Great enchantment tweak patch
Made a series of small but meaningful edits to enchantments on various items.
Screenshots 2 screenshots
About this mod Machine translation
Made a series of small but meaningful edits to enchantments on various items.
introduce:
Building another mod of mine: Blackguard and Guild Master Armor Enchantment Swapper I went ahead and made some small edits to the various armors and gear, I consolidated them into one file, I thought I'd throw it here and see if anyone wants it, I'll re-upload it if I make more changes, I adjust these things as I play.
Please feel free to leave suggestions.
What has been adjusted?
armor:
Guild Master Armor/Blackguard's Armor: Swap enchantment values to make Guild Master armor better. You worked hard for that armor, I don't want it to be overtaken by the armor set you just have to join TG to get it for free.
Mask of Clavicus Vile: Armor material has been changed to Daedric. (After all it is a Daedric artifact, why isn't it considered Daedric armor?) Strengthened Speech and Persuasion Charisma values increased from 20% to 35% and 10% to 15% respectively.
Nightingale Armor: Improved Illusion increased from 17% to 20%, and other enchantments match the highest level version, regardless of when the level was obtained.
Savior's Hide: Resist magic increased from 15% to 20%
Linwe's Armor: Fortify Archery increased from 15% to 20%, Fortify Sneak increased from 15% to 25%, Fortify One-Handed increased from 15% to 20%, Fortify Stamina increased from 15 points to 40 points.
Gauldur Amulet: Fortify Health/Stamina/Magicka increased from 30 points to 50 points, complete amulets and personal amulets.
Nightweaver’s Band: Fortify Sneak increased from 10% to 15%, Fortify Destruction increased from 10% to 25%
Predator's Grace: Stamina regeneration increased from 1% to 40%
Boots of Morvath: Fortify Sneak increased from 15% to 25%
Crown of Savant: Enhancement of all spells increased from 5% to 10%
Dragon Priest Mask:
I always felt like these masks fell a little short of being "...strange artifacts that defy the laws of time and give the wearer a powerful sense of enchantment." So I went ahead and made a few tweaks to make them worth wearing.
Specific power changes:
All masks now have 20% reduced Shout cooldown (not just Morokei) and actually say this in their descriptions.
Morokei: Magicka regeneration is now 200% instead of 100%
Nahkriin: Spell amplification increased from 20% to 50%, also applies to 50% hostile spell absorption.
Konahrik: Low health effects are now possible to be .35 instead of .15 (I assume this translates to 35% and 15% respectively)
Altar: Elemental resistances now increased from 30% to 40%
Volkun: Spell amplification increased from 20% to 50%
Volsung: Fortify barter increased from 20% to 30%, carry weight increased from 20 points to 30 points
Krosis: Improved Lockdown, Stealth (used to be Archery) and Alchemy increased from 20% to 25%
Ahzidal: Resistance to fire is now 75% instead of 50%
Zahkriisos: Resistance to frost is now 75% instead of 50%
Dukaan: Resist Shock is now 75% instead of 50%
Miraak: When acquiring Magicka, regardless of level, strengthen Magicka by 70 points
arms:
**Note, I'm not going to tweak every unique level item in the game, just the ones you mess up very early on and need to spend a lot of time rebuilding your character from scratch. A simple example is Nightingale Bow, which requires completing the TG questline to obtain and should not always be weak because you decide to do TG before any other faction. **
Ebony Blade: Can now be trained on the whetstone. I realize that after fully upgrading the blade, it has a 25 health absorption enchantment on hit, but the actual physical damage is too small at higher levels compared to other two-handed weapons.
Frost: Frost damage increased from 15 to 25.
Blade of Disaster: Can't accidentally lose sanity, increases absorbed health from 10 points to 20 points.
Bloodthorn: Hidden Absorb Health enchantment increased from 10 to 20.
Nightingale Blade: Absorb health and stamina set at 25, regardless of level
Nightingale Bow: Frost damage set to 30, Shoc …
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.