This doesn't work with user-enchanted weapons. Are you able to fix that? Only works for store-bought and found weapons right now. Edit***: I didn't see the other user's comment, nevermind. Not sure if the recently release script extender would be able to help with that?
Is this safe to remove after installing and playing? It really messes with the economy of the game. Soul gems can't keep up to recharge, prices to recharge go up wildly, and enchanted items are worth WAY more.
Great balance fix imo, thanks for your contribution to this game! Any ideas if it is compatible with other mods that affect enchanted items, like Balanced Unleveled Rewards - Remastered? I'm not sure but probably it just makes all the rewards with fixed ID of levelled item, so there's should be no problems
Keep in mind using any versions of this mod will scale the value of the affected enchanted weapons/staves for prices in the stores/sell prices of said enchanted weapons to vendors. Scales semi-proportionate to the amount increased to the enchant increase listed in the mod file. I downloaded the Savex2 and the WepEnchantx10 versions.
I was confused and wondering why the battleaxe of hatred sold by Rohssan at Last chance was suddenly worth 30k gold, when I had just seen it recently for just under 10k, as well the Akavari Warblade/sunderblade sold by the other Imperial vendors shot way up as well from like 5k>21K. However all the staves from the staff store were only worth slightly extra, because I only DL'ed the 2x version for staves.
So make sure you know about this if you dont wanna pay 3-5 times the amount for an enchanted item. Mostly saying just so people know that change is coming from this mod, as I thought it was coming from a the Unleveled List item mod for a moment. However, is there a way to adjust to the enchant battery level(essentially) without having the prices changing too? Just so it doesnt promote breaking the economy while still keeping the nice extra functionality for enchated stuff the mod does provide. I would assume the values are probably tied together mechanically and not seperate-able but I lack that knowledge to find out.
I added the MAX version of both mods and enabled them but my max charge is 1600? Does this not work for already looted items? Based on the items that drop and the items I have it looks like it is doing the previous 10X values from your previous mod and not updating the new stats. They are loaded last in my load order.
I thought maybe it wa a mod conflict but I disabled all mods except yours and still no change. No idea why it isn't working for me. I added it them to data folder and then added them to my plugins.txt file. Anything else I have to do in addition to this?
The issue i am having has to do with crafted enchanted items, and the mod author in another post addressed this. With the way unreal handles items it is currently impossible to allow mods to override the logic it has put in place in certain ways. Appreciate the creator and hope the community figures something out. Super excited.
56 comments
Edit***: I didn't see the other user's comment, nevermind. Not sure if the recently release script extender would be able to help with that?
Any ideas if it is compatible with other mods that affect enchanted items, like Balanced Unleveled Rewards - Remastered? I'm not sure but probably it just makes all the rewards with fixed ID of levelled item, so there's should be no problems
Ain't Nobody Got Money or Soul Gems for That!
or something that just replenishes charges automatically.
I downloaded the Savex2 and the WepEnchantx10 versions.
I was confused and wondering why the battleaxe of hatred sold by Rohssan at Last chance was suddenly worth 30k gold, when I had just seen it recently for just under 10k, as well the Akavari Warblade/sunderblade sold by the other Imperial vendors shot way up as well from like 5k>21K. However all the staves from the staff store were only worth slightly extra, because I only DL'ed the 2x version for staves.
So make sure you know about this if you dont wanna pay 3-5 times the amount for an enchanted item. Mostly saying just so people know that change is coming from this mod, as I thought it was coming from a the Unleveled List item mod for a moment. However, is there a way to adjust to the enchant battery level(essentially) without having the prices changing too? Just so it doesnt promote breaking the economy while still keeping the nice extra functionality for enchated stuff the mod does provide. I would assume the values are probably tied together mechanically and not seperate-able but I lack that knowledge to find out.
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp
RicherVendors.esp
ArenaTwiceTheMoney.esp
UnlimitedTraining.esp
UnlevelledWildernessBeasts.esp
Unlevelled DaedricBeasts.esp
FasterLevelling2x.esp
SlowerItemDegradation.esp
Balanced Unleveled Rewards.esp
WeightLessArrows.esp
LessRestrictiveSpells.esp
Lower Fatigue Cost.esp
SpellMagickaCost.esp
PickPocketChanceCap100.esp
KRI_Weightless.esp
Horse Whistle.esp
zSB_More_Sensible_Crime_Alarm.esp
Leveled Creature Diversity.esp
Leveled Item Diversity.esp
ValuableClutter.esp
FasterHorses.esp
Hooded Outlaws.esp
MoreDamage_2x_Deluxe.esp
MoreDamage_2x_Patch_BalancedUnleveledRewardsRemastered.esp
Balanced NPC Level Cap.esp
EnchantedMAX.esp
StaffedMAX.esp
Any idea what could be wrong?