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Mastered Magicka - Enchantment Fix
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Category: Gameplay, Magic
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0.026 MB
Jun 1, 2012 @ 10:38am
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Description
Makes it so that the power of enchantments is not influenced by your spell school skills and their perks, as well as by alchemy "Fortify" effects.

The fact that weapon and armor enchantments are flagged as belonging to spell schools is a decision of Bethesda I cannot understand. It results in your non-Enchantment skills affecting the charge cost and power of your enchantments, which drives both modders and some players crazy.

This mod removes those flags and sets the "Magic School" property for enchantment effects of armor and weapons to NONE, thus making them unaffected by your skills post-creation and by spell-school buff effects, such as "Fortify Destruction" in Alchemy.

I decided to separate this fix from the main mod as it is liable to be incompatible with other mods that alter the enchantment's effects. The main mod can be found here.
11 Comments
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Eps  [author] Nov 21, 2012 @ 3:32am 
If your're talking about whether to load the main mod Mastered Magicka or this one first, no, it doesn't matter. But it does matter if you're using other mod that affect enchantments.
cmthegamer Nov 19, 2012 @ 10:51am 
Does the load order matter for this mod? I had it set to load after the main mod, and it didn't work (my staff of Magelight got bonuses anyway).
Drake Diviner Jun 20, 2012 @ 3:07pm 
Well sort of it. I`m telling you, for sure, there was some parts in TES IV Oblivion, that being cut off by some reasons. I remember one for example, The pit armor, sort of a gladiator armor...think supposed to be used on arena, but it`s dont exist in a game`s world. And there was another one gladiator armor that was a little difference to The pit armor (textures, and the way it being equiped) wich was used on the arena, and i`m pretty sure there was some spells aswell. So mb here we see the same...crap. And as you said before...beths magick system is wacky. They should separate enchantment from spell-casting. And i think they should focus on uniqe enchantements such as increasing bleeding chance, or givin a chanche to make explosion on hit/struck...something like Diablo`s magic items propperties. Yeah i know it`s a different game+company+type...i know, but it would be great i think.
Eps  [author] Jun 20, 2012 @ 9:53am 
Last minute axing, huh...
Drake Diviner Jun 20, 2012 @ 7:19am 
Well it wont power up, if you dont have mods like your`s. They just flagged to complete enchantements bindings to magick schools. Perhaps there supposed to bee spells like resist fire/frost/shock...but they were removed. A can say it, because in Oblivion there were some items (vanilla) that do existed, but were not used by some reason.
Eps  [author] Jun 20, 2012 @ 1:49am 
I can understand why they would flag weapon enchants as Destruction/Alteration/Illusion, but it is just beyond me to understand why they would flag passive armor enchants under Restoration? Why is drinking a Potion of Fortify Restoration supposed to suddenly power up all your gear?
JCnightstrike7 Jun 19, 2012 @ 7:14pm 
Actually I think the reason why Bethesda flagged the enchantment effects with the magic schools is similar to staff effectiveness. For example, a Fireball staff or a Chain Lightning staff is more effective if you have a high destruction. Of course, without any magic mods, like yours or mighty magicka or any of the others, magic school leveling only decreased cost. Combine that with the -100% cost enchantment combo, and that's why whenever I used a weapon enchanted with some Destruction-related enchantment or a Destruction staff, it never lost any energy.
Eps  [author] Jun 7, 2012 @ 12:48pm 
No, Enchantment perks only affect the power of enchantments at the time of creation. This mod removes increased power from them that they would otherwise get long after creation.
Drake Diviner Jun 7, 2012 @ 10:05am 
Mb you should simply check it? I assume it`s the easiest way.
maclever Jun 7, 2012 @ 9:25am 
so semi-possible-stupid question, does this mean that the skill tree in enchanting would be partially useless, such as buffing lightning, fire or ice spells?