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Changing Enchanting Effect Base Magnitude


mystraven777

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The formula when you enchant apparel is

net magnitude = base magnitude * soul multiplier * skill multiplier * (1 + Potion effect) * (1 + Enchanter perk) * (1 + specific perk modifier)

Where base magnitude per effect is defined on this table (UESP Wiki). With 100 Enchanting skill and all relevant perks this gives nice "round" numbers for the likes of Destruction (+25%) or Sneak (+40%). However, for attributes like Health, Magicka, Stamina and their respective regeneration rates it ends up at the likes of +62. Carry Weight ends up at +37. This triggers me. :psyduck:

 

Is there a way in the Creation Kit or xEdit to modify the base magnitude on the various effects? Say, assigning a base magnitude of +20 instead of +15 to Carry Weight would make its maximum potential tune at +50, a much nicer number.

Edited by mystraven777
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Look in the Base Enchantment tab, here https://www.creationkit.com/index.php?title=Enchantment

 

When you go into the CK, you'll find most enchantments have this, and it's listed just like the enchantments are. All adding it to the enchantment form does is say "learn this instead of that." Take a peek at the base enchantments for some of the common armor enchantments, compare against the example EnchRobesRestorationBase found in the above tutorial, and you should have a sense of how much to tweak things to get the end result you want.

 

Hope it helps.

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