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Enchanted Robes Fix

Player made enchantments that use a single magic effect to fortify both a magic skill, and magicka regeneration, will scale both magnitudes, instead of just the first one.

 

As you enchant the item, it will say that magicka regen will be 10%. This is a LIE. The real magicka regen depends on the version you choose. Selections for regen maxes are as follows: 200,156,150,106, and 62. As you wear your untruthful enchantment, you will see a notification that your enchantment has evolved, and your enchanted item will be unequipped. This means that the magicka regen effect magnitude has been corrected. Now you can make enchantments like a master. This goes great with another mod called "Enchant Magicka Regen Buffed", made by SourGrape at Nexus (not me). For Legendary Edition. Requires SKSE. Works with pre-existing gamesaves, but only new enchantments will be changed. The old ones will remain the same. This does not change the magnitude of any enchantments which are not player-created.

 

Version 1.1 Changes:

- Added support for multiple effects

- Effect limit increased from 9 to 127, (It will stop looking when it sees an empty effect.)

- The readme is handled more correctly now.

- I forgot to update the info.xml file to version 1.1. It still is not changed. Oops.

 

Note: It's difficult to tell why, but certain magic skills will scale about 2% higher than 25% sometimes. It seems like it can vary depending on the race you choose, as well as the item you are enchanting. There's reasons for it, but I don't exactly know what they are. It's how the game works.