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Request: remove the enchantment "Fortify Alchemy"


Invexendon

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Hello everybody.

Could someone remove the enchantment "Fortify Alchemy" from the game?

I think would be good if someone took a little time to do this mod. I don't think how it would be difficult.

 

This is the fact: I think everyone knows about the glitch to make overpowered equipment using the crafting tools (alchemy, enchanting, smithing), using mostly alchemy and enchanting in a never-ending cycle.

I personally don't like to have a godlike equipment, because IMO the game after you get it become really too simple. But at the same time I see that powerful effects in game and the temptation sometimes is too strong.

 

From that the idea for this mod. OK, I know that could be removed another effect, but I think that:

-"Fortify smithing" effect is good, and the main problem in is the glitch between enchanting and alchemy, not smithing!

-"Fortify enchanting" effect of Alchemy could be removed as well, but I would prefer not, because of two reasons: first is that enchanting at low-medium levels give very little effects; second because of the duration: as a matter of fact a potion can be used only one time, so you expect that at higher levels you could do better potions, meanwhile a peace of equipment is used for a more long time, and requires soulgems that are a little bit hard to find (of course I'm referring to the most useful and bigger soulgems, not the little ones)

 

Yes, I know there is a problem removing this enchantment: some objects in major questline have the "Fortify Alchemy" effect,

for exemple the Muiri's Ring [ /spoiler], but the effect can be changed in another, or better used as unique and disenchantable item.

 

Thank you for reading!

Edited by Elbereth91
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I often have similar complaints/issues with Skyrim, so i can agree with you partly. Where we disagree is degrees. You advocate the action of someone else to make you and others a mod to fix the 'problem'. I on the other hand recognize that outside of the most simple and obvious answer(don't use enchantment Fortify Alchemy if one finds it to OP'd), the next best solution is to take a few min and crack open the CK and make my own little mod in about the same time it took me to read the OP, log-in, and respond.

 

Just saying. IMO, your request is just 'one of those things' best done by one's self-if at all. I personally have a couple of catch-all mods i've made for the express purpose holding little changes that i thought the game needed.

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[...] the next best solution is to take a few min and crack open the CK and make my own little mod in about the same time it took me to read the OP, log-in, and respond.

 

Well, it's not quite that simple. If you just change the enchantment effect to do something else and rename it something else, then you have about a hundred, hundred-fifty base items that in-game are called "[thing] of [degree] Alchemy" ("Ring of Minor Alchemy", etc) but do something completely different, and are probably duplicates of things that already exist.

 

That said, I think I'll do this, because it's not really difficult, just a little time consuming the way I'm doing it (I've started on it), and I've been away for so long I can use something relatively simple to remind me how to do things in the CK.

 

OP, I think I'll leave the unique or hand-placed items alone, just make them non-disenchantable so that they're special and the effect is very rare.

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[...] the next best solution is to take a few min and crack open the CK and make my own little mod in about the same time it took me to read the OP, log-in, and respond.

 

Well, it's not quite that simple. If you just change the enchantment effect to do something else and rename it something else, then you have about a hundred, hundred-fifty base items that in-game are called "[thing] of [degree] Alchemy" ("Ring of Minor Alchemy", etc) but do something completely different, and are probably duplicates of things that already exist.

 

That said, I think I'll do this, because it's not really difficult, just a little time consuming the way I'm doing it (I've started on it), and I've been away for so long I can use something relatively simple to remind me how to do things in the CK.

 

OP, I think I'll leave the unique or hand-placed items alone, just make them non-disenchantable so that they're special and the effect is very rare.

 

 

 

 

First off, kudos for taking of your own time to make that mod for the OP. Very classy thing to do, you didn't just say you could, you went ahead and did. Well done.

 

That said, i went and did what i had in mind in a test mod i made just so i could see. Now admittedly i haven't had a chance to test it(plan on doing that when i get back in on Monday), but seriously it took me ~7 min total to load the CK, find the two 'fort. alchemy' effects(the potion and gear enchantment), essentially zero them out to where they did nothing, then save the test mod before i headed out of town.

 

I am in no way, shape, or form a gifted mod-maker. Just reiterating my first post, only thing easier than nullifying 'fort. alchemy' from Skyrim is just choosing not to bother with it. Not trying to dig on the OP, truly, i just have to shout out at a "can DIY" request when i see it.

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  • 2 years later...

Thank you so much for this mod! It would be so great if someone would do the same with smithing and enchanting /separately!!!!/ as well. That is a simple, "easy to use" mod, and Skyrim would be much more better if that mod would be available in smithing and enchanting /potion effect/ version too....Thank you anyway :smile:

Edited by Joshep
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  • 4 weeks later...
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