The easiest solution to remove this, if possible, is to link togheter the minimum and maximum for constant effect enchantments so that they're forced to have the same value.
I think players can handle this themselves. You can have a bit of fun messing around, but ultimately it takes 10x as long to get the maximum enchant value, it's quicker to avoid doing it in the first place.
Since Taddeus bought it up with the constant effect enchantment and there is another thing I've noticed in both vanilla or with MCP and MPP installed.
I find it ridiculous that you only can enchant a daedric tower shield with only 4 pts (4% CE-effect) of Feather, Reflect Spell and Spell Absorption (probably a few more spells). The first effect point (1 to 1 starts at 50 pts enchantment costs, which can't be right and that means you can never enchant (CE) a daedric tower shield with 5% it only allows you to have 4%.
Please try to understand the philosophy of MCP patching. It aims to change things which can't be done with modding tools, things where the formulas are coded into the game or there are small problems with functions. In this case you can fix this yourself by editing the enchant capacity of the daedric shield, and editing the spell base costs so they fit. There are a lot of balance mods that make feather easier to cast, for example. You can fix this yourself if you learn a little modding.
I love the on-use ring smart equip :twirl: . Would it be possible to do the same with the amulet slot?
Also, the bug with constant effect enchantment reapplying and overflowing on cellchange is seriously limiting companions, it would be great if something could be done to solve it.
Hmm, amulet is a good idea, but there is no code for multi equip in amulet slots. It's unlikely I can fit more in there.
Constant effect on companions is a big hole in the way the game is designed. It just doesn't track it properly and it's extremely difficult to find out why without the original code. It certainly doesn't go away on all cellchanges, it's something else, but no-one has explained it accurately.
Didn't you establish a skill of 10 as the "baseline" value for Enchant and then change how it grew from there? I just assumed you could do the same thing with Unarmored. Since it's ultimate growth is controlled by GMSTs, those could always be tweaked as far as balance goes. All you'd really have to do is change how it grows... I'm assuming.
Okay, I should be more blunt. You start with low quality Chitin/Iron on only some pieces of your body, along with low armour skill. Then you upgrade your armour along the way, and also your skill. Upgrading both things, is that linear? With unarmoured, you have no armour at the start, and no armour at the end.