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Thanks for the info, but sadly, I don't need a mod like this anymore. The only item I wanted to gain the ability to disenchant, turns out, the effect is a script, not an enchantment. I wanted to use the beam wave from the bloodskal blade on a different weapon.
1: Hade 1.09m on me, took 300k to buy everything. I'm in the late game and can make legendary items, 300k is easly. Those in the early game will have a much harder time. Suggestion: adjust the price acording to the type of enchantmen, Drain/Absorb enchants cost more than your standard Fire/Ice/Shock ones. HP/MP/Stamina + mods cost a bit less than HP/MP/Stamina regeneration ones.
2: I liked the +100% power, could deal with only +70%. Im running a mod that grants +5 enchants at the end of the tree for a total of 6 (a bit OP for my taste). Maby add single perks and +3 perks at the end for a total of 4 (Fire/Ice/Shock damage + Soul Trap is fun). Let players choose how many they want, Will allow you to choose weather or not you want to stay lore friendly or go OP.