For anyone in 2024 looking at all the negative reports about bugs below:
I was not able to reproduce any of them. I tested enchanting armor, melee weapons, bows, and arrows with single and multiple enchantments and was able to do so as described on the mod page. I used them in combat and had no problems applying the magical effects intended. I moved between interior and exterior cells to see if I could reproduce some of the inventory bugs described and could not (perhaps I would have if I tried longer0. I checked to see if there would be any weirdness with regards to constant effects not being properly removed by dropping items or putting them in containers and found none.
I believe I may have eventually reproduced some of the arrow problems if I test more but I was satisfied after 30 minutes or so.
I suspect most of the problems described below were from bad luck with competing mods interfering with scripts somehow, failure to read the readme, or people attempting to play without OBSE properly launched (i.e. through obse_loader.exe or the OBSE launcher button in Wrye Bash).
As I said I'm sure I would have run into bugs eventually but couldn't find through basic testing. So if you don't mind actually reading readmes and know how the OBSE launcher works give it a try. No one can promise it *will* work though. It's from 2008.
I ultimately chose not to use it though because "Multiple Enchantments" replaces the Light effect enchantment, and I actually use the Light effect (especially with this mod). If it weren't for that I'd actually use it, though I suppose it's easily changeable in the CS.
Thanks :) I noticed that the Light effect said "Multiple Enchantments" while looking at some spells to buy and I got confused about that. Glad to know I was right about what caused it.
Mod allows me to learn Scrolls. That's it. Enchanting doesn't work as the mod describes. "Multiple Enchants" simply takes up the enchant slot, and gives the Light effect.
Mod does not work, even after installing using Wyre Bash. No clear way to create multiple enchantments on worn items as advertised. Instead, all worn items are removed, and the original item only has one enchantment. Mod does not install with Vortex properly, mod has no change to the user interface of the enchantment table, mod does not create multiple enchantments, or if it does, there are no screenshots here on this website showing how this is done, and no clear instructions that work. It amazes me that people will go through all the trouble of programming something like this, and give no real explanation for how their mod can be made to work. Or maybe it just doesn't work.
I got the mod easily running using Wrye Bash to install and using BOSS to check my load order. Not sure why there are so many comments about the mod not working (user error, I would assume).
So, anyways, I found three big ways this mod can be exploited. For one, there is no limit to the number of "layers" you can put into the enchantment. For example, let's say you play with just heavy armor. You could stack an amulet with "Drain Light Armor 5pts" 25 times and have a total of 41600 points to work with, at a detriment of "Drain Light Armor 75pts."
The next exploit is much worse. Enchantment effect magnitudes are not proportional to the soul point costs. It is much more cost efficient to stack a ton of petty enchantments on top of each other, rather than just work with grand enchantments. A petty soul provides "Fortify Strength 6pts" using 150 soul points, whereas a grand soul provides "Fortify Strength 10pts" using 1600 soul points. The petty soul has a ratio of 25 soul points per 1 point of Strength, but the grand soul uses 160 soul points per 1 point of Strength.
Using the example above, using grand enchantments alone, you could boost Strength by 260pts. However, if you just used petty enchantments, you could boost Strength by 1664pts!!
And finally, you get the full benefit of all positive enchantments even if the negative enchantments don't apply their full effect. With the example above, you could have a Light Armor skill of only 15, wear the enchanted item, and receive the full buff of +1664 Strength with only -15 Light Armor. I'm sure this is more of just a limitation of the game itself, but still.
I consider this mod as "balanced" as the base game. Sure, it can be fair if you use it as intended, but you can still exploit the hell out of it.
For those of you having the bug where "multiple enchantments" doesn't work properly and only gives a "light" effect instead - removing all unenchanted arrows from your inventory before enchanting might work.
I'm playing a Conjuration / Alchemy / Archer playthrough, and although this mod is easily exploited, it really spiced up my gameplay, but after some time I started being unable to enchant things properly - looking through messages here I wasn't able to figure out what the problem was - seeing quite a few people reporting the issue with the "light" effect here and on the "abridged" version with Magicka Multiply but no solution.
I noticed in the console commands that the game would say "has arrow" and subsequently "arrow unused" whenever an enchantment failed - so I simply removed my arrows from the inventory and VOILA! I could enchant again.
(the bug above seems to only appear when enchanting armor for me, not when enchanting weapons)
For me though: Enchanting arrows doesn't work, it turns them into a bow (?) and occasionally crashes my game. Enchanting weapons with "multiple enchantments" seem to have unstable and random outcomes for me.
It's a good mod that allows for a much needed function of the Oblivion enchantment system, but it has a lot of draw backs. Easily exploitable, unbalanced effects from soul gems and with quite a few bugs.
108 comments
I was not able to reproduce any of them. I tested enchanting armor, melee weapons, bows, and arrows with single and multiple enchantments and was able to do so as described on the mod page. I used them in combat and had no problems applying the magical effects intended. I moved between interior and exterior cells to see if I could reproduce some of the inventory bugs described and could not (perhaps I would have if I tried longer0. I checked to see if there would be any weirdness with regards to constant effects not being properly removed by dropping items or putting them in containers and found none.
I believe I may have eventually reproduced some of the arrow problems if I test more but I was satisfied after 30 minutes or so.
I suspect most of the problems described below were from bad luck with competing mods interfering with scripts somehow, failure to read the readme, or people attempting to play without OBSE properly launched (i.e. through obse_loader.exe or the OBSE launcher button in Wrye Bash).
As I said I'm sure I would have run into bugs eventually but couldn't find through basic testing. So if you don't mind actually reading readmes and know how the OBSE launcher works give it a try. No one can promise it *will* work though. It's from 2008.
I ultimately chose not to use it though because "Multiple Enchantments" replaces the Light effect enchantment, and I actually use the Light effect (especially with this mod). If it weren't for that I'd actually use it, though I suppose it's easily changeable in the CS.
Please Make a new version of this mod
So, anyways, I found three big ways this mod can be exploited. For one, there is no limit to the number of "layers" you can put into the enchantment. For example, let's say you play with just heavy armor. You could stack an amulet with "Drain Light Armor 5pts" 25 times and have a total of 41600 points to work with, at a detriment of "Drain Light Armor 75pts."
The next exploit is much worse. Enchantment effect magnitudes are not proportional to the soul point costs. It is much more cost efficient to stack a ton of petty enchantments on top of each other, rather than just work with grand enchantments. A petty soul provides "Fortify Strength 6pts" using 150 soul points, whereas a grand soul provides "Fortify Strength 10pts" using 1600 soul points. The petty soul has a ratio of 25 soul points per 1 point of Strength, but the grand soul uses 160 soul points per 1 point of Strength.
Using the example above, using grand enchantments alone, you could boost Strength by 260pts. However, if you just used petty enchantments, you could boost Strength by 1664pts!!
And finally, you get the full benefit of all positive enchantments even if the negative enchantments don't apply their full effect. With the example above, you could have a Light Armor skill of only 15, wear the enchanted item, and receive the full buff of +1664 Strength with only -15 Light Armor. I'm sure this is more of just a limitation of the game itself, but still.
I consider this mod as "balanced" as the base game. Sure, it can be fair if you use it as intended, but you can still exploit the hell out of it.
Nah, but this is a good idea for a mod.
I'm playing a Conjuration / Alchemy / Archer playthrough, and although this mod is easily exploited, it really spiced up my gameplay,
but after some time I started being unable to enchant things properly - looking through messages here I wasn't able to figure out what the problem was - seeing quite a few people reporting the issue with the "light" effect here and on the "abridged" version with Magicka Multiply but no solution.
I noticed in the console commands that the game would say "has arrow" and subsequently "arrow unused" whenever an enchantment failed - so I simply removed my arrows from the inventory and VOILA! I could enchant again.
(the bug above seems to only appear when enchanting armor for me, not when enchanting weapons)
For me though:
Enchanting arrows doesn't work, it turns them into a bow (?) and occasionally crashes my game.
Enchanting weapons with "multiple enchantments" seem to have unstable and random outcomes for me.
It's a good mod that allows for a much needed function of the Oblivion enchantment system, but it has a lot of draw backs.
Easily exploitable, unbalanced effects from soul gems and with quite a few bugs.