ranzen31 Posted March 16, 2014 Share Posted March 16, 2014 Actually, this wont be a request. I try to gather opinions here. I like Skyrim, alot, but the crafting system ruins the game for me. It just makes you too powerful. People will say "Don't use it then" but I refuse to do so. I want to use every aspect of this game! I don't like overhauls, I like Skyrim as it is(perk-, magic-, combat-wise). This will be my very first mod and I don't plan to make big changes, only changing values and effects I will start with enchantingPersonally I think enchanting is great for making an individual character but as stated above, its too powerful. And in my opinion, enchants on random Items shouldn't be able to compete with unique items, racials or perks The following changes will apply to generic enchanted items too Fortify Marksman/One-Handed/Two-Handed/Sneak/Block/Pickpocket/Lockpicking Max value only with enchanting perks and grand soul: Vanilla: 40 Modded: 10 On generic items: Vanilla:15, 20, 25, 30, 35, 40 Modded: 4, 5, 6, 8, 9, 10 I'll post more later, just tell me what do you think first Link to comment Share on other sites More sharing options...
tg08096 Posted March 19, 2014 Share Posted March 19, 2014 Hi What you are looking to do as far as I can tell is modify only how powerful enchanted items are. Drops and what enemies carry will be unchanged. If this is correct, then you want to do the following, otherwise, disreguard: I don't know how much modding experience you have, but I'm going to assume that you know what you're doing. The way enchanting works is first you disenchant an item, then you have access to that enchantment to place on new items. You can disenchant any strength item, for example fire damage, and you will get the same enchanting option in the menu - fire damage. You don't get a 30 fire damage from a strong weapon and a 5 fire damage from a weak one. The reason for this is that each enchantment has a "base enchant." No matter what magnitude of a weapon or armor you disenchant, it is the "base enchant" that you now have access to. When you enchant a new piece of weapon or armor, what the game does is take the magnitude of the base enchant and use a multiplier, based on your enchant skill, that will determine the magnitude of the newly enchanted item. What you want to do is modify each of the "base enchants" in the CK for each of the effects and, from what it seems you want, divide by 4. This will reduce the magnitude of any newly enchanted items by 75%, while leaving alone all drops and enemy gear. I have provided a screenshot to illustrate. http://www.nexusmods.com/skyrim/Images/404782/? 1. Navigate to "Enchantment" under "Magic" in the left side.2. Enter "base" in the filter in the top left - this will show only enchantments with "base" in the name.3. Open each one and change the magnitude - divide by 4, or whatever you feel is the proper balance. Fire Damage is open as an example. The default is 10. Change it to 2.5, or whatever. If you want to avoid decimals, use a whole number.4. Your done. Save it, test it, give it a fancy name, take some screenshots, sprinkle some glitter on it and upload it to the nexus. The only one you don't need to do is the first one - "EnchArmorArticulationBase" - it's not used. Let me know how it works out for you -tg Link to comment Share on other sites More sharing options...
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