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How to edit existing weapons/weapons mods for zero enchantment cost


wademurphy

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Hey guys, hope everyone's day is going good. This is my first post and I hope I'm posting in the right area. I'd like to start by saying I don't consider myself tech savvy by any means, however, I do consider myself tech capable. With that said, I'm almost strictly a user.

 

I've played through Skyrim so many times from Xbox 360 to now, that there are some things I'd rather not have to fool with any longer. I'd rather not be bothered with soul trapping and soul gems if I can get away from it. I never quite understood why weapons need recharging but armor and apparel never does. The few mods I've seen that address this are only for vanilla weapons and/or vanilla enchantments.

 

Here recently I've been messing around with some weapon values in sseedit/creation kit and started wondering if there is a way of editing existing weapons to have zero enchantment costs. I've tried setting the enchantment value as high as it will go but that only makes it require more soul gems to refill. Setting the value to zero seems to give it an infinite charge as the charge meter goes away and the effect is still applied, but when I sheathe the weapon and redraw it, it doesn't have any of the effect it's suppose to have (like if it's just a singular charge).

 

I done some searching on here and online but haven't found anything that tells me what I'd like to know. The articles or videos I've seen cover creating new weapons with enchantments but nothing about creating weapons with infinite enchantment charges or modifying an existing weapon to have infinite enchantment charges.

 

So my question is, is there a relatively simple way of modifying a weapons enchantment cost to zero? Or any other way of modifying the weapon to have infinite effect without needing to recharge? Also, I'm on Skyrim SE.

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The best thing I can offer is an auto-recharge mod, since I have no idea how you'd interrupt the code mechanism of soul wear.

 

Passive Weapon Enchantment Recharging

 

It works well enough for my game, even if there are times when the weapons eventually drain under heavy combat.

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So my question is, is there a relatively simple way of modifying a weapons enchantment cost to zero?

Yes. You do this by simply setting the enchantment cost to zero.

 

 

But there is a kind of a bug. When you are doing this with a weapon that's already in your inventory it shows no effect so you have to respawn it.

 

If you want to have the charge bar shown up you must set the enchantment value in the weapon record to 3000. If the bar shall not show up (not necessary since the charge stays at its maximum) simply set it to "0".

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Thanks for that image. I've been trying to modify the weapon with the enchantment already on it but couldn't find any where to edit the enchantment "cost." I noticed in your image "enchantment" was selected so I went in there to find the enchantment that was applied to the weapon I wished to modify and there it was lol. I'm also going to assume since the enchantment itself is edited, that placing that enchantment on other weapons in-game will also have zero cost as well.

 

Now a couple follow up questions. After making edits with CK it saves to an esp in the data folder. Then I opened Vortex and went to plugins and activated it. Opened the game and it works as I'd hoped. Is this correct? I ask because I swear I remember changing the enchantment amount on the weapon through CK and not having to save to an esp, although I could be (and probably am) mistaken. Also, just out of curiosity, is there a somewhat simple method of actually editing the mods files to achieve these same results without adding more esp's? I thought that's what I was doing until I went to save and it forced me to save as an esp that would then be used to overwrite the original mods file.

 

And thanks again, I'm happy the way it is but still curious.

 

Also (just a side note I guess) I had two of the weapons I modified in my inventory and when I went in game, the modification worked without having to respawn them.

 

And one more question, can sseedit be used to do the same thing or is this strictly a CK type edit? I did use sseedit to change the enchantment amount on the weapon to zero to get rid of the charge meter (I forgot about it until after I was already out of CK).

Edited by wademurphy
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I'm also going to assume since the enchantment itself is edited, that placing that enchantment on other weapons in-game will also have zero cost as well. That's right. If you don't want this you would have to create an unique enchantment. Simply duplicate the enchantment, set the cost to zero and then assign the enchantment to the weapon you like.

 

Now a couple follow up questions. After making edits with CK it saves to an esp in the data folder. Then I opened Vortex and went to plugins and activated it. Opened the game and it works as I'd hoped. Is this correct? That is indeed correct. As long as you don't edit an existing .esp you have to save your editing to a new plugin (.esp) otherwise it cannot work.

 

Also, just out of curiosity, is there a somewhat simple method of actually editing the mods files to achieve these same results without adding more esp's? As said you can of course edit existing plugins as long as the mod has it's own plugin.

 

Also (just a side note I guess) I had two of the weapons I modified in my inventory and when I went in game, the modification worked without having to respawn them. Ah interesting to know. Maybe this "bug" was fixed with the Special Edition (I just play Oldrim).

 

And one more question, can sseedit be used to do the same thing or is this strictly a CK type edit? I did use sseedit to change the enchantment amount on the weapon to zero to get rid of the charge meter (I forgot about it until after I was already out of CK). No I'm pretty sure you can use TESVEdit or SSEEdit for this aswell but I always think the CK is here way more comfortable.

Edited by Novem99
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