all spells enchantable

Post » Sat May 28, 2011 10:37 am

Is there a mod that sets all effects to be enchant-able with?

EDIT: oops, effects not spells :facepalm:
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Sat May 28, 2011 5:24 pm

I know how to make one. Gameplay > Spell Effects. There are two tick boxes for spellmaking and enchanting. Notice how they aren't checked for, say, the Sun Damage effect, restore magicka, vampirism, stunted magicka, remove curse, fortify max magicka. I didn't load Bloodmoon.esm, but I'd suspect Call Wolf and Call Bear are not checked for either option, too.
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Sat May 28, 2011 9:17 pm

I know how to make one. Gameplay > Spell Effects. There are two tick boxes for spellmaking and enchanting. Notice how they aren't checked for, say, the Sun Damage effect, restore magicka, vampirism, stunted magicka, remove curse, fortify max magicka. I didn't load Bloodmoon.esm, but I'd suspect Call Wolf and Call Bear are not checked for either option, too.

It's called Magic effects on the Gameplay menu and the spells Call Bear, Call Wolf aren't checked in those two checkboxes. :)
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Sat May 28, 2011 12:20 pm

I know how to make one too. I was wondering if one was already made
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Sat May 28, 2011 11:06 am

I know how to make one too. I was wondering if one was already made

AFAIK you must create an unique ID for every new item that you add into your mod. :)
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Sat May 28, 2011 8:44 pm

AFAIK you must create an unique ID for every new item that you add into your mod. :)

No new objects/spells would be created.
All you have to do is what Alaisiagae suggested; click the boxes so that the spell can be used for enchanting.

But no, Jygg, I didn't find a mod for this on ES Search. (although I might have missed it)
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Sat May 28, 2011 1:42 pm

It makes sense, though, that restore magicka isn't a spell. I mean, spend magicka to restore magicka? Doesn't make much sense. If I had to make a spell like that, I'd make it cost 0 magicka and instead apply a damage health or damage fatigue effect proportional to the magnitude of restored magicka.

But if you have it open for spellmaking, then:
if it costs 1 magicka or more to restore 1 magicka, the spell is useless
if it costs less than one magicka to restore 1 point, then the spell is too powerful, unless it's something like 0.9 points to restore 1 point. Which still doesn't make a lot of sense.

If you want to leave it open for enchanting, then I'd probably make the cost 1:1, and have the player acquire the effect through a custom spell like the one I described up top (that uses health or fatigue to power the spell rather than magicka). But that's just my opinion.

EDIT: sun damage will only affect the player. I think that's hardcoded, but I if I am wrong, someone please tell me - I've always wanted to make my enemies fry in the sun. :evil:
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am


Return to III - Morrowind

cron