Looking for a mod that removes "charges" from enchan

Post » Fri Dec 09, 2011 11:51 am

So one of the very few things that truly bugs me about MW is the fact that when you have magic weapons, they require time or soul gems to constantly charge them up. Is there a mod that just does away with this completely?
So if I enchant my Daedric Battle Axe with 25 fire damage on strike, that's that? I don't have to constantly recharge, there are no "charges", it just does 25 fire damage on strike and call it a day?
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Tom Flanagan
 
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Post » Sat Dec 10, 2011 12:19 am

You could just change the GMST that relates to how quickly magical items recharge on their own to do something like 5 or 10 charges / sec or something similarly high so that it fills back up to full charge every time you hit an enemy and use up a charge. Never tried this myself but it should work fine for your needs in theory. The setting is fMagicItemRechargePerSecond if you want to do this.
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ImmaTakeYour
 
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Post » Fri Dec 09, 2011 10:15 pm

Keep in mind that doing what Urtho suggested will also affect "on use" magic items, like Fargoth's engraved ring of healing. Off the top of my head I can't think of any way to solve that issue, though (if it bothers you, that is).
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Megan Stabler
 
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Post » Sat Dec 10, 2011 3:53 am

The setting is fMagicItemRechargePerSecond if you want to do this.

This setting can you change by having a higher skill of Enchant in-game and here is some http://www.uesp.net/wiki/Morrowind:Enchant#General_Tips. :)
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phil walsh
 
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Post » Fri Dec 09, 2011 4:15 pm

Should be pretty easy to mod it so that you get enough reduction at any Enchant skill level to use only 1 charge on anything as well.
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Erich Lendermon
 
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Post » Fri Dec 09, 2011 8:44 pm

If you wanted something that was weapon-specific, you could probably change the charge requirement for each enchanted weapon to 0 or 1. Then your natural skill at enchanting should recharge weapons quite quickly. You probably wouldn't need to adjust the GMST, or at least not as much.

Or just make/use some weapons that give you a constant effect while you're holding them instead. Illkurok is a favorite of mine for constant effect weapons.
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Stryke Force
 
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Post » Fri Dec 09, 2011 3:52 pm

Hmm... this isn't a bad mod idea. Wouldn't take me too long to craft some versions of certain enchanted weapons that either have much larger charge capacities, or turn them into CE items.

Give me a minute...

EDIT: http://www.mediafire.com/?yy28m90ydx4ycby Daedric Battle-axe, enchanted with Fire Damage 25pts, Casts on Strikes, 2500pt charge, 10pt cost. Put it in a crate atop a guard tower in Balmora. Cleaned with Enchanted Editor (irony :P).
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Emma Copeland
 
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Post » Fri Dec 09, 2011 5:10 pm

Hmm... this isn't a bad mod idea. Wouldn't take me too long to craft some versions of certain enchanted weapons that either have much larger charge capacities, or turn them into CE items.

Give me a minute...

EDIT: http://www.mediafire.com/?yy28m90ydx4ycby Daedric Battle-axe, enchanted with Fire Damage 25pts, Casts on Strikes, 2500pt charge, 10pt cost. Put it in a crate atop a guard tower in Balmora. Cleaned with Enchanted Editor (irony :P).

Trying this out right now! Thanks for all the replies.
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Michelle Chau
 
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Post » Fri Dec 09, 2011 5:27 pm

I downloaded the mod, got the crate in balmora, but the battle axe is still cast on strike and still has a charge =/ it's like 3000/3000. I can use it like 200 times then it goes limp.
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Krystina Proietti
 
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Post » Fri Dec 09, 2011 4:47 pm

I downloaded the mod, got the crate in balmora, but the battle axe is still cast on strike and still has a charge =/ it's like 3000/3000. I can use it like 200 times then it goes limp.


3000? Must be a mod doing that. I set it for 2500.

The point was to make it so the charge is so significant, that after using it a few times, recharging it can be done by waiting an hour, maybe two, which is a lot better than most vanilla enchanted weapons. 200 uses per charge is also ridiculous next to just about any weapon in the vanilla game, as well, and it will only get better as your Enchant skill goes up.

It's possible to make it so the cost is 0, but difficult, because you have to account for the player's Enchant skill, which could be anything. That's the only real way so that you'd never have to recharge it, nullify the cost to use it.

Although, one could attack a script to a weapon which automatically puts your Enchant skill up to any ungodly level, but I think that's a little much, and a little out of my league.
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Heather Stewart
 
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Post » Fri Dec 09, 2011 4:22 pm

I downloaded the mod, got the crate in balmora, but the battle axe is still cast on strike and still has a charge =/ it's like 3000/3000. I can use it like 200 times then it goes limp.

If you need to use it more than 200 times in a row, you're doing it wrong :) You could carry a couple such weapons in your inventory though and by the time you've used the second weapon 200 times the first one will probably be fully recharged.
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Ryan Lutz
 
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Post » Fri Dec 09, 2011 1:26 pm

Well yeah I know it'll recharge before it runs out, but is it not possible to just completely remove the whole charge system? Just make it so it does 25 points of fire damage on strike? Or is that not possible with the coding?
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MR.BIGG
 
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Post » Fri Dec 09, 2011 5:38 pm

Well yeah I know it'll recharge before it runs out, but is it not possible to just completely remove the whole charge system? Just make it so it does 25 points of fire damage on strike? Or is that not possible with the coding?


The whole point behind the charge system (which I'm pretty sure is hard-coded, though you can by-pass that by scripting an item rather than enchanting it) is to make it so enchanted items aren't abused. Someone could theoretically maintain balance by replacing all the enchanted items with ones that are scripted instead, and with severely altered stats, but I doubt even BTB would want to go through all that work.

But a single weapon is certainly reasonable.
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Nice one
 
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Post » Fri Dec 09, 2011 11:32 am

I've been toying around with modifying weapon charges in MWSE recently, and it's not really possible to do so directly. I couldn't modify charges even from a weapon's own script while it was in the inventory. I think it worked on the ground though. It is possible to detect how many charges a weapon has left however, so one could just make an enchanted weapon with many charges that simply replaces itself with a new copy as the charges are about to deplete.
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Prisca Lacour
 
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