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Weapon enchants and associated magic schools


menawati

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According to the wiki the number of uses you get out of an enchanted weapon is partially dependent on a skill cost multiplier based on a particular magic school.

 

skill cost multiplier = (1 - skill/200) / (1 + sqrt(skill/200))

 

That's just part of the equation because base cost etc matters too but this is the part of it I'm interested in.

 

So taking 'absorb health' as an example - it is part of destruction school so if I have 0 in destruction I get a x1 multiplier and if it's maxed at 100 I get approx 0.3x multiplier.

 

 

Playing a melee character it just seems wrong to me that my lack of destruction skill in this case means my weapon runs down faster. Making 'absorb health' depend on restoration skill doesn't seem too bad an option as it sort of fits and would be more likely invested in by a melee class so I tried to do this in the creation kit.

 

All I did was change EnchAbsorbHealthFFContact in the Magic Effects to have a dependent magic skill of restoration. It seems like a minor change to me but it's the first time I've ever tried to mod Skyrim so I'm wary of breaking some mechanic I'm not aware of.

 

So, to any experienced modders out there...is this change ok ? Would it actually work at all ? Will it break stuff ? Is there a better way ?

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I like Soulfire for all my weapon charging needs--just turn it one when running from one place to another, hanging out around town, talking to NPCs, etc... It uses Magicka to charge your weapon, and continues charging even when your Magicka is depleted (it will keep it basically zero'ed out until you turn Soulfire off). Very handy.

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