AZ adjusted contract weapons
Adds a Mana Fuel enchantment that can be applied to any weapon.
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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
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- 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.