AZ adjusted contract weapons

by James B·v1.1.0·Updated 2019-11-11

Adds a Mana Fuel enchantment that can be applied to any weapon.

Screenshots 1 screenshots

About this mod Machine translation

Adds a Mana Fuel enchantment that can be applied to any weapon.

summary

This mod adds three new secondary powers that when cast apply an enchantment to the currently equipped weapon (this can be any weapon including any melee, bow, crossbow, anything the mod adds, crazy stuff some mods create... anything, as long as it's a "WEAPON" record). Each enchantment deals 30 damage spells when the weapon successfully hits. The spell is cast "by you", therefore:

You lose magic power, just as if you were casting spells normally

"blame" for any harm done to you (correctly marked as "hostile")

You will gain experience as if you had cast the spell normally

Enchant

Fire (30 fire damage to health)

Frost (30 frost damage to health, 30 damage to stamina)

Shock (30 shock damage to health, 30 damage to Magicka)

The power of enchantment does not require casting, consumes no magic, and does not require a soul gem.

pant! This must be OP!

Ha ha! No! When a weapon actually damages something, there's a price to pay. The spell will then attempt to fire only if it hits. Why "try"? Because the enchantment correctly checks the spell cost against your current magicka level. Use this spell if you have enough magicka. The basic fee is 30 Magicka. The final cost is correctly affected by various aspects of Requiem/AZT (heavy armor, perks, etc.).

Note: Power Settings/Replaces Enchantments on Weapons; therefore, I do not recommend that you try to apply this enchantment to an already enchanted weapon. Best case scenario: get my enchantment instead of the existing enchantment; but it's also possible that the new enchantment won't be applied, and the existing enchantment may or may not be removed (I haven't tried it, so I don't know).

Require

Requiem

AZ adjustment

Loading order

Requiem

AZ adjustment

this mod

Requiem for Indifference

future changes

None, currently

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Summary

This mod adds three new minor powers which, when cast, will apply an enchantment to the currently equipped weapon (this can be any weapon, includes any melee, bow, crossbow, any mod-added, whatever crazy thing some mod creates...anything, as long as it's a "WEAPON" record).  Each enchantment causes a 30-point damage spell to be cast upon successfull hit by the weapon.  The spell is cast "by you", so:

you lose the magicka as though you cast the spell normally

you are "blamed" for any harm caused (it's correctly flagged as 'hostile')

you earn the experience as though you had cast the spell normally

Enchantments

Fire (30 points fire-damage to health)

Frost (30 points frost-damage to health, and 30 points damage to stamina)

Shock (30 points shock-damage to health, and 30 points damage to magicka)

The enchantment-adding power has no requirements to be cast, consumes no magicka, and does not need soulgems.

GASP! This must be OP!

Haha! Nope!  The cost comes when the weapon actually damages something.  Then, and only on hit, does the spell attempt to fire.  Why "attempt"?   Because the enchantment has the correct checks for spell-cost vs your current magicka level.  If you have sufficient magicka, then the spell is cast.  The base cost is 30 magicka.  The final cost is correctly affected by all Requiem/AZT aspects (heavy-armor, perks, etc.).

NOTE: The power sets/replaces the enchant on the weapon; as such, I do not recommend attempting to apply this enchant to an already enchanted weapon.  Best case: you get my enchantment, instead of the existing enchant; but it's also possible the new enchant won't be applied, and may or may not remove the existing enchant (I haven't tried this, so I don't really know).

Requirements

Requiem

AZ Tweaks

Load Order

Requiem

AZ Tweaks

This mod

Requiem for the indifferent

Future changes

None, currently

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
AZ调整的契约武器
File size
4.0 KiB
SHA-256
5869c70eaf0b48a257cd0ed078cbda85f9b7413ecd7482a442a7916793e1efd7
Stored at
2026-10-08 18:05