[Mod Request] Enchanting: NoTimed Recharge

Post » Thu May 17, 2012 7:00 pm

So, like the title says, I was wondering if it'd be possible at this point, to make a mod that gave enchantments a time duration recharge, (like an Oblivion mod I used to have, it'd be like x amount of charge would regenerate every second, that could possibly be adjusted via console) or possibly one that just removed the charge usage all together. I've never been a fan of the whole soul gem thing for recharging weapons. It's fine for the initial enchantments, but the recharging is just so tedious to me, especially considering we now don't have to deal with gear durability.

I realize that this may be impossible without the actual Creation Kit, but I've seen a lot of other mods out that I didn't think would be possible without it, so I just figured I'd ask.
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Sandeep Khatkar
 
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Post » Thu May 17, 2012 7:03 am

Agreed. There needs to be a mod to give all weapons infinite charge.
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Julia Schwalbe
 
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Post » Thu May 17, 2012 8:01 pm

There's already the Soul Siphon perk under the Enchanting skill that returns 5% of a soul value to an item on kills. Presumably this should be easily editable once the CK is released to return 100% of a soul value (or 1000% or whatever high number completely fills any possible weapon) which in effect would create weapons that never run out of charge. Without the CK it'd be a matter of hex editing in TESnip or some scripting with the SKSE beta release, doable I'm sure for someone who really wanted this badly enough.
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Krista Belle Davis
 
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Post » Thu May 17, 2012 1:50 pm

There's already the Soul Siphon perk under the Enchanting skill that returns 5% of a soul value to an item on kills. Presumably this should be easily editable once the CK is released to return 100% of a soul value (or 1000% or whatever high number completely fills any possible weapon) which in effect would create weapons that never run out of charge. Without the CK it'd be a matter of hex editing in TESnip or some scripting with the SKSE beta release, doable I'm sure for someone who really wanted this badly enough.

Yeah, and honestly, I'd be able to live with just that perk if it also worked on humans. Hopefully someone that has experience with a hex editor can/will figure out before too long. Otherwise, I'll just have to wait for the CK, I guess. Mainly, I'd like to just have it as a passive thing, without the need of a perk. But any kind of work around would be great, for now.
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KIng James
 
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Post » Thu May 17, 2012 2:36 pm

There were mods in Oblivion that did this, although it used OBSE.

Weapons recharged their power over time at a rate determined by their mysticism skill, but it only worked for the player's weapons, which was annoying, because the primary reason I wanted it in the first place was to give my companions weapons to use without having to stop, take their equipment, charge them back up, and then return it to them again.
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Claire Lynham
 
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Post » Thu May 17, 2012 6:55 am

@Urtho - this is quite easily doable right now. All you have to do is open up Skyrim.esm with TESSnip, do a find for SoulSiphon, copy it into a new esp file, and edit the EPFD to a float value of whatever you'd like. Basically editing the float box and clicking to make the changes. It'd take <3 minutes tops to do it at any percentage someone would like.

The rest, timed increase? I don't know if I could manage that without the CK.

Edit: If you wanted the above, I can also change the perk requirements to allow Soul Siphon to be taken at any level and skill level. But I'd also say someone else should do it, if only to get some more people doing mods. Just take a look at Samutz's tutorial and then take a look at my guide listing.
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brian adkins
 
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Post » Thu May 17, 2012 6:58 pm

@Urtho - this is quite easily doable right now.

Yeah, I know - I was telling the OP that it was possible, not asking for it myself. :wink:

Bringing back Morrowind-style recharge over time based on Enchanting skill was something I thought for sure Bethesda would have put in the game, given that they brought back Enchanting as a skill at all. Was really surprised that aspect of enchantments wasn't included in the base game.
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Cartoon
 
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Post » Thu May 17, 2012 8:36 am

I honestly really like the enchantment over time idea. I'd love to implement that myself once the CK comes out. I could look into the various functions already in the game, but I don't believe I could pull it off without the CK. Nevertheless, I'll be sure to give it a shot with the CK at the very least. For my own use to start with, but I'd release it anyways. Some of the code exists - namely, a function for increasing the value, an effect type. I'd say to expect it sometime after the CK is released.
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Conor Byrne
 
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Post » Thu May 17, 2012 1:00 pm

So, as far as the setting the percentage and level available for taking the perk goes, I understand that it's viable right now. But something I'm wondering is if it's possible to make it not only work on creatures, but people as well. I can imagine that it'd be hard to make it a property of it's own, not requiring any perk (like I plan to do with the bleed damage from the axe perk, and setting axes up with something a bit more unique) without the CK. Long term, though, that's what I'll be hoping for.
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Melung Chan
 
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Post » Thu May 17, 2012 10:53 am

@Urtho - this is quite easily doable right now. All you have to do is open up Skyrim.esm with TESSnip, do a find for SoulSiphon, copy it into a new esp file, and edit the EPFD to a float value of whatever you'd like. Basically editing the float box and clicking to make the changes. It'd take <3 minutes tops to do it at any percentage someone would like.

You believe you could also make the perk work against anything (humans)? Maybe the .esm file specifies the targets and you could change it..

In my view, this not only solves the problem, but also turns one more perk that is almost useless right now into a pretty good perk. I would get it for sure.
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Lavender Brown
 
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Post » Thu May 17, 2012 3:51 pm

Pretty sure there's a conditional tagged in that specifies a creature type. Just removing the conditional should fix it. I'll take a look at it later today.
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Rachael
 
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Post » Thu May 17, 2012 8:57 am

I really liked Conduit Magic and hope to implement it in Skyrim using SKSE. If you haven't heard of it, Conduit Magic uses Magicka to cast spells through your weapons.
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Cedric Pearson
 
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Post » Thu May 17, 2012 12:19 pm

Pretty sure there's a conditional tagged in that specifies a creature type. Just removing the conditional should fix it. I'll take a look at it later today.

Let me know whenever you've got any news on it, Pluto. I'm really looking forward to seeing this. :P
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Darian Ennels
 
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Post » Thu May 17, 2012 9:50 am

Should have this finished in just a couple minutes. Making up like 6 different versions for different tastes.

Dang perk footers have caused me to crash TESSnip twice now. <_>
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Stephanie I
 
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Post » Thu May 17, 2012 6:02 pm

Should have this finished in just a couple minutes. Making up like 6 different versions for different tastes.

Dang perk footers have caused me to crash TESSnip twice now. <_>

:cryvaultboy:
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rolanda h
 
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Post » Thu May 17, 2012 3:40 pm

Huh. Removing the perk conditionals works fine, removing the conditionals on the effect or changing the float values, not so much.. For some odd reason, none of the changes do anything. I've changed the actor type to a cow instead of an NPC, didn't work. Just changing the percentage on the perk and leaving the rest alone, let alone removing the conditionals. Just never seemed to work. o.O

I think it has something to do with how TESSnip modifies the conditionals and removes the last 4 digits when they're changed (which is the FF FF FF FF code, think it signifies when to stop the conditional), and it can't work without the conditional, so it could be fixable, but it's a bit late to do it tonight. Try #2 tomorrow, I guess.
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Alan Whiston
 
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Post » Thu May 17, 2012 10:47 am

Huh. Removing the perk conditionals works fine, removing the conditionals on the effect or changing the float values, not so much.. For some odd reason, none of the changes do anything. I've changed the actor type to a cow instead of an NPC, didn't work. Just changing the percentage on the perk and leaving the rest alone, let alone removing the conditionals. Just never seemed to work. o.O

I think it has something to do with how TESSnip modifies the conditionals and removes the last 4 digits when they're changed (which is the FF FF FF FF code, think it signifies when to stop the conditional), and it can't work without the conditional, so it could be fixable, but it's a bit late to do it tonight. Try #2 tomorrow, I guess.

Well, regardless of what happens with it, I really appreciate the effort. I actually found a mod that changes the perk to "15% chance on deathblow to creatures and monsters to restore a charged weapon." As in, fully recharge. If you could even come up with something like that, but with a 100% chance or something, that'd still be much better than nothing, until the CK is out.

And again, thanks for the effort. :thumbsup:
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Sebrina Johnstone
 
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Post » Thu May 17, 2012 6:22 am

Well, regardless of what happens with it, I really appreciate the effort. I actually found a mod that changes the perk to "15% chance on deathblow to creatures and monsters to restore a charge weapon." As in, fully recharge. If you could even come up with something like that, but with a 100% chance or something, that'd still be much better than nothing, until the CK is out.

And again, thanks for the effort. :thumbsup:

Hmm.. Link to the mod? I could check if the reason is what I think it is. Which would confirm whether I could do other types of mods.
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Hairul Hafis
 
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Post » Thu May 17, 2012 6:07 pm

Well, first off. Their wording confused me. After testing the mod, it's pretty much the same thing as the normal perk, it's just 15% instead of 5%. Still better, but not great. Anyway, here's the link http://www.skyrimnexus.com/downloads/file.php?id=990
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Queen
 
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Post » Thu May 17, 2012 8:31 pm

I'll play around with it tomorrow. Can't seem to get it to work without NPC's as a conditional.. Guess I'll see what I can do. At the very least I can put in proper spelling and grammar.
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Phillip Hamilton
 
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Post » Thu May 17, 2012 12:12 pm

Any news? I'd kill just for a 100% refill from animals/monsters, right now.
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JLG
 
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Post » Thu May 17, 2012 9:45 am

Didn't enchanted weapons slowly recharge over time in Morrowind?
I'd be happy with that

I haven't bothered with enchanting since Oblivion, because I just think it's too much a pain to go around collecting souls to recharge an item.
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Cesar Gomez
 
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Post » Thu May 17, 2012 6:33 am

Didn't enchanted weapons slowly recharge over time in Morrowind?
I'd be happy with that

I haven't bothered with enchanting since Oblivion, because I just think it's too much a pain to go around collecting souls to recharge an item.

They did. That's the end goal for me, in terms of less tediousness and balance. But until the Creation Kit is released, it'd be easier to just modify the current "on killing 'X' you recharge 'Y' amount of weapon charge" perk, from enchanting.
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Jonathan Egan
 
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Post » Thu May 17, 2012 4:10 pm

I would love this mod! As is, I stick to passive enchants because I can't be bothered with soul gems.
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Emily Rose
 
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Post » Thu May 17, 2012 8:51 am

Not only that but it gets annoying even with and the 5% the gain is next to 0.

I usually deplete 100% of a weapon's charges on a bandit thug, it's a little annoying to farm gems all the time and refill your weapons every 1-2 encounters.
If anyone could work on this it would be appreciated.
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Steve Fallon
 
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