Strongly recommended you use Equip Enchantment Fix to prevent NPC enchantments randomly not working. It is a vanilla bug, happening on an engine level, and not something caused by this mod.
Unfortunately, it doesn't seem to work with NPCs that aren't followers, and for followers when they aren't following you. I did a test by giving items to 3 different NPCs, these items were armor that increases health by 1500, and boots and gauntlets that increase one-handed attacks by 975% each (very high values indeed to be obvious when testing). My first test was with a guard, then with Jon Battle-Born, and the last with the follower Jenassa without calling her to follow me, I gave them the armor and forced them to equip it using the command equipitem <Id of the items>, I also checked their inventories to see if they had equipped it or not and if it was the enchanted items and not a copy created without any enchantment, and before giving the armor and after giving it, I used the getavinfo Health command to see how much health they had and the value didn't change at all, I tested it by attacking them, I saved and loaded, left the city and came back, and nothing changed.
I also checked if the enchantments that increase one-handed attacks were working, first using the command getavinfo OneHandedMod which says there is no increase, the result is 0.00, and testing it in the game by letting them hit me and seeing that the damage didn't change at all, of course I did the same procedure of saving and loading, and then leaving the city and coming back after the first attempt failed, and nothing. Lastly, I did the test with Jenassa after asking her to follow me, I gave her the items, and I checked her health before and after using the commands above, and this time it worked, but this is normal since fortify health is one of the enchantments that affects followers, but then I did it to see if the enchantment to strengthen one-handed attack was working and yes it was, the result of getavinfo OneHandedMod was 1950.00 which is the 1950% and when testing hitting her and letting her hit me the results match. But even the followers, when you dismiss them, use the command to keep the item equipped, leave the same cell as them, and return, they also lose the effect of the enchantment. It's a shame, I wanted to give enchanted items to various NPCs like guards, blacksmiths, and so on, and for them to have the effects working on them, especially the guards, the others are pure roleplay, with no practical effect like items that improve alchemy for alchemists and improve smithing for blacksmiths, but the guards wouldn't be, since the enchantments would be useful when they had to fight dragons, bandits, vampires and any other enemy in the city. Does anyone have a solution using mods? I can imagine it being possible to use commands to give effects to the NPCs but I'd prefer it to be in a more natural way with them receiving the items and the enchantments working on them but it seems complicated since I can't find a mod that does that.
Yes, it's installed, I've even made an ini file to give 10000 gold to all the NPCs except Nazin using the example given on the SPID page, and it's working, they all had 10000 gold. They appear to have the "PerkSkillBoosts" and "AlchemySkillBoosts" perk, I used the hasperk 0xCF788 and hasperk 0xA725C commands, and it says they have both perks at level 1. So much so that one of the enchantments that shouldn't work on followers, which is Fortify One Handed, is working when both mods are active but only for followers accompanying the player, the moment they're not following the player and go back to being normal NPCs, they lose their effect. Well, at least now the Fortify <Combat Skill> and maybe Fortify <Magic School> enchantments (The latter I haven't tested yet) that don't normally work on followers will now work when I'm with a follower and using the mod, which is great, it's just a shame that they don't work on NPCs that aren't followers and on followers when they're not accompanying the player.
Huh, weird. Not sure why things aren't working for you. The perks are certainly applied if they show as having the perks at rank 1.
Idk if it's the enchantments themselves or if something about the way they work is follower specific. I've heard some aren't made to work on NPCs in vanilla even when they're given the right perks. Not sure about one handed enchants, but when I made the mod, I tested with Ebony Mail successfully.
Update on the problem and I managed to solve it, I discovered that if you give enchanted items that NPCs sell and not enchanted by players, to non-follower NPCs, in this case I tested it with one of the Whiterun guards, and then force them to equip, the effect will work on them, I checked with the commands "getavinfo health" and "getavinfo onehandedmod" and it appeared that they received the effect of the enchantment, the problem is that if you leave the same cell as them and come back they will lose the effect of the enchantments even though they have the items equipped, to solve the problem I downloaded the Equip Enchantment Fix mod, and now the effects of the enchantments work even after leaving the same cell as the NPC and this also includes the items enchanted by the player which now work (I tested using armor that gives + 3000 Health and +2000% one-handed and archery).
The test was conducted as follows before installing the Enchantment Fix Mod: I obtained 4 enchanted items that NPCs sell (these items have their own BaseID different from the unenchanted versions): Ebony Armor of Extreme Health BaseID 000cf839, Ebony Gauntlets of Extreme Wielding 000cf867, Necklace of Peerless Wielding BaseID 0010df67, Ring of Peerless Wielding BaseID 00100e2e. I checked the guard's stats using the command "getavinfo health" and "getavinfo onehandedmod". Then, I used Pickpocket to place the 4 items on him, and checked his stats again, and there was no change because he did not equip the items. So, I used the command for him to equip and not remove the item, which is "equipitem <BaseID> 1", the BaseID is of the 4 items above, which is the enchanted version, and he equipped them. I checked his stats using the two commands of health and onehandedmod, and he has the enchantments working, but after leaving the cell and returning, the NPC lost the effects of the enchantments. After installing the Mod, I repeated the above steps, and now the effects of the enchantments remain. A fortunate coincidence was that after verifying with enchanted items that NPCs sell, I tested with enchantments I made myself (one armor and gauntlets), and they also work now and remain on the NPC even if I change cells and return.
sooo i installed summermyst and there is this enchanment where it gives the wearer some random gold and items, does it will work too with npc by this mod?
Just want to let you know that I included a modified version (backported for LE's SPID) of your SPID ini plugin for the backport of Enchanted Items for NPCs, for which this file is a requirement.
Hey a little late but thanks for backporting the INI. I went ahead and included a copy here too for anyone interested, since your perms were open. Kudos!
I don't mind you hosting the files. It originated from you, after all. Thanks for crediting me, but all the links on the LE file in the download tab are broken and lead nowhere.
The links were right when I first saved them, so that's weird why they're all wrong now. I'll fix them real quick. The site should update the file description after a little while.
I installed this in the hopes that it would fix my issue, but it didn't. I've given Faendal both a backpack and a necklace that gives him more carry weight, yet neither work. The backpacks are from the official creation, and the necklace I got from the lady at Little Vivec for getting her supplies. Any idea what could be causing this?
128 comments
It is a vanilla bug, happening on an engine level, and not something caused by this mod.
If so, should I use both this mod and NFF's thing?
I actually use both but Maybe it's corrupting my game XD
Just curious
I did a test by giving items to 3 different NPCs, these items were armor that increases health by 1500, and boots and gauntlets that increase one-handed attacks by 975% each (very high values indeed to be obvious when testing).
My first test was with a guard, then with Jon Battle-Born, and the last with the follower Jenassa without calling her to follow me, I gave them the armor and forced them to equip it using the command equipitem <Id of the items>, I also checked their inventories to see if they had equipped it or not and if it was the enchanted items and not a copy created without any enchantment, and before giving the armor and after giving it, I used the getavinfo Health command to see how much health they had and the value didn't change at all, I tested it by attacking them, I saved and loaded, left the city and came back, and nothing changed.
I also checked if the enchantments that increase one-handed attacks were working, first using the command getavinfo OneHandedMod which says there is no increase, the result is 0.00, and testing it in the game by letting them hit me and seeing that the damage didn't change at all, of course I did the same procedure of saving and loading, and then leaving the city and coming back after the first attempt failed, and nothing.
Lastly, I did the test with Jenassa after asking her to follow me, I gave her the items, and I checked her health before and after using the commands above, and this time it worked, but this is normal since fortify health is one of the enchantments that affects followers, but then I did it to see if the enchantment to strengthen one-handed attack was working and yes it was, the result of getavinfo OneHandedMod was 1950.00 which is the 1950% and when testing hitting her and letting her hit me the results match.
But even the followers, when you dismiss them, use the command to keep the item equipped, leave the same cell as them, and return, they also lose the effect of the enchantment.
It's a shame, I wanted to give enchanted items to various NPCs like guards, blacksmiths, and so on, and for them to have the effects working on them, especially the guards, the others are pure roleplay, with no practical effect like items that improve alchemy for alchemists and improve smithing for blacksmiths, but the guards wouldn't be, since the enchantments would be useful when they had to fight dragons, bandits, vampires and any other enemy in the city.
Does anyone have a solution using mods? I can imagine it being possible to use commands to give effects to the NPCs but I'd prefer it to be in a more natural way with them receiving the items and the enchantments working on them but it seems complicated since I can't find a mod that does that.
They appear to have the "PerkSkillBoosts" and "AlchemySkillBoosts" perk, I used the hasperk 0xCF788 and hasperk 0xA725C commands, and it says they have both perks at level 1.
So much so that one of the enchantments that shouldn't work on followers, which is Fortify One Handed, is working when both mods are active but only for followers accompanying the player, the moment they're not following the player and go back to being normal NPCs, they lose their effect.
Well, at least now the Fortify <Combat Skill> and maybe Fortify <Magic School> enchantments (The latter I haven't tested yet) that don't normally work on followers will now work when I'm with a follower and using the mod, which is great, it's just a shame that they don't work on NPCs that aren't followers and on followers when they're not accompanying the player.
Idk if it's the enchantments themselves or if something about the way they work is follower specific. I've heard some aren't made to work on NPCs in vanilla even when they're given the right perks. Not sure about one handed enchants, but when I made the mod, I tested with Ebony Mail successfully.
The test was conducted as follows before installing the Enchantment Fix Mod: I obtained 4 enchanted items that NPCs sell (these items have their own BaseID different from the unenchanted versions): Ebony Armor of Extreme Health BaseID 000cf839, Ebony Gauntlets of Extreme Wielding 000cf867, Necklace of Peerless Wielding BaseID 0010df67, Ring of Peerless Wielding BaseID 00100e2e.
I checked the guard's stats using the command "getavinfo health" and "getavinfo onehandedmod". Then, I used Pickpocket to place the 4 items on him, and checked his stats again, and there was no change because he did not equip the items. So, I used the command for him to equip and not remove the item, which is "equipitem <BaseID> 1", the BaseID is of the 4 items above, which is the enchanted version, and he equipped them. I checked his stats using the two commands of health and onehandedmod, and he has the enchantments working, but after leaving the cell and returning, the NPC lost the effects of the enchantments.
After installing the Mod, I repeated the above steps, and now the effects of the enchantments remain. A fortunate coincidence was that after verifying with enchanted items that NPCs sell, I tested with enchantments I made myself (one armor and gauntlets), and they also work now and remain on the NPC even if I change cells and return.
i installed summermyst and there is this enchanment where it gives the wearer some random gold and items, does it will work too with npc by this mod?
And before I forget, excellent mod, I didn't know they didn't give certain enchantments until I read the wiki, and landed here
enchantments..