I'm sooo close to finally balancing the Enchanting system.

Post » Fri Dec 03, 2010 12:06 pm

You know, the skill that's so incredibly broken that even spammers think it's cheap? Yeah.

Problem is that I can balance the skill to hell and back as much as I want, and it works perfectly until your Enchant skill goes past around 70. That's when it takes off like a rocket and flies directly into cheese territory, no matter how much I gimp the charge per use GMST.

Take, for example, a 50-point fire on touch enchantment. My mod increases the base cost of fire damage to 6, so that's a 15-point enchantment. Now, let's assume that the cost per charge has been multiplied by a factor of ten. With an Enchant skill of 40, you'll need at least a Flame Atronach soul (105) to get a single casting out of it. Harsh? Yes, actually. But then you remember that enchant uses are instantaneous AND have a 0% failure rate, two advantages that an identical fire spell wouldn't have at a Destruction skill level of 40. For all intents and purposes, things are still balanced at this point.

But then take that same 50-point fire spell and stick a Golden Saint soul on it. At an Enchant skill of 40, you'll still fall just short of getting 4 consecutive uses out of it. Not too bad, given that we ARE talking about a tough soul to acquire. Once the Enchant skill hits 70, the number goes up to 6 uses. That's 300 points of damage near-instantly. It's damn nice, but worthy of having achieved such a high skill level. Still balanced.

Now set the Enchant skill to 100. Now you get 26 uses out of it. In a row. That's 1,300 points of damage spewing out of your enchanted codpiece of whatever literally as fast as you can mash the "use" button. I don't care what you think, feel, or say: THAT is cheap.

And try as I may, I just cannot figure out a way to clamp down on this aside from capping the maximum value of souls, which I REALLY don't want to do. I'm really hoping there's a GMST that addresses the exponentiality (I don't think that's really a word) of the Enchant skill, because I think it would function just perfectly if it were linear, instead. Or, hell, I'll just settle for setting a skill level of 100 to be functionally equivalent to a skill level of 60.

Any thoughts, guys?

(By the way, here's a quick chart of the casting costs for various enchant levels at various levels of the Enchant skill assuming that the cost per charge has been multiplied by a factor of ten: http://btb2.free.fr/temp/rawdata.txt)
User avatar
trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Fri Dec 03, 2010 2:47 pm

Why not just limit the enchant skill to a max of 70...or like you said reduce the enchant skill value of 100 down to 70...

Just explain it in your readme since we all read readmes...
User avatar
Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Fri Dec 03, 2010 8:24 pm

Why not just limit the enchant skill to 70...



Well, two reasons.

One, and most importantly, I don't know how.

Two, that's really more of a last resort thing, particularly since I'm also interested in balancing the game by capping skills based on their major/minor/misc status.
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Fri Dec 03, 2010 6:04 pm

That's 1,300 points of damage spewing out of your enchanted codpiece of whatever literally as fast as you can mash the "use" button. I don't care what you think, feel, or say: THAT is cheap.

I am jealous of your codpiece. It's cooler than Toki's from Metalocalypse.
..Can I touch it?
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Fri Dec 03, 2010 5:09 am

I am jealous of your codpiece. It's cooler than Toki's from Metalocalypse.
..Can I touch it?


Nos yous cans not touches it!
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Fri Dec 03, 2010 8:43 pm

Ohai. Il Arcimaestro asked for a patch for this same issue in http://www.gamesas.com/index.php?/topic/1098021-repairing-the-cogs-of-morrowind-no-20/page__view__findpost__p__16348179, and a beta release is forthcoming.
User avatar
Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm

Post » Fri Dec 03, 2010 12:10 pm

Ohai. Il Arcimaestro asked for a patch for this same issue in http://www.gamesas.com/index.php?/topic/1098021-repairing-the-cogs-of-morrowind-no-20/page__view__findpost__p__16348179, and a beta release is forthcoming.


Oh, um... thanks.

You can ignore that post I just made in the MCP thread, then >.>
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Fri Dec 03, 2010 6:33 pm

Anyway - I think your current mod enhancements make the game realistic for me...I really have to think twice before I spend my most valuable resource - septims! While I havent played Morrowind before, as I understand it septims were as common as raindrops...
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Fri Dec 03, 2010 8:36 pm

Anyway - I think your current mod enhancements make the game realistic for me...I really have to think twice before I spend my most valuable resource - septims! While I havent played Morrowind before, as I understand it septims were as common as raindrops...


Well, that was one of the primary aims.

But I've got more than a few changes in the works for this next version. You should see the changelog in the version history. And if everything goes as planned, both the alchemy and enchant systems will blend in a lot more seamlessly with the game than before, rather than enchanting being used to simply replace spellcasting and alchemy being used as nothing but a cheese device.
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Fri Dec 03, 2010 7:24 am

You know, the skill that's so incredibly broken that even spammers think it's cheap? Yeah.

Problem is that I can balance the skill to hell and back as much as I want, and it works perfectly until your Enchant skill goes past around 70. That's when it takes off like a rocket and flies directly into cheese territory, no matter how much I gimp the charge per use GMST.

Take, for example, a 50-point fire on touch enchantment. My mod increases the base cost of fire damage to 6, so that's a 15-point enchantment. Now, let's assume that the cost per charge has been multiplied by a factor of ten. With an Enchant skill of 40, you'll need at least a Flame Atronach soul (105) to get a single casting out of it. Harsh? Yes, actually. But then you remember that enchant uses are instantaneous AND have a 0% failure rate, two advantages that an identical fire spell wouldn't have at a Destruction skill level of 40. For all intents and purposes, things are still balanced at this point.

But then take that same 50-point fire spell and stick a Golden Saint soul on it. At an Enchant skill of 40, you'll still fall just short of getting 4 consecutive uses out of it. Not too bad, given that we ARE talking about a tough soul to acquire. Once the Enchant skill hits 70, the number goes up to 6 uses. That's 300 points of damage near-instantly. It's damn nice, but worthy of having achieved such a high skill level. Still balanced.

Now set the Enchant skill to 100. Now you get 26 uses out of it. In a row. That's 1,300 points of damage spewing out of your enchanted codpiece of whatever literally as fast as you can mash the "use" button. I don't care what you think, feel, or say: THAT is cheap.

And try as I may, I just cannot figure out a way to clamp down on this aside from capping the maximum value of souls, which I REALLY don't want to do. I'm really hoping there's a GMST that addresses the exponentiality (I don't think that's really a word) of the Enchant skill, because I think it would function just perfectly if it were linear, instead. Or, hell, I'll just settle for setting a skill level of 100 to be functionally equivalent to a skill level of 60.

Any thoughts, guys?

(By the way, here's a quick chart of the casting costs for various enchant levels at various levels of the Enchant skill assuming that the cost per charge has been multiplied by a factor of ten: http://btb2.free.fr/temp/rawdata.txt)


Not sure do people use some patches or something, but I'd have enchantment skill at 100, would boost it with a whole set of clothing and armors that are specifically made to boost enchanting skill and I'd still have hard trouble with actually creating an enchantment, so destroying 5 golden saint/ascendant sleeper soul gems to create such a spell is worthy if you ask me (+ you can make ordinary spells more powerful than that, + you also have to charge the thing over again several times to be able to use it again).
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Fri Dec 03, 2010 9:41 am

Not sure do people use some patches or something, but I'd have enchantment skill at 100, would boost it with a whole set of clothing and armors that are specifically made to boost enchanting skill and I'd still have hard trouble with actually creating an enchantment, so destroying 5 golden saint/ascendant sleeper soul gems to create such a spell is worthy if you ask me (+ you can make ordinary spells more powerful than that, + you also have to charge the thing over again several times to be able to use it again).


The ability to self-create enchantments is even more broken than your ability to use them. You can't create custom spells, after all... so why can you make your own enchantments?

You'll notice that you're not ever very good at it - perhaps a deliberate attempt on the part of the devs who clearly didn't know any better to keep you from making things that were too awesome. Except they never counted on people cheesing fortify intelligence potions or creating fortify enchantment suits.

Point in case - you're not supposed to be able to create your own enchantments. At least, I don't think.

On the other hand, you're probably also not supposed to have to pay out the ass to have one made for you, either.
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Fri Dec 03, 2010 4:31 pm

The ability to self-create enchantments is even more broken than your ability to use them. You can't create custom spells, after all... so why can you make your own enchantments?

You'll notice that you're not ever very good at it - perhaps a deliberate attempt on the part of the devs who clearly didn't know any better to keep you from making things that were too awesome. Except they never counted on people cheesing fortify intelligence potions or creating fortify enchantment suits.



On the other hand, you're probably also not supposed to have to pay out the ass to have one made for you, either.


Well it would sound logical, someone needs to teach you a spell, while you can apply learned spells to your items. I don't suppose you actually think that devs are so stupid and would think that fortifying skills is something the players will aid themselves with. But even with skill over 200 it mostly fails to create enchantments.

In any case
Point in case - you're not supposed to be able to create your own enchantments. At least, I don't think.

this is ridiculous statement. If we were not supposed to create our own enchantments what's the point in having the skill at all, the only thing that raises with the skill is the chance for successful enchanting. (which is the only think broken about Enchanting). So it's there, and that means we are supposed to use the skill.
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Fri Dec 03, 2010 8:36 am

I think one of the biggest problems with enchantments is the instant cast time combined with the instant effect. That's why when I play games I make a rule for myself that every enchantment must have at least a duration of 2 so spamming is useless. If there was a way to force this in the game that would make balancing much easier i believe.
User avatar
Cody Banks
 
Posts: 3393
Joined: Thu Nov 22, 2007 9:30 am

Post » Fri Dec 03, 2010 8:20 am

Well it would sound logical, someone needs to teach you a spell, while you can apply learned spells to your items. I don't suppose you actually think that devs are so stupid and would think that fortifying skills is something the players will aid themselves with. But even with skill over 200 it mostly fails to create enchantments.

In any case

this is ridiculous statement. If we were not supposed to create our own enchantments what's the point in having the skill at all, the only thing that raises with the skill is the chance for successful enchanting. (which is the only think broken about Enchanting). So it's there, and that means we are supposed to use the skill.

You can adjust the create enchanted item success rate with a GMST. However, we're not changing that, we're talking about a mostly separate mechanic. At enchant 100 you magically get 5x the amount of uses out of a fully charged item as with enchant 10. The scaling seems excessive, there's no comparable magicka use scaling in the game anywhere for example.
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Fri Dec 03, 2010 1:08 pm

this is ridiculous statement. If we were not supposed to create our own enchantments what's the point in having the skill at all, the only thing that raises with the skill is the chance for successful enchanting.

It also reduces the charges used when using an enchanted item.
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Fri Dec 03, 2010 12:09 pm

It's true that enchantments are powerful due to their low charge cost and instant cast, but consider the requirements to create and use an enchantment effectively:

A moderately high enchant skill (to optimize charge usage)
The spell effect(s) you want to create
A filled soul gem, preferably containing a high charge soul
An item with a high enchant rating
Enchanting has a high gold cost
Recharging an enchanted item requires additional filled soul gems (or time)

On the other hand, to create and cast spells you only need:

A moderately high spellcasting skill (to optimize casting chance)
The spell effect(s) you want to create
Spellmaking has a low gold cost
Recharging magicka requires potions (or time)

So I do think that the advantages of using enchantments are balanced in the additional preparations needed to create enchanted items over creating new spells. As a mage you get versatility, as an enchanter you get reliability.
User avatar
ladyflames
 
Posts: 3355
Joined: Sat Nov 25, 2006 9:45 am

Post » Fri Dec 03, 2010 7:16 pm

My current PC is both enchanter and mage.

My pc has about 220 magicka point. Summoning a Dremora (60 seconds) costs me 85 magicka point.

My enchant skill is 90... I have 2 rings enchanted with summon Dremora (60 seconds). The summoning requires 15 charges out of 185 charges of each ring.

So, during a fight I may summon 2 Dremora using the spell... or 24 Dremora using the 2 rings...
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Fri Dec 03, 2010 6:56 am

I'm a little surprised at the conclusions in this thread. Yes an enchantment is more useful than a spell, but I don't think the enchantment is too powerful but the spell is too weak.
If you say that you get 300point of firedamage from a golden saint with enchantskill and it's instant damage, then we are first of all talking about a very expensive enchantment (+100000 gold I would guess) and secondly this spell can just barely kill a Golden saint or Dremora Lord (and if the dremora lord reflects , then you die) and it would take a long time (a few gamedays I think) to recharge. So you have practiced your encantment to 70, spend +100000 on an enchantment and you can maybe kill a golden saint every three days, and that is even on touch where you might face a deadric claymore from one of the two mentioned creatures. That does sound overpowered to me. Try comparing to a deadric claymore, which does 110 damage per hit at 100 strenght and it can hit for almost forever, in that comparison the enchantment seems underpowered..


You can create enchanted items, but not very good enchantments. You can however practise your enchant skill by recharging your enchanted items, which both trains your skill and can be quite useful in keeping your equipment enchanted.
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Fri Dec 03, 2010 10:32 pm

the unbalanced feature of the enchant skill, is that the charge/use cost, decrease when the skill raise. While the casting spell cost doesn't decrease when my spell related skill raise.

I made a quick test.
Having my PC 90 in enchant and destruction, I purchased a fire damage spell (80 points for 2 seconds). It costs me 90 spell ponts (out of my 220 magicka), while an enchanted item, with the same effect, would cost 11 points.

if Hrnchamd in the next version of MCP can address this issue, the only thing left to balance the enchant skill, is to change the chance of success to enchant an item from 3 to 250. So, when you have 100 enchant, you have reasonable chances to fully enchant every item in game.
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Fri Dec 03, 2010 9:53 pm

You also have to keep in mind that "balance" in this case has to be judged within the context of the entirety of BTB's changes. Unbalanced enchanting within a stock Morrowind system that contains so many unbalanced things may not seem like such a big deal. I don't want to speak for anyone but I assume that BTB intends these changes to be used with his complete balance system or with as many of the changes as possible anyway. Individually I'm sure many of his changes probably unbalance things in the opposite direction.
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Fri Dec 03, 2010 7:05 pm

A couple of major points I think I need to make clear...

One, the primary (and, as far as I'm concerned, only) purpose of the Enchant skill is to use Enchanted items more effectively - just like any magicka skill. Again, you can't create your own custom spells, and they're generally far crappier than a comparable enchantment. Again, there's a reason that the devs made you so bad at creating enchanted items without exploiting obvious flaws in the game's programming.

Two, as several of you have pointed out, the cost of enchanting is prohibitive. It is. And it shouldn't be. And I imagine it's probably why someone you have your panties in a twist about me insinuating that you shouldn't be able to make your own enchantments. I imagine that the reason it was made so ludicrously expensive in the first place is that the devs were at least partially aware of how broken the Enchant skill was, and this was their way of balancing it. Once all of the other mechanics are brought back down to reality, I intend to lower the cost of enchanting drastically so that it's actually reasonably affordable.

Three, as Hrch pointed out, I am concerned almost entirely with the functionality of the Enchant skill at levels beyond 70 or so. When the MCP corrects the exponential growth of the skill, I will likely ease up quite a bit on my own settings. However, raising the charge cost has two purposes. The first is to clamp down on spamming (because, again, instant cast time and a 0% failure rate is far nicer than you people give it credit for). The second is to, again as with any other magicka skill, make it harder and/or impossible to use enchantments beyond your means. It is not reasonable to hand someone with an Enchant skill of 5 a summon Golden Saint soul gem of awesome and expect them to be able to use it, just as somebody with a Conjuration skill of 5 would never be able to pull off the spell. And, again, the enchantment is far preferable to the spell because it's instant and there's no chance of failure. So there's no reason the enchantment should thus be MORE accessible than the spell.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Fri Dec 03, 2010 7:40 pm

Just to bring the point home, here is the verbatim text from the readme file for my mod, as of the upcoming release of version 4.0:

The enchant system as a whole gets what is easily the most drastic of all the overhauls made by my mod. It's no secret that even the developers thought that the skill was unbalanced beyond repair, hence its removal in Oblivion. The "Spells" plugin already launched the first volley against this overpowered beast by denying it many commonly-abused spell effects. My continued efforts in this module remove the ability of enchanted items to naturally regain their spent charges over time, thus forcing you use soul gems for this purpose, as well as greatly increasing the charge cost per magic item use and removing the player's ability to create enchanted items on their own - or constant effect enchantments at all. However, I did make up for all of this with a few concessions, which I'll explain in detail below.

Removing the player's ability to create their own enchantments is probably the one move that'll make players squawk the most, so I suppose I'll start explaining there. Let me just say this: you should not be able to create enchantments by yourself. Period. You can't make your own spells, so why in the name of Odin would it make sense for you to be able to make something infinitely more useful? There's a very good reason that, even with maxed-out stats, you're still very bad at enchanting [censored] without resorting to blatantly exploiting flaws in the game, which is likely the exact same reason that paying to have it done costs an arm and over nine thousand legs. These are obviously the half-assed attempts of the game developers to balance a system that even they knew is so broken that even spammers think it's cheap.

But since I've done what I consider to be "fixing" the enchant system, there's no longer any need to, shall we say, "compensate". Executed properly, the payment requirement for enchantments should only be such that it remains balanced versus the magicka and alchemy skills (as opposed to balanced against itself). I've lowered the cost of enchanting services to a quarter of its original value, or two and a half times the cost of spellcasting, which should hopefully shut most of you up. And for those of you that it doesn't... well, there's always chloroform.

The removal of homemade enchantments actually ended up killing two birds with one stone. The Morrowind Code Patch raised some balance issues (and a few eyebrows) a few releases back when it started allowing players to enchant projectile weapons. As it turned out, this was a rather game-breaking feature due to how much more powerful it rendered your long-range combat abilities. Requiring players to pay for all enchantments, on the other hand, turned out to be just the equalizer I was looking for. I didn't even need to adjust the enchantment capacities for projectiles as the MCP suggests, as the highest values are all conveniently restricted to the highest-quality/rarest ones, and none of them are really high enough to warrant any concern. So, the cash requirement alone is enough to keep things nice and balanced.

Next up is the magic item charge cost per use increase, which serves two purposes. The first is the somewhat obvious intent to balance the skill by limiting the number of uses you can get out of a magic item without having to recharge it. Remember that enchanted items have both a zero-percent failure rate and an instant casting time, meaning that the only limitation to how fast you can dish out the pain from your enchanted codpiece of hellfire is how fast you can spam the "use" key. Many players don't really seem to appreciate the monumental significance of these features except by universally crediting them for the fact that the enchant skill essentially replaces spellcasting about an hour into the game.

The second motive behind the charge cost increase is to make the enchant skill behave more like the magicka skills and less like your one-way ticket from ridiculous to ludicrous. A character with a skill level of 5 in Destruction, for example, has absolutely no chance in hell of successfully casting God's Frost, so why in the hell shouldn't a character with an enchant skill of 5 be equally inept at casting the exact same spell from an enchanted item? The argument that any player good enough to acquire the necessary items and souls to pull off such enchantments deserve whatever they can make out of them is [censored], because even a level 20 character is still going to svck at whatever skills he or she hasn't put any effort into developing. The primary (and, as far as I'm concerned, only) purpose of raising your Enchant skill is to become better at using enchanted items, and this plugin now greatly reflects that purpose far moreso than ever before.

The magnitude by which my mod increases the charge cost per use (10x) results in enchant skill level requirements slightly more prohibitive than the respective required magicka skill level to cast an identical spell, which makes sense given the inherent advantages that enchanted items have (see two paragraphs above in case you've already forgotten) over spellcasting. It also results in a balanced casting cost vs. spell cost ratio - how many charges a magic item expends per use with regards to the size of its enchantment - up until an enchant skill of about 70. Beyond that, there's absolutely no way to balance the skill due to the exponential nature of its growth. So, now it's up to the Morrowind Code Patch to step in and finish the job. And as of this writing, a fix is already in the works.

One interesting effect of all of the changes thus far combined is that paying to have paper enchanted into scrolls becomes a viable, or more specifically, your only option for achieving spell effects that are too far beyond your skill level to otherwise use. I've raised the enchant capacity for paper so that the only (reasonable) limit to what you can get out of it is how much you're willing to pay for it.

As for the fact that magic items no longer recharge on their own, a lot of players will probably also see this as yet another harsh nerfing due to the relative scarcity of soul gems with which to recharge them manually. In response to this, and because I also felt that soul gems were a pain in the ass to find, I've added a restocking supply of them to various merchants throughout the game. These are the same merchants to which I've added several new spells in the "Spells" plugin, mainly because I didn't feel like editing a whole new set of them, but also because their distribution across the map seemed rather appropriate. Most of them are located in either the Ascadian Isles region (Ebonheart and Vivec, specifically) or on Azura's Coast. And none of them are any further north than Fort Buckmoth/Ghostgate, at least until you go as far east as Vos, so be sure to stock up before heading out to West Gash.

Note that, for compatibility reasons, this plugin also contains the same edits to the new soul gem merchants that the "Spells" plugin made to to them (i.e. the new spells it gives them). Using both the "Spells" and "Settings" plugins together will have the latter override the former by default, and will thus result in both sets of changes being made. Just don't [censored] with the default load order of my plugins (like I just know that some [censored] will go and do, anyway) and everything should be all gravy.

Soul gems, while definitely related to the subject at hand, are also something of a separate category. I had previously tanked their values due to an unrelated issue where their recalculated values when filled with souls completely [censored] the game's economy. Once again, the Morrowind Code Patch came to the rescue by making the value of filled soul gems no longer depend on the value of the gem itself, leaving me to set their values to represent their actual worth rather than how broken Morrowind's economy is. It also allowed me more freedom to re-adjust their holding capacities for better balance and to make the higher quality gems more expensive while allowing the lower-end ones to remain cheap.

Lastly, there remained the issue of constant effect enchantments. No amount of making them harder to acquire could really erase the fact that most constant effect enchantments players ever come up with are incredibly cheap and often blatantly exploited inherent flaws in the game. After I quelled such douchebaggery in my "Spells" plugin by removing enchanting privileges from the absolute worst offenders, it was ultimately pointed out to me that constant effect enchantments became, as a result, not really good for anything. And, quite frankly, I agreed. So instead, I've simply removed the ability to create constant effect enchantments altogether, which thus allowed me to reinstate the enchanting option for several effects from which it was removed solely due to rampant constant effect abuse.

The enchant skill progression rates also received a bit of tweaking to better reflect the whole mess of changes mentioned above. Experience can now be gained by fighting with "cast on strikes" weapons, and the experience gain per magic item use has been increased due to the extra effort that now must go into recharging them. On the other hand, I've lowered the experience gain for straight-up recharge spamming. I felt no need to edit the gain for magic item creation because - go figure - you're not allowed to do it anymore. It's probably also worth mentioning that, in addition to soul gems, Arrille now also sells the Soul Trap spell, so it should now be a whole lot easier to raise your skill level right off the bat.

User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Fri Dec 03, 2010 9:08 pm

Do you mind posting exactly which GMSTs you are changing, what they do, and the effect of the change? Or at least including that info in the readme? I'm a fan of your mod, but I only use some of it, and I've customized the parts I do use a bit to suit my tastes. I think I'm not the only one who would appreciate the mod documentation helping people along the path of customizing what you're doing with Enchant.
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Fri Dec 03, 2010 12:30 pm

Do you mind posting exactly which GMSTs you are changing, what they do, and the effect of the change? Or at least including that info in the readme? I'm a fan of your mod, but I only use some of it, and I've customized the parts I do use a bit to suit my tastes. I think I'm not the only one who would appreciate the mod documentation helping people along the path of customizing what you're doing with Enchant.


The info you're looking for is in the change log. Here:


ENCHANT SETTINGS:

iSoulAmountForConstantEffect 2000 (instead of 400)
fMagicItemRechargePerSecond 0.000 (instead of 0.050)
iMagicItemChargeUse 50 (instead of 5)
fSoulGemMult 2.0 (instead of 3.0)

? Disallows constant effect enchantments by making the soul requirement higher than any soul in the game
? Prevents magic items from recharging on their own (you will need to use soul gems for this purpose)
? Multiplies the charges expended by magic items to ten times the normal amount per use
? Sets holding capacity for soul gems to 2x the value of the gem instead of 3x the value

(SKILL) PROGRESSION RATES:

0.20 per "cast on strikes" use (instead of 0.00)
0.40 per magic item use (instead of 0.10)
2.00 per magic item recharge (instead of 5.00)
*5.00 per magic item creation

*This is only listed for reference, since this plugin disallows the action listed

SOUL GEM VALUES:

Petty Soul Gem 5 (instead of 10)
Lesser Soul Gem 15 (instead of 20)
Common Soul Gem 50 (instead of 40)
Greater Soul Gem 100 (instead of 60)
*Grand Soul Gem 300 (instead of 200)
Azura's Star 1,000 (instead of 5,000)

*SOUL GEM CAPACITIES:

Petty Soul Gem 10 (instead of 30)
Lesser Soul Gem 30 (instead of 60)
Common Soul Gem 100 (instead of 120)
Greater Soul Gem 200 (instead of 180)
Grand Soul Gem 600
Azura's Star 2,000 (instead of 15,000... not like it really matters)

*These values are calculated from the fSoulGemMult GMST and are listed here for reference.

*SOUL GEM VENDORS:

Petty/Lesser

Arrille
J'Rasha

Petty/Lesser/Commmon

Aunius Autrus
Diren Vendu
Elynu Saren
Ervona Barys
Melie Frenck
Solea Nuccusius

Lesser/Common/Greater

Aldaril
Fanildil
Nelso Salenim
Saras Orelu

Common/Greater

Amarie Charien
Ferise Varo
Malven Romori
Ulmiso Maloren

*For compatibility, this plugin also makes the same edits to these NPCs as the "Spells" plugin.


User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Fri Dec 03, 2010 7:52 am

Oh, and also:


SCROLL ENCHANT VALUES:

*Paper 900 (instead of 50)
Rolled Paper 1500 (instead of 100)

*This includes both identical items in the game named "paper".


User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm


Return to III - Morrowind