Hello. Awesome mod. I can't seem to find "fortify speechcraft" or "fortify barter" in v14 though. Guessing it was deleted? or should i empty her shop inventory and wait for it to refresh till it shows up? Meh im gonna just add it to my inventory with console then stuff 3000 gold into her pocket. Thanks again for the mod lol.
i checked fortify skills omega 14.0 and Colette Marence does sell fortify barter when i tried it(keep in mind fortify barter is an adept level spell). not exactly sure whats causing it so you're not able to purchase the spell tome. keep in mind that since this mod adds the spells in it to the spell merchant lists it might conflict with other mods that do the same; like (i believe)Apocalypse - Magic of Skyrim and Phenderix Magic Evolved. and no,fortify speechcraft was not deleted,it was renamed fortify barter.
This is going to need serious play-testing. One thing we discovered when Bethesda added player-usable Fortify Skill spells to Morrowind (in both the Tribunal and Bloodmoon DLCs) was that it completely destroyed game balance for anyone who figured them out. (If you worked around the merchant bugs in the Persuasion and Disposition system, it turned into basically an infinite money cheat, for one thing. And with multiple enchantments, it was easy to create "god weapons" more powerful than the vanilla artifacts, e.g. Fortify One-handed, plus Fire Damage plus Weakness to Fire on a one-handed sword, after using Fortify Enchanting and Fortify Destruction.) I've noticed in Skyrim that Bethesda has taken steps to mitigate problems like this, E.g., you can't craft gear with a Fortify Enchanting effect, nor create potions with Fortify Alchemy, so if you want to exploit the relationship between them, you have to spend aaalll day long crafting successive sets of "enchanting suits" built up a tiny bit at a time, taking an ench. potion for 5% better ench, to create a alch, item with 5% better alch., then wearing that to make another potion with 7% better ench. to make an item with 7% better alch., and so on. It's actually difficult to muster the patience to do it, and you need a huge stockpile of expensive and uncommon ingredients plus a big collection of clothing items to use.
Cool, though that was just an example. The money cheat was to fortify what in Morrowind were called Personality and Speechcraft, if I recall correctly. In Skyrim, Speech[craft] is now controlled by the Stealth stat and there is no Personality stat, but being able to boost both Stealth and Speech would probably have the same effect: If you can jack up both the skill that affects NPC "feelings" toward the player and also buff the underlying attribute that affects that skill (plus stack it with perks and magic buffs for better prices), then you can get cheaty pricing out of merchants.
I'm not suggesting that every buff that could ever possibly be exploited in any way should be removed from your mod, just that in-game testing will need to be done to try to figure out what the exploits are and how "challenge-breaking" they are, then adjust the buffs to minimize that effect.
That said, I agree with removing the two you did remove. I actually took the time to go the "enchanting suit" route that's already in the vanilla game, by using incrementally stacked ench. and alc. fortifications, and I ended up able to make OP enchantments and potions by around level 20 (and just doing this incrementally boosted both skills to 100 by the time I was done). That also lead to OP Fortify Smithing stuff, so I ended up with god gear both as to its smithing and its enchantment levels. It's hard to wreck the game balance that bad unless you spend a lot of time trying to "work" the ench/alc relationship, but if it were super-easy with fortify spells, then a lot of people would find themselves quickly in a boring game where they just one-shot everyone. :-)
I am going to get your current version and try it out. I actually miss being able to do clever but fairly sensible things with Fortify Attribute and Fortify Skill spells like we had in Morrowind. One of my favorites was stealth-mage stuff, like using short-term Fortify Alteration and a custom Telekinesis spell that was high-level and Magicka-costly (and normally outside my casting ability) because it had a long range – but only lasted a couple of seconds. Was great for hiding behind something (out of NPC line-of-sight) and stealing an object from a distance. Just had to be quick and accurate.
There's isn't even one capital letter in your summary. I'll never download a mod if the explanation of what it does is so sloppily written. Because if your summary is so messy, what does it suggest about your mod ?
Probably nothing. Odds are this is a) a young modder used to text-messaging and other mediums in which typography is not a concern, and b) not a native English speaker (the sentence structure suggests this). So, being a grammar hard-ass is probably not constructive. I fix typos in mods myself (with TES5Edit), but what really matters is whether the mod works properly.
7 comments
Meh im gonna just add it to my inventory with console then stuff 3000 gold into her pocket. Thanks again for the mod lol.
not exactly sure whats causing it so you're not able to purchase the spell tome.
keep in mind that since this mod adds the spells in it to the spell merchant lists
it might conflict with other mods that do the same;
like (i believe)Apocalypse - Magic of Skyrim and Phenderix Magic Evolved.
and no,fortify speechcraft was not deleted,it was renamed fortify barter.
I'm not suggesting that every buff that could ever possibly be exploited in any way should be removed from your mod, just that in-game testing will need to be done to try to figure out what the exploits are and how "challenge-breaking" they are, then adjust the buffs to minimize that effect.
That said, I agree with removing the two you did remove. I actually took the time to go the "enchanting suit" route that's already in the vanilla game, by using incrementally stacked ench. and alc. fortifications, and I ended up able to make OP enchantments and potions by around level 20 (and just doing this incrementally boosted both skills to 100 by the time I was done). That also lead to OP Fortify Smithing stuff, so I ended up with god gear both as to its smithing and its enchantment levels. It's hard to wreck the game balance that bad unless you spend a lot of time trying to "work" the ench/alc relationship, but if it were super-easy with fortify spells, then a lot of people would find themselves quickly in a boring game where they just one-shot everyone. :-)
I am going to get your current version and try it out. I actually miss being able to do clever but fairly sensible things with Fortify Attribute and Fortify Skill spells like we had in Morrowind. One of my favorites was stealth-mage stuff, like using short-term Fortify Alteration and a custom Telekinesis spell that was high-level and Magicka-costly (and normally outside my casting ability) because it had a long range – but only lasted a couple of seconds. Was great for hiding behind something (out of NPC line-of-sight) and stealing an object from a distance. Just had to be quick and accurate.