warble2850 Posted January 24, 2017 Share Posted January 24, 2017 (edited) Hi there,I'm basically a first time modder, though I've been attempting to get used to the creation kit for minor tweaks for years now.I was just trying to make what I thought would be a simple mod to add multiple enchantments to an item, and I sort of have it working, with a few weird quirks.What I was planning to do was add Fortify Stamina Regen, Fortify Health Regen, Fortify Magicka regen to a ring at 20%, as well as Shout regen at 10%.I have succeeded in creating a new magic effect with these enchantments and applying it to the ring. (I called the enchantment All Regen)I have added the item, then disenchanted it from an enchanting station and it works for that much as expected.I should note that although the enchantments all show up, the Shout regen is listed at a rate or 20% instead of the desired 10.The weird stuff starts when I then try to in-game create a newly enchanted item using that enchantment. I can do it! But what happens is, depending on the strength of the soul gem, the Health regen will fluctuate as I would expect from any sort of enchantment, but the other three attributes remain set at 20% (again, noting that the shout regen was only supposed to be at 10%).Am I expecting too much for one little magic effect? Is there a way to make a new category for a magic effect which combines at least the Stamina, Magicka and Healing rate into one?I can come back with screen shots if necessary, but everything all looks the same going in.PS: Out of curiosity I am also wondering how to designate an item to not-be-able to disenchant. Edited January 24, 2017 by warble2850 Link to comment Share on other sites More sharing options...
Urtho Posted January 25, 2017 Share Posted January 25, 2017 (edited) The weird stuff starts when I then try to in-game create a newly enchanted item using that enchantment. I can do it! But what happens is, depending on the strength of the soul gem, the Health regen will fluctuate as I would expect from any sort of enchantment, but the other three attributes remain set at 20% (again, noting that the shout regen was only supposed to be at 10%). Am I expecting too much for one little magic effect? Is there a way to make a new category for a magic effect which combines at least the Stamina, Magicka and Healing rate into one? I believe this is a bug or engine limitation that relates to enchanted effects. The game doesn't take into account skill modifiers or allow manipulation of enchantment strength for specific enchantments when crafting magical items with multiple effects. So you'll see a single "primary" effect get boosted but the latter ones will remain static and unaffected. There are two mods for the original version of the game that either fix this or explain what is going on: Enchantment Reload FixElemental Enchants Fix PS: Out of curiosity I am also wondering how to designate an item to not-be-able to disenchant. Add the MagicDisallowEnchanting keyword to the item record. Edited January 25, 2017 by Urtho Link to comment Share on other sites More sharing options...
warble2850 Posted January 25, 2017 Author Share Posted January 25, 2017 Well that was certainly informative.I guess my best option is to have the item unable to disenchant unless a SSE compatible fix comes down the line.Thanks! Link to comment Share on other sites More sharing options...
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