to backport it but I'm unsure how.

      "The values are not seen in the enchanting ui, but the change is noticeable when leaving it."
      Yes the complete version has a script that fixes the prices and charges values in the enchanting UI but the price bug fix only version does not. Magnitude values are always correct and so are all values shown in the inventory.
    4. ismael29h
      ismael29h
      • member
      • 44 posts
      • 0 kudos
      Thanks for the reply.
      So far it works correctly, but I'll be careful.
  8. MegaWaffle
    MegaWaffle
    • member
    • 277 posts
    • 7 kudos
    Good to see you're updating this one, again. :D New features are looking interesting. Nice job.

    Especially hyped to find a great enchanted sword at the end of a dungeon, and have the option of actually using it more than a half dozen times. Great little quality of life feature to coincide with the level-scaling rebalance.
    1. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      Thanks :)
  9. redneck1st
    redneck1st
    • premium
    • 964 posts
    • 0 kudos
    Brandonvo Is there a chance in the next release of fixing it so that the enchanted weapons don't lose their charge so quickly? Seems you only get a few hits in and you've got to recharge the weapon. Thanks
    1. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      Yes, with V2.0, looted and player enchanted weapons will have approximately three times more uses before being depleted.
    2. Carbon14C
      Carbon14C
      • member
      • 925 posts
      • 9 kudos
      Any ballpark ETA for 2.0?
    3. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      I'm hoping to release this week.
  10. brandonvo
    brandonvo
    • member
    • 143 posts
    • 1 kudos
    After looking through SSEedit, I noticed there were a ot of conflicts with WACCF. Will you be making a patch for this mod or do you think it's fine for this mod to overwrite it?

    Thanks :)
    1. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      I will, it's planned to be released with 2.0.
    2. brandonvo
      brandonvo
      • member
      • 143 posts
      • 1 kudos
      great thanks for the reply :)
  11. Carbon14C
    Carbon14C
    • member
    • 925 posts
    • 9 kudos
    You mention something about chaos enchantments being bugged when disenchanting them on the description page. How will your mod interact with this fix, or have you already taken this into account? They look fine in xEdit at first glance, just want to be sure. - https://www.nexusmods.com/skyrimspecialedition/mods/23691
    1. skepmanmods
      skepmanmods
      • member
      • 612 posts
      • 70 kudos
      Should be fine. The only thing my mod does is change the enchantment you learn when disenchanting looted chaos weapons.
Top