4/12/25 - It works! I'm playing Nolvus and it worked perfectly. Due to changes in the Palace layout, I was unable to locate the necklace. Didn't even try at the lake. The grasses are thicker and I seriously doubt if I could find it. Had to use the console. SO glad you made this. Endorsed.
Not sure actually. In the old days, if you created say a ring of enchantment, wore it, and used it to create a more powerful ring of enchantment too many times, you could create a single ring that increased weapon damage like 10,000%. If you then tried to use the weapon, the game would crash.
That may have been patched out and fixed. Not sure. Just a warning in case that flaw still exists.
Sorry to necro but I read this thread and really laughed at it. I can confirm that at least on 1.6.1170 and with my own personal modlist that bug doesn't exist with this mod, and I doubt that flaw exists anymore in general because I had another mod with a fortify enchantment along with multiple mods to increase the scaling of destruction magic. I managed to do bonkers damage like billions of damage.
I just tried this mod, and I increased damage on katanas to like 5.5 million burn damage then spawned enemies. So far so good no crashing.
The only other variables I did not test was:
1. Using a very low-end computer 2. Or testing this out in pure vanilla with no bug fixes whatsoever.
But at the very least it is possible to abuse this mod and other mods like this if you have bug fixes and your Skyrim/pc is fairly optimized and up to date. I don't think it will crash because of being laggy but maybe it is possible to crash because skyrim on a low-end pc might struggle to compute that much damage that quickly.
I just wanted to add my findings because this was a very funny topic I stumbled across. i got a few good laughs out of it lmao.
My apologies for not commenting back when I downloaded in November. Just want to thank you for this mod! Works great. And now that I've had some time to experiment with it, I'll share some of things I've discovered that might be of use to you.
But first, a humorous little story: I went to retrieve the amulet from the grave site at Lake Ilinalta. "No problem," I think, "just a few skeletons to deal with, right?" Except that I'd forgotten that I had installed Milhail's Rotten Maidens. Right after I picked off the skeletons with my bow, I reached down to pick up the amulet and *SHRRRIIIIEEEEEEK* Me: "HOLY MOTHER (REDACTED, REDACTED)!! WHAT THE (REDACTED)?!" I needed a change of shorts after that. One of those moments that a couple of mods led to an accidental epic encounter.
Okay, a few notes I hope you find useful. -Your mod works fine with Left Hand Rings Modified SE. I could have a ring on both hands, each with fortify enchantment, and can confirm the bonuses did stack. -Works with Craftable Horse Barding. Now my horse has enchanted barding of my manufacture and can wade into battle alongside me without getting swatted by aggroed giants. -Tried to "break" the game by enchanting a sword to ridiculous levels of damage. 5,000+ damage in a single hit. Didn't crash the game. But... I'd forgotten I had Realistic Ragdolls and Force installed with the "Action Movie" option chosen. I pretty much launched a giant into orbit. Oh, the irony.
"Your mod works fine with Left Hand Rings Modified SE. I could have a ring on both hands, each with fortify enchantment, and can confirm the bonuses did stack."
If u just want to test if the mod is working and u find looking for the item annoying, cause for testing is pointless: just open the console command and type help "necklace of enchanting", press enter and u should get the item ID. For me it was 390012D2, but I have friends who used the ring ID, which is different. Anyways hope this helps
First will give thansk for the mod, its very handy to use .. takes some work to get (had to 1st go though all cabinets in Blue palace then to later find it on one of courts people xD he had 2 of them :D so i think he snatched both of them for himself D: ...
2nd if stacked very overpowered ... indeed .. well nice to use then you want to go for cheeky play with hardest difficulties Legendary applied .. with few immortal followers just for fun .. this will help me to survive OP modded enemies.
With mods for extra armor parts it can be stacked as high as 14times, very stable for it to work with other mods on extra armor parts (like left and right individual armor shoulders .. (^-^)b very suprised.
Will have to check how it works with skill perks mods i use (cause waiting to get that +20% to enchanting 5x times is weird .. got mod to make it +1%per level of skill) have to test for incresement calculation
I like this mod as a way to "tune" one's gameplay experience. It also helps take the stress out of enchanting, and provides a means of arriving at round numbers on player enchanted items. (In that regard, Improved Vanilla Enchanting helps, too.)
It also helps in the creation of specific overpowered items. For example, boots with a high carry weight bonus. I would like to share my strategy which uses this mod and IVE to create +2500 carry weight boots at level 100 enchanting. The process involves recursively creating stronger fortify enchanting gear, but the values the player needs to hit in order to get the +2500 result aren't always obvious.
You will need:
this mod
the IVE mod
100 Enchanting skill
all 5 Enchanter perks
the Fortify Enchanting Enchantment (FEE) unlocked
6 items that can be worn simultaneously and enchanted with the FEE (8 copies of each)
48 filled grand soul gems, plus extras for any items you wish to enchant using your FE gear
to be willing to spend some time at an enchanting table
Notes:
I suggest adopting a name convention that will help you sort your items. I preface each item with "+EL" and a number indicating the iteration of FEE, for example, "+EL01 Ring" is my level one FE ring
For the purposes of this setup, I will indicate the number of items that must be worn and the enchanting level (EL) required to produce an item at a relative strength 6@EL01, for example, means six pieces of gear enchanted at enchanting iteration one.
Part way through the process, the FE strengths will cease to be round. Nevertheless, it will all work out in the end.
Useful enchantment levels:
4@EL04(+150%) + 2@EL05(250%) will allow you to create a FE enchanted item at a strength of precisely 300%. This is a useful number; at 100 enchanting skill and with all five Enchanter perks, this will provide precisely 100% cost reduction in a magic school.
4@EL03(+100%) + 2@EL04(150%) will produce an FE enchantment at 200%, if you want that level
4@EL08(+966%) + 1@EL07(626%) + 1@EL06(400%) will produce (using IVE) a fortify carry weight enchantment of precisely +2500.
FE Enchantment Iteration guide:
EL01: Enchant all six items with FE, at this stage, they should all be @+25% strength
So why go through all this trouble? Once you have your gear, making new armor sets for yourself or your followers is fast and easy. No more dealing with potions, unreproducible results, or unappealing numbers.
The Havok system might have caused it to fall through the world. That can happen. (never happened to me though) There's one in the Blue Palace. You can also chance upon one in random loot.
You use it like the enchanting potion, smithing enchantment or alchemy enchantment. You wear it while creating the enchanted item. If you wear it while creating it, it will be more powerful. (Not much at first, you'll need to level up... like anything else)
I can confirm that it is indeed not working for me either. I already had level 100 enchanting and maxed out the perk tree when i installed this mod and created a ring that allowed me to fortify enchanting 25%. After that, i equiped it and was surprised to see that the level of the enchants i could do was still the same. I ended up equiping all slots with fortify enchant and still didnt increase it at all. It's literaly not working. What could be causing this?
It's working. Just to test it, I enchanted two pairs of normal boots with Fortify Carry Weight. Once normally, once wearing a Fortify Enchanting Ring.
The ring said, "Enchanting is 27% more powerful"
First pair of boots ended up with carry weight bonus of 41, the second pair had 52. 11 pts extra, sounds about 27% to me.
I added a necklace of 35%, bringing it to 62%. The third pair of boots brought it up to a carry weight bonus of 66. (Lol. I made the mistake of still wearing the 27% ring when I made the necklace... which brought the enchantment up from 27% to 35%)
So, the fortify enchanting ring brought the fortify enchanting necklace from 27% to 35%. All three (without any, just the 27%, and then the 27%+35%) created boots with 41, 52, and 66 carry weights.
It's working.
Remember, the game has a CAP on how much you can increase things. This was added years ago because people were using the cyclic restoration glitch to make weapons that did like 10,000 damage and it kept breaking games.
I remember a time when you could put "Fire Resistance" on enough items to make yourself 100% immune to fire. That no longer works either after that patch. Now it caps out at somewhere around 85-90%.
Different enchantments will likely have different caps. Have no idea what they are though. But the mod's working fine.
If yours isn't, then either you've already reached the cap of whatever enchantment you're attempting, or its conflicting with another mod. You'll just have to go through them and figure out which one.
This mod requires the unofficial patch (or a mod that forwards relevant changes) to work. The actor value the enchantment uses is unused in vanilla, and only works when the alchemy skill boosts perk is edited to use it.
Interesting, I've always had usleep installed and I basically just copied the Fortify Smithing enchantment setup. My mod doesn't require usleep as a master. I'll have to take a look at how it works without usleep installed. I don't see how fortify enchanting won't work and smithing does and I just copied that.
Gotta say that it sadly doesn't work for me either. Don't know what this is caused by, as the fortify potion provided by the game does increase the enchantments as it should. I uploaded some screenshots showing that. Would be great if you knew a fix for that. If not, I'd still like to thank you for your effort, as the mod seems to work for a lot of other guys.
46 comments
That may have been patched out and fixed. Not sure. Just a warning in case that flaw still exists.
I just tried this mod, and I increased damage on katanas to like 5.5 million burn damage then spawned enemies. So far so good no crashing.
The only other variables I did not test was:
1. Using a very low-end computer
2. Or testing this out in pure vanilla with no bug fixes whatsoever.
But at the very least it is possible to abuse this mod and other mods like this if you have bug fixes and your Skyrim/pc is fairly optimized and up to date. I don't think it will crash because of being laggy but maybe it is possible to crash because skyrim on a low-end pc might struggle to compute that much damage that quickly.
I just wanted to add my findings because this was a very funny topic I stumbled across. i got a few good laughs out of it lmao.
My apologies for not commenting back when I downloaded in November. Just want to thank you for this mod! Works great. And now that I've had some time to experiment with it, I'll share some of things I've discovered that might be of use to you.
But first, a humorous little story:
I went to retrieve the amulet from the grave site at Lake Ilinalta. "No problem," I think, "just a few skeletons to deal with, right?" Except that I'd forgotten that I had installed Milhail's Rotten Maidens. Right after I picked off the skeletons with my bow, I reached down to pick up the amulet and
*SHRRRIIIIEEEEEEK*
Me: "HOLY MOTHER (REDACTED, REDACTED)!! WHAT THE (REDACTED)?!"
I needed a change of shorts after that. One of those moments that a couple of mods led to an accidental epic encounter.
Okay, a few notes I hope you find useful.
-Your mod works fine with Left Hand Rings Modified SE. I could have a ring on both hands, each with fortify enchantment, and can confirm the bonuses did stack.
-Works with Craftable Horse Barding. Now my horse has enchanted barding of my manufacture and can wade into battle alongside me without getting swatted by aggroed giants.
-Tried to "break" the game by enchanting a sword to ridiculous levels of damage. 5,000+ damage in a single hit. Didn't crash the game. But... I'd forgotten I had Realistic Ragdolls and Force installed with the "Action Movie" option chosen. I pretty much launched a giant into orbit. Oh, the irony.
Since its a standard enchantment, you can really enchant almost anything with it. Modded items included.
This is friggin awesome! Good to know.
First will give thansk for the mod, its very handy to use .. takes some work to get (had to 1st go though all cabinets in Blue palace then to later find it on one of courts people xD he had 2 of them :D so i think he snatched both of them for himself D: ...
2nd if stacked very overpowered ... indeed .. well nice to use then you want to go for cheeky play with hardest difficulties Legendary applied .. with few immortal followers just for fun .. this will help me to survive OP modded enemies.
With mods for extra armor parts it can be stacked as high as 14times, very stable for it to work with other mods on extra armor parts (like left and right individual armor shoulders .. (^-^)b very suprised.
Will have to check how it works with skill perks mods i use (cause waiting to get that +20% to enchanting 5x times is weird .. got mod to make it +1%per level of skill) have to test for incresement calculation
It also helps in the creation of specific overpowered items. For example, boots with a high carry weight bonus. I would like to share my strategy which uses this mod and IVE to create +2500 carry weight boots at level 100 enchanting. The process involves recursively creating stronger fortify enchanting gear, but the values the player needs to hit in order to get the +2500 result aren't always obvious.
You will need:
Notes:
Useful enchantment levels:
FE Enchantment Iteration guide:
So why go through all this trouble? Once you have your gear, making new armor sets for yourself or your followers is fast and easy. No more dealing with potions, unreproducible results, or unappealing numbers.
(Not much at first, you'll need to level up... like anything else)
The ring said, "Enchanting is 27% more powerful"
First pair of boots ended up with carry weight bonus of 41, the second pair had 52. 11 pts extra, sounds about 27% to me.
I added a necklace of 35%, bringing it to 62%. The third pair of boots brought it up to a carry weight bonus of 66.
(Lol. I made the mistake of still wearing the 27% ring when I made the necklace... which brought the enchantment up from 27% to 35%)
So, the fortify enchanting ring brought the fortify enchanting necklace from 27% to 35%. All three (without any, just the 27%, and then the 27%+35%) created boots with 41, 52, and 66 carry weights.
It's working.
Remember, the game has a CAP on how much you can increase things. This was added years ago because people were using the cyclic restoration glitch to make weapons that did like 10,000 damage and it kept breaking games.
I remember a time when you could put "Fire Resistance" on enough items to make yourself 100% immune to fire. That no longer works either after that patch. Now it caps out at somewhere around 85-90%.
Different enchantments will likely have different caps. Have no idea what they are though. But the mod's working fine.
If yours isn't, then either you've already reached the cap of whatever enchantment you're attempting, or its conflicting with another mod. You'll just have to go through them and figure out which one.
I'll take a look though.
I uploaded some screenshots showing that.
Would be great if you knew a fix for that. If not, I'd still like to thank you for your effort, as the mod seems to work for a lot of other guys.
[url=https://ibb.co/mNmgKqp]
The issue should be corrected with the latest release.
(To find out my mod was requiring USSEP was giving me a bad taste in my mouth. I just HAD to fix it.)
I SEVERELY apologize!