The Automatic Random Enchantment System (ARES) populates the game world with dynamically enchanted items, capable of creating literally millions of potential combinations. And it does so in a manner that should be automatically balanced for your game.
For example, my test run produced the http://tesnexus.com/downloads/images/41244-1-1323745392.png. Notice how the Drain Health 3 pt (that is, the wearer loses 3 HP) offsets some of the other enchantments, allowing the rest of the item to be more powerful to compensate.
Get it from these fine websites!
- http://tesnexus.com/downloads/file.php?id=41244
- TES Alliance (pending)
- http://code.google.com/p/oblivion-ares/downloads/detail?name=ARES v1.0.1F rv10 beta.7z
Longer Introduction (from the readme)
The Automatic Random Enchantment System does exactly what it says: it provides a system where items found in the gameworld can be randomly enchanted. ARES gives modders a very powerful set of tools to control exactly how, when, and why a particular item is enchanted the way it is.
ARES then takes this information, describing possible enchantments, and randomly applies them to items sitting in containers or worn by NPCs throughout Oblivion. Each enchantment is created dynamically based on the parameters set by the modder.
Names are associated with these enchantments through an "affix" system, similar to the one used in games such as the Diablo series. For example, a modder might decide that a "Flaming" weapon has a moderate amount of fire damage — associating it with a Common soul. ARES may then choose the "Flaming" affix, and apply it to an item, giving it a Fire Damage enchantment comparable to what one could make with a Lesser Soul Gem. He may also associate a weapon "of Frost" with some Frost Damage, and ARES could combine the two into a "Flaming Sword of Frost" that does both Fire Damage and Frost Damage.
All of the values for the enchantments, such as magnitude or duration, are normalized to match values found in any particular game, based on the mods installed. For example, if a mod decides to make the Chameleon effect more expensive, ARES will generate smaller amounts of that effect as a result. If a mod makes Grand Soulgems very rare and only appearing late in the game, then similarly-powerful enchantments will only be found in high-level areas and worn by high-level enemies.
ARES is also distributed with my own mod created using the tool, which is simply DW_ARES.esp. DW_ARES.esp implements hundreds of affixes for literally millions of possible combinations. However, it also does not use all of the features that ARES makes possible; it is a large but simplistic implementation of an ARES plugin.
Anyway, I hope it's everything you've been waiting for; you've certainly been waiting long enough! Thank you all for your patience.