So I've been gone for 2 years on a mission for my church and haven't been able to support any of my mods. I realize there are some bugs in this one - seems a lot of people having the same bug - enchantments not loading in a save game. Unfortunately I don't think I'll be able to fix that any time soon - what with real life and school and all that jazz. If I manage to get OB installed on my laptop and feel like I have a little extra free time maybe, but that's a really big not likely. Sorry This is absolutely open and free for anyone else to modify or bugfix if they like - just please contact me and let me know if you do.
nice mod indeed.. though just one issue.. varla stone is just far too rare and hard to acquire.. they don't re spawn either..in the end all the possible existing varla stone in game is only barely enough for one full set of equipment..
would be nice if you could remove the requirement and change it to something thats rare and respawn.. how about sigil stone instead?
Actually sigil stones dont respawn ether. Only 60 oblivion portals throughout the game ever open up. And there are 56 varla stones to be found throughout cyrodil. In terms of attainability they are about the same. I prefer varla stones tbh because they are found where you find welknid stones, so kill two birds with one stone. no pun intended.
blasted could have been good until I loaded my game. bam. all 1 hour of enchanting gone the enchantments are not saved one more thing, how and where can I get those enchantment essence?
The create enchantment and the combine work great for me. No loss of enchantments on loading a savegame. My problem is how do I combine more than two enchantments? If I have an item with two enchantments, and want to add a third, do I need three Welkynd Stones? And then four to add another? Or do I combine four essences and Welkynd Stones and the item at the same time?
EDIT: Tried with an amulet that I enchanted with this mod. Works fine, like always. In an attempt to combine more than one, I cast the combine spell, selected the enchanted amulet, three more essences, and 38 Welkynd Stones, just to be sure.
The result was a new item with only a second enchantment added, adding the first essence I selected. It removed one Welkynd stone and all three of the enchanting essences.
damn, if the combine and transfer actually got saved out for save games this would have been an endorsement, but alas... my necklace with fortify strength 40 x 5 reverted while I lost all my fortify strength item in the transfer.
I got the combine to work once but can someone please make a tutorial because it just doesn't seem to work half the time but I know it does because I've accidentally done it before.
Seems to be a problem with saved games and the enchantments disappearing. I've tested this with all different types of load orders and still on some items, such as Ayleid items, the enchantments disappear after each load. Is there something I'm doing wrong here?
Huh, turns out I actually did make a version that fixed most of the horrendous bugs, but never actually released it. -_- Nonetheless, this seems to be better, so I myself will be using it, too.
Interesting mod - but I can't seem to find the "charge" spell that should be available at expert level. My mysticism is at 75, but I still only see the two regular Enchant spells. Also I noticed that when I created a weapon with both a weakness effect and a damage effect, the damage was reported correctly, but the weakness ended up being 50% greater than what the enchanting dialog reported (maybe b/c by mysticism was 75 = 1.5 x?) Still a cool mod though!
Yeah I discovered this myself yesterday and in fixing it it's turned into a huge overhaul of the mod itself. Should have an update uploaded later today (US Mountain time).
Thanks for the post, though. You've definitely done some homework! I'm going through and removing as many uses of GetNumItems as I can, as well as as many loops. Hopefully GetInventoryItem won't be susceptible to the same issue. So far in my testing it seems OK - we'll see.
14 comments
would be nice if you could remove the requirement and change it to something thats rare and respawn.. how about sigil stone instead?
My problem is how do I combine more than two enchantments?
If I have an item with two enchantments, and want to add a third, do I need three Welkynd Stones? And then four to add another?
Or do I combine four essences and Welkynd Stones and the item at the same time?
EDIT: Tried with an amulet that I enchanted with this mod. Works fine, like always. In an attempt to combine more than one, I cast the combine spell, selected the enchanted amulet, three more essences, and 38 Welkynd Stones, just to be sure.
The result was a new item with only a second enchantment added, adding the first essence I selected. It removed one Welkynd stone and all three of the enchanting essences.
good attempt, hope to see this improved upon
Huh, turns out I actually did make a version that fixed most of the horrendous bugs, but never actually released it. -_- Nonetheless, this seems to be better, so I myself will be using it, too.
Thanks for the post, though. You've definitely done some homework! I'm going through and removing as many uses of GetNumItems as I can, as well as as many loops. Hopefully GetInventoryItem won't be susceptible to the same issue. So far in my testing it seems OK - we'll see.