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I am aware of the OpenMW 'optional nerfs' to Enchant. The main issue that still stands however is that it takes next to no skill investment to use enchanted items half-well. Even with the insta cast & money making issues aside, it's not difficult to find and use a number of very powerful Cast When Used items at early levels if you know what you're doing. Which output similar magnitude numbers to spells requiring close to 100 spellcasting skill + a very large magicka pool to use consistently. It's kinda still 'cheating' even with the nerfs.
That said: if you're after a consistent method of recharging Cast When Used items, Azuras Star + soul trapped Ancestor Ghosts (23Hp, easy to kill) are a good way to go. This is also the best method to 'naturally' practice Enchant skills AFAIK.
Anyway. Glad to hear you're getting mileage out of the guide. Even with your use of cheap enchanted imitations on the side. ;)
Not sure if you've noticed, but OpenMW 0.48 has, in the advanced tab, a couple of things that may change your mind a bit on 'on use' enchantments - in the graphics tab, you can turn on animations for on use enchantments, slows them down to spell casting speed so no more machine gun. In another tab, you can choose to reduce the cost inflation of filled soul gems, it seems to be enough to slow down the 'instant billionaire' route.
Lastly, I may have found a non-game-breaking use for the 80% chameleon amulet.... it recharges *very* slowly and has a *huge* 'battery' capacity. So, if you have enchant as a major skill, getting 5xp per loaded petty soulgem used to refill it is a somewhat less tedious route to leveling the skill naturally. Of course if you actually use it very often in play for its chameleon effect... eh well lol.
In any event, absolutely awesome job, thank you.
@viel_asis I'll add some additional info on Calm interactions with MCP. Sounds like you're describing what's happening, which is that a calmed target is being forced to 'stop combat' until the effect wears off in the vanilla game (which would explain why Calmed targets don't retaliate to aggression), and that this interaction is removed with MCP.
@Other Cheers for the explanation mate. I might add in a ''mechanics" sup-chapter somewhere that covers projectile/AoE behaviour. Probably in Chapter 1, given that's where On Target interactions are introduced.
Two things that might deserve discussion in the early chapters:
- the behaviour of targeted spells with respect to terrain (especially water) and opposing spell projectiles
- the behaviour of AoE effects on the caster
To expand on those:
AoE spells the player casts never affect the player. This is desirable when it keeps you from being caught in your own Fireball, but it means that you won't benefit from an AoE buff or healing spell you use on your goon squad (unless you add a self-targeted line as an extra effect). I don't know for sure if this is true for other casters - most users of AoE effects (like Atronachs) are immune to the spells they use, so catching them in the blast radius wouldn't do anything either way.
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