The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

Darth Narsil Jan 23, 2019 @ 5:17pm
Oblivion mods, enchantent mastery configuration
I am trying to configure a mod called enchantment mastery

I am working on the ini file but it is not working for me, the ini file reads:

================================================================================
;= Enchantment Mastery Initialization File =
;= http://www.tesnexus.com/downloads/file.php?id=24915 =
;= Recommended Values Are In Parentheses =
;================================================================================
;= Debug =
;= Variables reserved for debug use. =
;================================================================================
Set EMDEBUG to 0 ; (0) Enables debug messages.
;================================================================================
;= Enabled Features =
;= Select which features you'd like to use here. =
;================================================================================
Set EMCE to 1 ; (1) Enables adding constant enchantments to weapons.
Set EMEA to 1 ; (1) Enables enchanting arrows.
Set EMDM to 1 ; (1) Dangerous Magic expansion. Enabling allows you to
; enchant items with as many enchantments as you like
; but if you exceed your mastery level, (See EMME)
; then you run a risk of failure increasing with the
; number of enchantments. You can either fail to
; enchant and loose the Soul Stone, accidentally
; disenchant the item, or even destroy the item!
; This is meant to work alongside the Sorcery's Toll
; mod.
;================================================================================
;= Maximum Enchantments =
;= This is the maximum number of enchantments you'll be able to enchant an item =
;= with, at a particular skill level. If Dangerous Magic is enabled, then, this =
;= is the maximum number of enchantments you can safely enchant on an item =
;= without risking anything. =
;================================================================================
Set EMME1 to 1 ; (1) Maximum enchantments availiable at novice level.
Set EMME2 to 2 ; (2) Maximum enchantments availiable at apprentice level.
Set EMME3 to 3 ; (3) Maximum enchantments availiable at journeyman level.
Set EMME4 to 5 ; (5) Maximum enchantments availiable at expert level.
Set EMME5 to 7 ; (7) Maximum enchantments availiable at master level.
;================================================================================
;= Enchantment Combinations =
;= These control how enchantment are combined when multiple enchantments of the =
;= same type exist on an item. =
;================================================================================
Set EMSC to 50.0 ; (50) Percent of the new damage enchantment's charge
; (provided by Soul's level) to be added to the
; charge of the old enchantment when combining
; enchantments.
; EX: At 50, if you enchant an item 7 times with Grand
; Souls, you can achieve up to 12000 charge.
Set EMMM to 100.0 ; (100) Percent of the new enchantment's magnitude
; to be added to the magnitude of the old enchantment
; when combining enchantments.
; EX: 30 Fire Damage Staff enchanted with 20 Fire Damage
; at EMMM = 50 will become a 40 Fire Damage Staff.
;================================================================================
;= Arrow Enchanting =
;= These control how dangerous Dangerous Magic really is, when turned on. =
;================================================================================
Set EMAM to 2.0 ; (2.0) This is the multiplier for enchanting arrows.
; The number of arrows created will be this number
; times the number of strikes of the created
; enchantment. (Limited of course by the actual
; number of unenchanted arrows you have.)
; NOTE: Arrows created via two different enchantments
; will not stack, even if the effects/names are the
; same.
;================================================================================
;= Dangerous Magic =
;= These control how dangerous Dangerous Magic really is, when turned on. =
;================================================================================
Set EMCH to 1.5 ; (1.5) This controls how likely you are to fail to
; over-enchant an item. Higher numbers will make
; you fail more often. To get an idea of what each
; number represents, please see the Excel worksheet
; named "Enchantment Mastery Dangerous Magic",
; available on TES Nexus.
Set EMTH1 to 80 ; (80) How unlikely it is (in %), that your item will be
; destroyed, when failing to enchant.
Set EMTH2 to 50 ; (50) How unlikely it is (in %), that your item will be
; disenchanted, when failing to enchant. Must be
; smaller than EMTH1.

I have removed all of the above text and entered

[Debug]
EMDEBUG=0

[Enabled Freatures]
EMCE=1
EMEA=1
EMDM=1

[Maximum Enchantments]
EMME1=1
EMME2=2
EMME3=3
EMME4=5
EMME5=7


but it is not working

is their something I am doing wrong?

thank you
< >
Showing 1-5 of 5 comments
Leeux Jan 23, 2019 @ 6:43pm 
Problem is that is not an a real INI with sections and values. It's a game batch script... it needs to have the "Sets" and and such.

Each sentence needs to be a valid script sentence, like this:

Set <variable> to <value>

So, you need to put the file back as it was, and just change the values and you'll be OK.

Use an editor like Notepad++ or similar, to be able to do some syntax highlight and that way the comments would have a different color to make them easier to separate from the actual sentences.


Last edited by Leeux; Jan 23, 2019 @ 6:43pm
Darth Narsil Jan 29, 2019 @ 6:16pm 
Im not sure I understand, Do I reformat the text that is already there?

ie
= Enabled Features =
;= Select which features you'd like to use here. =
;================================================================================
Set EMCE to 1 ; (1) Enables adding constant enchantments to weapons.

will become

Set <EMCE> to <1> ; (1) Enables adding constant enchantments to weapons.

or are these lines that I add to the bottom?

ie
[Enabled Features]
set <EMCE> to <1>

thank you
Leeux Jan 29, 2019 @ 6:41pm 
Nah, just leave the file as it's already... just edit the places where the "to" sets a value to have the value you want... just that.

If theres nothing to change, the default file just suffice!

Also, no need for the < > angle brackes... that's an emphasis added by me just to signal "something that changes from case to case."

Just literal:

Set EMCE to 1

As it reads there.

Be sure to read the ReadMe of the mod, as to where you have to put that file, though!

Some mods require the file to be inside Oblivion\Data\Ini, while for some others the requirement is placing the file in Oblivion\Data\ folder with the ESP.
Last edited by Leeux; Jan 29, 2019 @ 6:44pm
Darth Narsil Jan 30, 2019 @ 5:02pm 
Its working!! I left the variables as they were and everything works!!

turns out OBSE was not working and I had configured the ini file wrong but now its up and running

thanks a lot for all of your help!
Leeux Jan 30, 2019 @ 8:25pm 
hey! no problem :) glad it finally worked!
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Date Posted: Jan 23, 2019 @ 5:17pm
Posts: 5