Compleat Enchanter

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Authors: Shimeru and Foxmaiden
Version: 1.1
Last Updated: April 22, 2006
Download(s): TES Nexus


[edit] Effects

Both versions of this mod make enchanting easier and enchanted weapons better. DO NOT USE BOTH VERSIONS TOGETHER. They will conflict with each other. Choose the version you would like to use and install only that version.

Balanced version:

  • Most spell FX that affect the player no longer persist. This removes the constant "glow" from things such as Shield. Also eliminates Chameleon refraction.
  • Some additional magic effects are available for enchantment and/or spellcrafting. However, effects that might have caused severe balance issues were not enabled.
  • Common, Greater, and Grand enchantments have higher limits. (Petty and Lesser unchanged.)
  • Common, Greater, and Grand souls provide more charges/power (Petty and Lesser unchanged.)
  • Enchantment costs slightly lower.
  • Constant enchantments (clothing/armor/jewelry) somewhat stronger.
  • Magic weapons use less power per swing, translating into more charges.
  • NPCs charge 75% as much to recharge a weapon.

Complete version:

  • Most spell FX that affect the player no longer persist. This removes the constant "glow" from things such as Shield. Also eliminates Chameleon refraction.
  • Almost all magic effects are available for enchantment and/or spellcrafting. Be aware that certain effects, such as Restore Health, Invisibility, or Resist Magic, may make the game extremely easy. Be cautious; effects such as Bound Item may have unpredictable results. Use at your own risk.
  • All enchantments have higher limits.
  • All souls provide more charges/power.
  • Enchantment costs significantly lower.
  • Constant enchantments (clothing/armor/jewelry) about twice as strong.
  • Magic weapons use quite a bit less power per swing, translating into more charges.
  • NPCs charge 25% as much to recharge a weapon.
  • Spellcrafting is cheaper.

[edit] Rationale

I was disappointed by the paltry range of possible enchantment effects, compared to the magical gear that could be found in the game. I did what I could to address that and bring custom-crafted magic items up to par. A number of the things I wanted to do (such as multiple effects on enchanted apparel/armor/jewelry) are apparently not possible through the construction set, but this does increase the range of options and improve significantly on weapons.

[edit] Compatibility

Modifies magic effects and game settings, so should be compatible with most mods. May not be compatible with other mods that alter magic effects, and will conflict with other mods that alter the game settings related to soul gems, enchantment values, recharge costs, etc.

Known conflicts: Mighty Magick (alters magic effects)

[edit] Installation

Un-Rar and place the desired version's .esp in your Data directory. Checkmark on the "Data Files" menu and load as normal. Uninstall by unchecking and deleting the file from your directory.

[edit] Known Issues

The enchanting and spellcrafting menus added to the manual activate only after the book *and* the menu screen are exited. May use a different method in the future.

With the complete version, some effects, particularly Summons and Bound Weapons/Armor, may act strangely, due to the fact that those effects were never meant to be put to those uses. Caveat emptor.

[edit] Changes

[edit] 1.1

  • Enchantment effects on apparel increased by about 25% (balanced version) or 100% (easy version).
  • You can now enchant or spellcraft from anywhere in the world, whether you're a Mages' Guild member or not, by reading the book "Manual of Spellcraft" commonly found throughout Tamriel.

[edit] 1.0

  • Increases to pre-generated enchantment effects from 0.8 removed, values tweaked. Two versions of mod now exist. See Effects section.
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