To answer Mr. th3undon3on3's question: That's an awesome formula... that you will be free to implement in a mod as soon as is possible. But no mods, or at least no mods that change/add content, will be included in the official release. The only thing being considered is the excellent unofficial morrowind patch.
Alrighty. How friendly will OpenMW be to mod, because I'm pretty sure stuff like the enchanting formula are hard-coded so can't be changed with a simple mod in the CS. I'm happy to do it myself if I can though, because it'll likely take a lot of tweaking to get just right. Not to mention that "just right" is entirely subjective anyway.
I didn't even know the old formula, so thanks for that. I'm open in principle for using a using a new formula if the old one really svcks, but until I've tested it more I'll have to agree with tomb' and say that this would work best as a mod. Also, my immediate math intuition says that a chance/probability formula should be mostly multiplications and not use addition or subtraction at all, but that's just me.
That formula probably isn't close to the best I could come up with, but the additions and subtractions gave me a quick and easy way to fiddle with the weightings for each stat. Like I said, it's got a lot of tweaking to go. The old formula really did svck though; forcing the player to down scores of fortify intelligence potions to get any chance of success
at all for strong enchantments.
That's weird. Unless you're running the exe from another working directory, that shouldn't be possible. Could you try setting the working directory manually just to be sure? (by making a link to the exe and setting properties, I think)
It was all out the same directory, but I'll give that a shot.
EDIT: No joy. I'll just call shenanigans and try again when the next version comes out.