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Issue With Unlimited/Multiple Enchantment Mods


Tommy6860

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Hey All,

 

I've run into a bit of an issue, but it only seems to have taken hold since I installed Dawnguard and Dragonborn. I waited this long to get Dawnguard as to make the game play longer and keep my interest playing it alongside Dragonborn (I want to go into Solstheim as a vampire), anyhoo:

 

I've used differently named mods that would allow multiple (more than two the vanilla standard) weapon enchantments and while they work, the unlimited enchantment mods do not/no longer stick after reloading the game, no matter what mod I use. The unlimited ones (seem to have) worked great up until these add-ons were put in. I've tried uninstalling all relevant mods, saving the game, reinstalling them to no avail. This is what happens; I can enchant the weappns using multiple enchantments (more than two) while using unlimited enhcantments and they both worked at one time. But now, when I quit the game (not reload) and restart it, the enchantment charges are are gone and the weapon(s) cannot be recharged.

 

However, I have found that if I just stick to the vanilla two enchantment limit, I have no issue.

 

Could anyone shed any light on how to get the multiple unlimited enhcantments to stick after reloading the game or guide me in the CK to remedy this?

 

As an aside, I used the relevant Dawnguard mods that say fix this, but they do not work, could this be a Dragonborn issue?

Edited by Tommy6860
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OK, I figured this out, at least I think I have:

 

I can have unlimited enchantments and more than two, if I only use enchantments specifcally for weapons, which I am sure is by design. I have a mod that allows every enhcantment to be unlocked with some used even on armors that are not vanilla to the game and most for weapons. What happens is, when I want to enchant a weapon while using the unlimited enchantment mod, the enchantment choice always defaults the slider (to adjust enchantment power) to the max (whch the game does by design); this results in a zero sum usage made by the mod. Changing the slider then makes the the enchantment default to the vanilla number the game sets for the enchanting ability/level. Although I had no issue with this before the add-ons, I am thinking DG and/or DB add-ons changed a lot of settings since they added new enchantments and weapons (some with enchantments) and I can no longer get a zero sum no matter any setting other than leaving it on the default max when I make the initial choice.

 

The only downside is, and I figured a work around, if I want unllimited enchantments, I have to use the console command to set my enchanting skill to a level where the enchantments are not overpowered and be able to use the max setting which results in a zero sum usage for charges on the weapons made by mod.

 

As far as the weapons losing their ability to no longer be recharged after reloading the game, I found this happened when enchanting a weapon with an enchantment not normally vanilla to weapons, like placing frenzy on a sword. It seems to have been cause for this issue and I tested this many times using different enchantments specific for certain weapons (like placing staff enchantments of swords). Again, I didn't have this issue until DG and/or DB were installed.

Edited by Tommy6860
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