Unfortunately in my case, the x2 version changed the enchanting points from 85 to thousands. Maybe I just understood the description wrong and it's working as intended?
I downloaded the OP Gem Soul file, and the same thing is happening to me as in another comment below, I was going to enchant a sword and at the time it showed 16,000,000 charge, and 3,673 uses, but when I enchanted it, the charge went to 9216, and the uses to 2. Is this a bug in the mod, or was it done on purpose?
used xedit and changed the grand soul values to 20,000 just to test and it works/calculates charge correctly after completing the enchantment. looks like 16,000,000 is just to large an integer for the game to handle. may test some more later to see how high it will let me go
Feels like OP Grandsouls breaking enchantments on a weapons. It says it's enchanted,but does not apply visual effect or effect on a target... some value is 'Out of bounds'? Not quite sure.
While OP Grand Souls have essentially unlimited power limit while enchanting, Charge value on the enchanted weapon stays at 9,216.
Any effect that would need more than 9,216 charge will never activate on hit, and anything that requires more than 4608 charge per attack will only activate once.
Tested by maxing out the Paralyze enchantment's effect range and duration. This gives a 0-hit effect of 100ft paralyze on hit for 120s
Note: I don't remember if having 250 on my magic skills or 200 on Intelligence actually affects anything charge-related, but my charge is 9,216.
I can also confirm to this as I'm running a silver sword with full elemental damage and weaknesses. Went to go use it to one shot everything in sight and behold my surprise as it tells me the weapon which looks, acts, and as I go to charge it tells me its fully charged tells me I do not have enough uses and must charge it.
Same. I also find my weapon enchants even when I try to make them more reasonable don't actually last any longer but also cost large amounts of gold to recharge/loads of weaker soul gems to recharge. Enchanting armor for buffs works great though. Unsure about spell crafting yet.
Hi I would like to ask if you know that does luck inreases chances like blade bleed or bow paralyse ? And if would it be possible to decrease the speed attribute ? I dont like how fast i move in heavy armor with shield As far as I know it only affects movement speed and not attack or cast speed correct ?
It does not. Luck secretly adds invisible skill points (except to skills at 100), gives the arena fighter you bet on more hp, increases Mehrunes Razor instant kill chance, and maybe makes auto attempt lockpicking easier and repair hammers break less often.
The blade and marksman paralyze chances are set values unaffected by anything. you should be able to change them with "setgs iPerkMarksmanParalyzeChance #" just change # to whatever percent chance you want. I think that might also affect blade, but I'm not sure.
Blade doesn't have bleed in the vanilla game afaik. As for speed, you could use "player. forceav Speed #" to lower it. There's also fperkHeavyArmorSpeedMult which you could try setting to below 1, like 0.7 or something.
I put in the first command but game treat it like a debuff so when i use " restore ability " speed resets to its original value. Tried to put in the 2nd command just as is, with " player.forceav " and " set " and " set. " but game says " fperkHeavyArmorSpeedMult reference not found compile id not saved " or something like that. Any suggestions ? Problem is putting speed to 0 barely make any noticable difference. its not really a problem i just want to feel myself heavy wheb im wearing heavy armor you know
The command is "setgs" or "SetGameSetting" (same thing, either one). It's default is 0, but only use that if you're at 100 heavy armor. If you're below 100, try changing the master part to expert. It defaults to 0, so I'm not exactly sure how it works. Try a variety of things. Whole numbers, decimals, or negative numbers.
Just a quick question, the maximum fixed amount of magicka spent (over the total amount of magicka that one needs to recharge for the weapon) by a single hit of a weapon is supposedly 85 according to the usep wiki. However, with this mod, I enchanted a sword and on a single hit it consumes 3k magicka over the 8k charge. Do you know if there is a way to fix this my friend ?
If not, it's all good, thanks for the mod man, it's very good for the rest.
Charges are all kinds of weird, tied to a bunch of different settings and engine stuff. I'm on mobile or I'd link it, but there's an obse mod that lets you personalize it. I highly recommend that one
there is no possibility of keeping the basic spells, that is to say those which were created by the devs, but boosting the spells created by the player ?
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There's also the optional files here for more charges, but it makes all Magicka costs cheaper at the same rate.
It says it's enchanted,but does not apply visual effect or effect on a target...
some value is 'Out of bounds'? Not quite sure.
While OP Grand Souls have essentially unlimited power limit while enchanting, Charge value on the enchanted weapon stays at 9,216.
Any effect that would need more than 9,216 charge will never activate on hit, and anything that requires more than 4608 charge per attack will only activate once.
Tested by maxing out the Paralyze enchantment's effect range and duration. This gives a 0-hit effect of 100ft paralyze on hit for 120s
Note: I don't remember if having 250 on my magic skills or 200 on Intelligence actually affects anything charge-related, but my charge is 9,216.
I would like to ask if you know that does luck inreases chances like blade bleed or bow paralyse ?
And if would it be possible to decrease the speed attribute ?
I dont like how fast i move in heavy armor with shield
As far as I know it only affects movement speed and not attack or cast speed correct ?
The blade and marksman paralyze chances are set values unaffected by anything. you should be able to change them with "setgs iPerkMarksmanParalyzeChance #" just change # to whatever percent chance you want. I think that might also affect blade, but I'm not sure.
Blade doesn't have bleed in the vanilla game afaik. As for speed, you could use "player. forceav Speed #" to lower it. There's also fperkHeavyArmorSpeedMult which you could try setting to below 1, like 0.7 or something.
Tried to put in the 2nd command just as is, with " player.forceav " and " set " and " set. " but game says " fperkHeavyArmorSpeedMult reference not found compile id not saved " or something like that.
Any suggestions ?
Problem is putting speed to 0 barely make any noticable difference.
its not really a problem i just want to feel myself heavy wheb im wearing heavy armor you know
sorry for the late reply i suddenly had an itch to play prototype
thanks again
Just a quick question, the maximum fixed amount of magicka spent (over the total amount of magicka that one needs to recharge for the weapon) by a single hit of a weapon is supposedly 85 according to the usep wiki. However, with this mod, I enchanted a sword and on a single hit it consumes 3k magicka over the 8k charge. Do you know if there is a way to fix this my friend ?
If not, it's all good, thanks for the mod man, it's very good for the rest.