Question about changing enchanting cost.

Post » Fri Nov 06, 2009 3:40 am

I believe that when your enchant skill starts getting higher (up past 70) it costs much too little to use enchantments and if I have one powerful enchanted item I can use this one item to blast my way through a large amount of enemies without even resorting to using spells/weapons. Does anyone know of a way to change how much it costs in charges to use an enchanted item? Would this require scripting or is a setting that can be altered? I'm only somewhat familiar with the Construction Set, and I haven't found any mods or topics that relate to this particular aspect of enchanting.
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Johnny
 
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Post » Fri Nov 06, 2009 9:37 am

I believe that when your enchant skill starts getting higher (up past 70) it costs much too little to use enchantments and if I have one powerful enchanted item I can use this one item to blast my way through a large amount of enemies without even resorting to using spells/weapons. Does anyone know of a way to change how much it costs in charges to use an enchanted item? Would this require scripting or is a setting that can be altered? I'm only somewhat familiar with the Construction Set, and I haven't found any mods or topics that relate to this particular aspect of enchanting.

I am not nearly as well versed in Morrowind as I am in oblivion, but I would imagine that you use less powerful enchantments..?
If I am completely wrong please tell me, I am just saying this from common sense and i really have no idea what I am talking about.
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JAY
 
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Post » Fri Nov 06, 2009 12:00 am

I am not nearly as well versed in Morrowind as I am in oblivion, but I would imagine that you use less powerful enchantments..?
If I am completely wrong please tell me, I am just saying this from common sense and i really have no idea what I am talking about.


I think that maybe you have misunderstood my question. I am trying to balance out my Morrowind game so that I can have enchant be around equally balanced in comparison to other styles of playing. As it stands right now enchanting is much too powerful for my tastes. When the enchant skill starts going up the amount of charges each use consumes is ridiculously small, sometimes around 1 or 2, even for some of the more powerful enchantments. I'm hoping to find something I can do to only alter the rate at which the enchant skill affects the charges consumed per use of an item. Any ideas? :D
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Erika Ellsworth
 
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Post » Fri Nov 06, 2009 1:27 am

I don't know if it will answer your question, but here is a good thread to read:

http://www.mwmythicmods.com/Archives/Mods/Balancing%20Spells.htm

Check out what Wakim has to say in posts 817621 and 818693. The problem has been at least known since the early days, but I didn't really read far enough to tell if they balanced it somehow.
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Liii BLATES
 
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Post » Thu Nov 05, 2009 10:50 pm

[quote name='john.moonsugar' date='31 July 2010 - 03:49 AM' timestamp='1280569790' post='16222672']
I don't know if it will answer your question, but here is a good thread to read:

http://www.mwmythicmods.com/Archives/Mods/Balancing%20Spells.htm

Check out what Wakim has to say in posts 817621 and 818693. The problem has been at least known since the early days, but I didn't really read far enough to tell if they balanced it somehow.
[/quote]

Wow thank you for finding that! As far as I have read it seems that Wakim had found what needed to be changed but lacked the tools.

[/quote]
The real solution to this problem is hard coding. My recommendations are simple and easily coded. They are:

1) Add the spell casting animation to effects cast through enchanted items. This prevents both Uzi-like spamming of enchanted effects and the ability to enhance one's intelligence into the thousands in order to be able to enchant anything to its highest value. The spell casting animation duration means that items cannot be effectively created that boost one's intelligence 100 points for 3 sec, and then stacking them through the time stopping device of the inventory menu. Each enchanted item cast would cost about 1 second, capping artificial intelligence fortifying to about 300. This stops the worst cases of the most powerful (and unbalancing) player enchanted items.

2) Change the coded value that reduces the "spell cost" value of enchanted effects to be significantly less than normally cast spells. There is no valid reason why the same spell should cost 1/3 more to cast than to enchant. If anything, it could be argued that it should be the other way around.

3) Change the formula for charge use reduction based on enchanting skill. I suspect that currently the formula is:

Charge Cost = (Spell Effect Cost x (110 - Enchant Skill))/100

If this formula is worth saving, then change it to:

Charge Cost = (Spell Effect Cost x (150 - Enchant Skill))/100

This would make enchanted spell effect's charge cost 1.4 times the spell effects actual value at skill level 10, the spell effects actual value at skill level 50, and half its value at skill level 100. [/quote]

Is anyone aware of any tools that would allow fiddling around with adding a enchant casting animation or maybe the ability to change the charge cost formula? I have managed to change the enchantment cost to be higher but at the same time it raises spell costs to almost uncastable levels, so that's not the solution I would prefer. If anyone knows of how to apply any of the above changes I'd be very interested in hearing from you! :D
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Killer McCracken
 
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