The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Why do certain items recieve higher enchantments than others?
I am doing the cycle of enchanting gear with smithing and alchemy and then making better gear/potions to enchant higher etc..... Anyways, when I was enchanting a new head piece with fortify alchemy I realized that a Thalmor Hood would recieve a higher enchantment than other hoods or armor pieces. I played around with it and it doesn't matter if I use a potion or not, the hood is always stroger. Likewise when enchanting a body piece with fortify smithing, barkeep clothes will receive a higher enchantment than other body gear. I searched all over and I can't find anything that explains this.

I am playing SSE with mods (only ones that impact this is Ordinator Perks and maybe Immersive Armors, everything else is NPC, creature, or location mods). I have 100 in Enchanting and I see this happen regardless of soul gem type or potion use. Specifically I can enchant any head gear with 18% Fortify Alchemy but the hood will get 23% (with a potion those numbers go up to about 23 and 29).

Anyways, just curious if anyone else has seen this happen or if there is anything that details other types of gear that inherently receive better enchantments. It's not jamming up my game but I would just really like to understand it. Thanks!!!

Last edited by theFuzzyMenace; Jul 1, 2018 @ 12:52pm
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Basically it's supposed to based on size, the chest pieces have more size therefore can hold more of the enchantment, while gloves, boots and helmets are smaller and hold less. The enchanting process generates a certain intensity to the enchantment, and the pieces absorb as much as they are able for that intensity, so weaker soul gems produce weaker enchantment intensities than grand soul gems.

The logic, if that's what it is, falls apart when you get to weapons, which get the same strength enchantment irrelevant of size.

Hope that helps, but essentially you get different strength enchantments for different types of armour piece (gloves/gauntlets, helmets, boots, shield or torso).
Siddha Jul 2, 2018 @ 8:53am 
That's interesting
I would never have thought of enchanting barkeep clothes
theFuzzyMenace Jul 7, 2018 @ 9:57am 
Originally posted by alexander_dougherty:
Basically it's supposed to based on size, the chest pieces have more size therefore can hold more of the enchantment, while gloves, boots and helmets are smaller and hold less. The enchanting process generates a certain intensity to the enchantment, and the pieces absorb as much as they are able for that intensity, so weaker soul gems produce weaker enchantment intensities than grand soul gems.

The logic, if that's what it is, falls apart when you get to weapons, which get the same strength enchantment irrelevant of size.

Hope that helps, but essentially you get different strength enchantments for different types of armour piece (gloves/gauntlets, helmets, boots, shield or torso).

That makes perfect sense but what I am seeing is that one type of head piece is enchanting higher than another. As I mentioned, the thalmor hood would always enchant higher than any other hood or helmet.
theFuzzyMenace Jul 7, 2018 @ 9:59am 
Originally posted by Siddha:
That's interesting
I would never have thought of enchanting barkeep clothes

I was doing the alchemy/enchantment loop thingy so I had figured I might as well enchant items I had stolen and couldnt sell yet instead of armor pieces I could just sell. Especially since the enchanted piece would be useless to me 10 minutes later in the loop.
Originally posted by theFuzzyMenace:
Originally posted by alexander_dougherty:
Basically it's supposed to based on size, the chest pieces have more size therefore can hold more of the enchantment, while gloves, boots and helmets are smaller and hold less. The enchanting process generates a certain intensity to the enchantment, and the pieces absorb as much as they are able for that intensity, so weaker soul gems produce weaker enchantment intensities than grand soul gems.

The logic, if that's what it is, falls apart when you get to weapons, which get the same strength enchantment irrelevant of size.

Hope that helps, but essentially you get different strength enchantments for different types of armour piece (gloves/gauntlets, helmets, boots, shield or torso).

That makes perfect sense but what I am seeing is that one type of head piece is enchanting higher than another. As I mentioned, the thalmor hood would always enchant higher than any other hood or helmet.
Yeah, I read your post again, not sure why that's happening, Maybe they tweeked it so certain outfits get a better enchantment, but then why give the barkeeps cloths the extra boost?

I'm guessing it's something we'll never know, all you can do is note which items give you more enchantment for your soulgems.
Brandybuck Jul 7, 2018 @ 11:12am 
Nope, nope, nope. It's all the same. If you're seeing a difference it's because you have mods installed that change it. Also, there are no Thalmor hoods in the vanilla game, only hooded robes.
Siddha Jul 7, 2018 @ 11:54am 
Originally posted by theFuzzyMenace:
Originally posted by Siddha:
That's interesting
I would never have thought of enchanting barkeep clothes

I was doing the alchemy/enchantment loop thingy so I had figured I might as well enchant items I had stolen and couldnt sell yet instead of armor pieces I could just sell. Especially since the enchanted piece would be useless to me 10 minutes later in the loop.
That makes sense - what mods are you using?
theFuzzyMenace Jul 7, 2018 @ 7:12pm 
Using a bunch of mods but the only ones I woudl see impacting this are Ordinator and maybe Immersive armors. Nothing else that affects clothing or armor. I think Brandybuck is probably right, the only odd thing is that it happens with barkeep clothes too and I doubt any mods affect those. Overall it isn't a big deal, I was just hoping someone else had seen it or understood it and could explain the rule behind it.
Siddha Jul 8, 2018 @ 6:42am 
Originally posted by theFuzzyMenace:
Using a bunch of mods but the only ones I woudl see impacting this are Ordinator and maybe Immersive armors. Nothing else that affects clothing or armor. I think Brandybuck is probably right, the only odd thing is that it happens with barkeep clothes too and I doubt any mods affect those. Overall it isn't a big deal, I was just hoping someone else had seen it or understood it and could explain the rule behind it.

There may be no rule behind it. As the game was being developed a lot of inconsistencies found their way into the code simply because things were changing all the time and the devs didn't always get back to every little thing that might have been given a temp value during development and testing; especially something as inconsequential as barkeep clothes. Ditto with mods - there can be inconsistencies for multiple reasons. maybe
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Date Posted: Jul 1, 2018 @ 12:52pm
Posts: 9