The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Effective Enchantments (Vanilla)
   
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Category: Magic
File Size
Posted
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7.962 KB
Dec 9, 2013 @ 5:54am
Jul 31, 2014 @ 5:38am
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Effective Enchantments (Vanilla)

In 1 collection by Relic
Must-Have Skyrim Mods
28 items
Description
~ Compatibility ~

This was made using only vanilla Skyrim assets, and should only conflict with other mods that alter the enchantments of the items listed below. Mods that alter the items to which these enchantments are attached should be fine, since this doesn't touch the items, but only the enchantments themselves.

I use this in conjunction with EzE's fabulous Artifact Disenchanting mods, and it works fine. Please let me know if you find any problems with it.


~ Description ~

This is my first attempt at publishing a mod for Skyrim.

I find it incredibly irritating that items like the Diadem of the Savant had only 5% magic cost reduction enchantments on them. I mean why bother with a value like that? It's not even worth wearing in place of a Novice Hood at level 1!

This mod takes a few special items and sets their enchantments to be equal to those crafted by a master enchanter - (i.e. level 100 enchanting with the central perk tree fully fleshed out). For example, if you max out your enchanting skill, you can create an item with Destruction and Restoration spells costing 25% less to cast. That's a useful enchantment. In order to make something like the Saarthal Amulet worth holding onto, I've set its values to 25% for each magic school. Some people might call this breaking the game, cheating, or whatever - I don't care. I just made this mod so that when I find these unique items I don't immediately drop them on the floor of a dungeon to rust.

Also, it bothers me that I can buy/find clothes with decent enchantments, but can't use those nice buffs on clothes that suit my roleplaying style better. So I've taken things like standard robe "magicka regen rate" enchantments, and the religious amulet enchantments and made them viable (not broken, just useable, again using the master enchanter as a template).


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The following is a list of items effected by this mod:

Diadem of the Savant - 25% cast cost reduction to all magic schools, fixed value

Saarthal Amulet - 25% cast cost reduction to all magic schools, fixed value

Archmage Robes - 25% cast cost reduction to all magic schools, 150% magicka regen rate, +50 magicka, fixed value. If you disenchant them (with a different mod) they can only be placed on other robes/chest pieces.

Religious Amulets - +25 or 25% to whatever they normally do, across the board. This isn't strictly in keeping with the "master enchanter standard, as Stamina and Health boosts would be something like 62%, but I felt this was good enough and it jived with my OCD to have things equal. If you have a mod to disenchant these, the values will be dynamic, and revert to their base values. :-)

College Robes of X - x% cast cost reduction is still dynamic, but magicka regen rate is fixed at 50% if you disenchant these robes, instead of the vanilla 10%, which is useless.

College Robes (general) - X% magicka regen rate is now fixed; so if you disenchant a set of Expert robes from the college that ONLY give you 125% magicka regen rate, then that's the enchantment you'll learn and you can apply it to another item. Magical items "of Recovery" and so forth will still disenchant to the dynamic vanilla enchantment.

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FAQ:

1.) Why does the Saarthal Amulet say it only gives 3% discount to spell casting in its description?
A) Because that's manually written on the item's description; the actual effect is 25%, and if you use a disenchanting mod, the 25% will be available to you.

2.) Ditto for the Archmage robes?
A) Ditto. :-p I didn't want to interfere with any mods effecting the items themselves, so I didn't modify their manually written descriptions.
12 Comments
HyperManBX Nov 25, 2016 @ 11:03am 
@Relic - Oh, great! Yeah, this is kind of a "must have" mod for me, especially the Diadem of the Savant one.
Relic  [author] Nov 25, 2016 @ 10:48am 
I did actually add this to the Bethesda list for SE recently! :-) Glad you like it enough to ask! I did it all from scratch, so some of the values are different, but not by much. You should be able to see it here: https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3085268
HyperManBX Nov 24, 2016 @ 9:03am 
Is this mod going to SE? or do you know of a similar mod that is currently available for SE?
Relic  [author] Aug 28, 2016 @ 5:59am 
@Lord_0FChaos - pretty sure the enchantments can go on armor. It's been a very long time since I played Skyrim, but I think that's part of the normal game.
Count Zaroff Aug 28, 2016 @ 5:07am 
Does this work with armor? could I disenchant master robers and use the enchantment to put onto heavy or light armor? and get the smae effect?
cheeky.bastard Apr 3, 2015 @ 4:32pm 
Cheers for takeing the time to explain that your a champ : )
Relic  [author] Apr 2, 2015 @ 3:46pm 
I haven't played in a very long time, but as I recall the Zephyr enchantment isn't normal - the "effect" is just a placeholder with a Papyrus script attached, and when you disenchant "effects" it doesn't carry over any attached scripts... or something like that.
cheeky.bastard Apr 1, 2015 @ 4:45pm 
Can someone please add zephyr bow disenchanting please!
The ‘Zephyr's Ring’ is useless as it speeds up everything.
Leahzar Sep 1, 2014 @ 10:13pm 
I've been looking for a mod like this >< thanks!
Mostly Tired Aug 30, 2014 @ 2:58pm 
Great mod, i might actually be a scorcerer my next playthrough :D