I haven't done a lot of testing for yet, but I still think the charge returned is too high at low levels. Seems fine otherwise.
I noticed something with the enchanted item rebalanced that I really don't like. Not being able to recharge during battle. If I'm hiding behind a rock, but the game still thinks I'm in combat, I think I should be able to recharge my item. I imagine the recharge process to be a not very complicated, something like holding the gem to the item. If you can drink a potion or, for a ridiculous example, change your armor during battle, I think you should be able to recharge something. Was it there before, or did I just not notice it? You should at least add it to the description for that patch.
I noticed something with the enchanted item rebalanced that I really don't like. Not being able to recharge during battle. If I'm hiding behind a rock, but the game still thinks I'm in combat, I think I should be able to recharge my item. I imagine the recharge process to be a not very complicated, something like holding the gem to the item. If you can drink a potion or, for a ridiculous example, change your armor during battle, I think you should be able to recharge something. Was it there before, or did I just not notice it? You should at least add it to the description for that patch.
A recharge of <10% is practically the same as a failure. In vanilla in just gives the effect of the player not knowing if the recharge actually did anything, as there's no feedback on the recharge amount. There's a large disparity in weapon and artefact charge use which seems to be a problem. The game always blocked recharging in combat.
Would doing this mean you'd have to find out how this information is created/computed for equipped items and apply it to the selected enchantment if necessary? In that case, I wouldn't worry about ensuring that selection is carried over in a save file if that would mean editing the format. I'd just specify no spell selected for the save.
It seems to me like you'd only first need to be able to select the item without equipping, then when you try to cast, figure out the cost and remove X amount of charge from the item. But then again you'd also need some data structure somewhere for the spell menu to read the cost.
It seems to me like you'd only first need to be able to select the item without equipping, then when you try to cast, figure out the cost and remove X amount of charge from the item. But then again you'd also need some data structure somewhere for the spell menu to read the cost.
When I made the ring equip patch, during loading a save, the game only read and created data structures for the first two equipped rings, and trashed the memory for the third one leading to a missing item then a crash. I can't see what data the game expects in every code path, so I limit changes to flow control and avoid allocating any data structures. Luckily there was a ring counter instead of a copy and paste job so it worked out there, and rings don't count as part of the armour system. A lot of Bethesda's code isn't so well designed.
Trying to fix the Boots of blinding speed is kind of pointless. Sure, they're broken.
You could break them better. Boots of extraordinary inertia, once you start moving at 250 speed it takes a while to stop. Boots of clumsiness, if you hit a wall at that speed you get knocked down. Boots of athlete's foot, all that running comes with a crippling fungal disease of -250 speed.