Damn, that's unfortunate. I just found your mod page via Base Object Swapper and my eyes widened from excitement! Thanks anyway, for demonstrating that this mechanic can be implemented for Skyrim.
From the description of your mod, it's not clear what the perk tree has to do with the rune gameplay process. You can obtain runes through whatever means and, aside from perks just increasing the quantity and ease of the process, it doesn't feel necessary to me at all to involve the perk tree for what this mod does in essence.
Hey, I don't know if this was due to be fixed in the future or not, but thought it was worth saying to be sure. The object swapper ini has the wrong id for the tabletop enchanter (0x5E1, should be 0x295E1) so they still access the vanilla enchanting system. The xp reduction perk also doesn't reference the tabletop so you get way too much xp if you do fix the ini.
This looks freaking awesome. I might try my hand making a patch for Ordinator's Enchantment tree, with your permission. Did you have a naming convention for the glyphs and scripts ect?
Further to this, I am thinking of something here: Is it critical to destroy the item? Could you just remove the enchantment? (I have not made mods before but am super interested in learning.) Secondly the page mentions you can not have two enchantments? Is this hard coding? If i was to crack this open and have a look could you give items rune slots? so say some items could have two or even three possible slots? Or alternatively create dual runes (ie Fire and frost damage Rune from a recipe only available after taking the dual enchantment perk?)
There's no actual slots for runes, they are just consumed when an enchantment is made. Item naming conventions should be pretty easy to understand from lookin at the records. It is possible to just remove the enchanting without destroying the item, but I think some would feel that it is cheating. I think it could be offered as an alternative option though!
Feel free to look at the insides of the mod and making a patch, although I myself will soon make some for the most common ones.
Thanks Zerahar, I might leave it to you for now then, I have a few other irons in the fire. I am super eager to see where this goes, i think it is a dynamic that has further reaching implications. ie: Selling enchanted gear can make the player very wealthy, with this they may be more inclined to destroy it to craft glyphs, making money scarce, (or even inclined to buy more enchanted gear) and in turn radiant quest are now more important too. genius. What are your thoughts on the dual enchantment recipes once you have the dual enchantment perk? Is this achievable? Regards,
Hi Zarahar, I have had another thought on compatability, have you considered this not replacing existing enchanting but as an alternative. Maybe buff the effects to make it a vaible alternative given the random nature? Regards,
Seems pretty cool! I was doing some testing and had issues with the rune extractor. The first item I tried it on worked fine, but then I bought a bunch of stuff from shops and couldn't get any of them to work. Is it limited to things you enchanted yourself or is there some other restriction I'm missing?
Sidenote, I'm not a fan of the extractor given random runes. I feel like it should have some connection to the destroyed item. Maybe an increased chance of getting a corresponding essence rune, if that's possible?
Thanks for the feedback! I agree with random extracted runes, but it would be quite difficult to determine what runes a certain enchantment would yield.
+1 to this. Very ambitious, and gives the right kind of complexity to the enchanting mechanic from the vanilla dumbed version of "disenchant item with x enchantment, now you can enchant anything with x enchantment infinitely" do you have images of what the UI for enchanting looks like now instead of vanilla, using this new system? also it wasn't very clear what the difference between runes and glyphs was in the description
Thanks! The enchanting menu is currently like smithing or any other crafting. I don't have the skills for a custom interface yet. Runes (essence and potency) are crafting ingredients, glyphs are enchantments stored as an item.
This looks really cool and interesting. Will take a bit until i can try it out however once i have time i ll add it to a vanilla reference profile immediately to check this out. Thanks for the hard work :)
Oh my, a message from my idol! You have my humble thanks. I would be very interested to hear your opinions on balancing the enchantments and prices - now it is mainly balanced around the price of filled soul gems.
29 comments
From the description of your mod, it's not clear what the perk tree has to do with the rune gameplay process. You can obtain runes through whatever means and, aside from perks just increasing the quantity and ease of the process, it doesn't feel necessary to me at all to involve the perk tree for what this mod does in essence.
The object swapper ini has the wrong id for the tabletop enchanter (0x5E1, should be 0x295E1) so they still access the vanilla enchanting system. The xp reduction perk also doesn't reference the tabletop so you get way too much xp if you do fix the ini.
Feel free to look at the insides of the mod and making a patch, although I myself will soon make some for the most common ones.
I might leave it to you for now then, I have a few other irons in the fire.
I am super eager to see where this goes, i think it is a dynamic that has further reaching implications. ie: Selling enchanted gear can make the player very wealthy, with this they may be more inclined to destroy it to craft glyphs, making money scarce, (or even inclined to buy more enchanted gear) and in turn radiant quest are now more important too. genius.
What are your thoughts on the dual enchantment recipes once you have the dual enchantment perk? Is this achievable?
Regards,
I have had another thought on compatability, have you considered this not replacing existing enchanting but as an alternative. Maybe buff the effects to make it a vaible alternative given the random nature?
Regards,
I was doing some testing and had issues with the rune extractor. The first item I tried it on worked fine, but then I bought a bunch of stuff from shops and couldn't get any of them to work. Is it limited to things you enchanted yourself or is there some other restriction I'm missing?
Sidenote, I'm not a fan of the extractor given random runes. I feel like it should have some connection to the destroyed item. Maybe an increased chance of getting a corresponding essence rune, if that's possible?
do you have images of what the UI for enchanting looks like now instead of vanilla, using this new system?
also it wasn't very clear what the difference between runes and glyphs was in the description