The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Enchanting Redesigned
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0.009 MB
May 10, 2013 @ 12:25pm
May 13, 2013 @ 9:47am
2 Change Notes ( view )

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Enchanting Redesigned


The problem with the vanilla tree was that:
-people who pushed the skill later on had to grind a lot to gain any rewards
-your enchantment power was always about to increase which made enchanting before 100 often feel like a waste
-it was either getting all perks or none which punished experimentation
-the whole weapon enchantment line was pointless after Fire Enchanter
-no interesting choices

Perks are now split up into the different item slots, once you've gained a perk you will gain +100% enchantment power for the respective item. Meaning by spending a perk you get the whole benefit at once but only for one type of item so you'll always know that once you've acquired the related perk you can go ahead and enchant the item. This also has the benefit that Enchanting doesn't immediately make all other magic items pointless and gives a more meaningful progression. The effect the Enchanting skill has was also increased to add 25% more enchantment power with skill 100 to create parody with vanilla balance.

I also made a few balancing adjustments on which items specific enchantments can be applied to. Mainly, Smithing and Alchemy are now in line with Speech in that they can only be enchanted on necklaces. This is to prevent Enchanting from double dipping into those two skills to a ridiculous degree. If you want to create an equip set to buff those skills you still can but will have to find/buy the rest of the set.

Soul Squeezer and Soul Siphon were left untouched.

Say what you will about my mods but I make kickass constellations! =P


Every spent perk except for Frost Enchanter and Storm Enchanter will carry over from an existing save. Due to the way the game keeps count of perks I cannot guarantee that every newly spent perk in Enchanting will carry back when uninstalled.

=Complementary Mods=

Alchemy Redesigned: Perks rearranged and reweighted to offer more choice and reward specialization.
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Knight of Heide May 14, 2013 @ 8:15am 
That sounds great. I didn't start using enchanting till like my third character, I don't quite feel it is mandatory since you can hit amor cap without it just by smithing and using armor perks, but once you realize the power it is hard to resist. It can be very expensive to try leveling it early on and i think that why that made it so quick to level the counterpart to alchemy which take a fortnight.
Gord0n  [author] May 13, 2013 @ 10:04am 
I've upated the mod. With skill 100 you now get exactly 25% more enchantment power, the progression is also slightly exponentional which works perfectly with balance.

I also looked a bit more on the numbers in the process and realized that with max Enchanting you get a 100% increase for smithing and alchemy which is the equivalent of 10 perks (of course you also get your powerful combat enchants on top of that). There is NOTHING else in the game that comes even close to that.

Sure I could decrease the potency but to what it comes down to is that I don't consider micromanaging equip sets every time you craft something to be fun. If that's what you want to do you should be able to but it shouldn't be the standard way of play. That's exactly how it is with my mod.
Gord0n  [author] May 13, 2013 @ 4:00am 
@encapturer: Yup, I could easily turn it into 125% per perk. There are a few reasons I didn't:
-More elegant, enchanting works now similarly to smithing
-balance, I'm still "playtesting" with a new char, should I feel that enchanting needs the buff I will change it
You also have to consider that with this mod enchanting is more potent early to mid level the only concern should be does it hold up in the high level range. You also get Extra Effect at 90 plus it takes one less perk.
Actually, I think I have the perfect solution I think I'll increase the effect that the Enchanting skill has to compensate, it seemed too weak to me anyway.

@Delta Tier One: Yes, I see where you are coming from. I just don't like that it feels mandatory to take Enchanting when you use smithing/alchemy no single skill should feel mandatory. But there is something to be said about some kind of added depth in synergy. I'll think about it maybe I can find a solution that suits everyone.
encapturer May 12, 2013 @ 6:41pm 
It looks cool, but the fact that enchanting is weaker overall (not even counting the smith/alch lockout) turns me off. Base game had +125% to many things if you filled the tree.

Maybe a mid-high level perk that gave you +15% all around would work.
Knight of Heide May 12, 2013 @ 2:06pm 
I never have used alchemy before in a TES game. I barely used enchanting. I always thought that it was cool that they were there and that others used them but they werent for me. It wasn't until the smithing of skyrim and they potions you find/buy that I decided to find out just what you could do as a crafter. so I started laboring to level my alchemy (taxing process) and get my enchanting up and scouring the land for the right enchantments to build an ultimate armor set. I play on legendary, and only use mods that make the game harder. I in no way want a god set or a dumb one hit weapon. But my primary charactor is now 104 and I still get killed regularly. All the experimenting I've done to make a leather set of armor for smithing and alchemy has helped me stay alive when fighting 3-4 dragons at once or a brood of ancient vampires.
Gord0n  [author] May 12, 2013 @ 12:48pm 
@Delta Tier One: I figured some people wouldn't like that. I'm not sure what that really has to do with experimentation. I removed it for balancing reasons because without that Enchanting becomes incredibly overpowered as leveling Enchanting directly bleeds over into those skills. It only seems consistent with Bethesda's design for Speech, I wonder if you would miss it if you haven't had it in the first place. Find one item and get a whole set, it just seems too good.

I might make an alternative esp though once I upload it on Nexus. I mean if that's what people want I don't want to stand in their way even if I don't like it.

@Subject Gusta: Yeah, I later realized where the confusion stemmed from I hope the description is now clearer. :)
[BD&LS] Subject Gusta May 12, 2013 @ 7:13am 
Okay I get it
Knight of Heide May 12, 2013 @ 12:17am 
Great idea! But blocking the ability to use alchemy and smithing is really silly. First you want to help with experimentation then next you want to stiffle it? seems kinda hypocritical...
Gord0n  [author] May 11, 2013 @ 11:04am 
I'm not exactly sure what you mean. You don't get any effect for free, you get the +100% Enchantment Power once you invest in Finger Enchanter for instance but only for rings.
[BD&LS] Subject Gusta May 11, 2013 @ 9:54am 
So you already (basically) get "5/5 Enchanter" with this mod, but when you go to the other perks, it's like "6/5 Enchanter(With Enchantment on Helmet)" ?