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So hopefully this gives the developers some breadcrumbs to track down this bug with!
I will be creating a new necklace for my prices enchant and using a necklace I don't have already in use in another set and see if that clears up the problems. For jewelry (assuming this works) this bug isn't too difficult to deal with I think. It will be more problematic if folks have situational Armor pieces of the same base armor item however.
I also added my verification of this problem over on the NexusMods site as well so hopefully this grabs the attention of the mod developers.
Yeah, I don't think this was ever possible with SkyUI. Another practical thing that doesn't work is equipping two weapons of the same base with a single group, such as duel-wielding swords.
It was also a hassle for me having to drink super enchantment potions and craft all the gear in a short amount of time. Putting all that together can be a lot of work.
I eventually ended up going into the Creation Kit and making custom items (amulet, ring, etc) that do exactly what I want. The benefit here is that you can stack tons of effects onto a single item, and if you go back into the Creation Kit, you can edit the item without having to re-obtain it or re-create it (you can tweak as you go); the changes automatically go into effect on the item in your saved game when you overwrite the *.esp file, though you may need to unequip/re-equip the items.
The Creation Kit is actually super easy to use. Here's the basic process I used:
- Create an enchantment object with all the effects you would like on an item
- Find an item you would like to use as a base (e.g., gold ring) and duplicate it
- Edit the new item and set it to use the enchantment you created earlier
- Save the *.esp file and put in your Skyrim/Data directory
- Launch the game and load your save (make sure the mod was checked)
- Enter "player.additem XXXXXXX 1" into console to get your item, for which you'll need the item's form ID
To get the item's form ID, you can right-click on the item in the Creation Kit and click preview. The ID will be displayed on the window's title bar. However, the first two digits of the ID will need to be replaced with whatever the load order is of your mod (in hexadecimal format). Depending on how many mods you're running, and which order you place them in, those two digits can vary, so refer to your load order to see what you should place there.If you gave your item a unique enough name, as a shortcut to getting the item's actual ID, you can just type "help NAME" in console where NAME refers to what you named the item. If it has more than one word, you'll need quotes around it. The ID provided there is accurate and does not need to be altered.
Another means to obtaining the item is to add it to one of the existing cells in the game, but it's better practice in mod development to only edit what you have to so it doesn't conflict with other mods. I also personally find it easier to just add it via console than having to put it somewhere and go pick it up.
There's also tons of guides on the subject of creating items all over the web, and the process is pretty much identical to other bethesda games.
Some consider making your own items to be cheating, but you do what you have to do to make the game more fun and playable. It's entirely up to you how balanced or overpowered your custom items will be.