[REQ] Open Armor Enchantments

Post » Thu May 17, 2012 5:07 am

I'd like to see a mod that opens up enchantment options for both enchanting and found loot so that pretty much any apparel enchantment can be found on any apparel. I don't like the fact that I can't, for example, enchant a suit of armor with magic resistance or magicka regeneration.
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adam holden
 
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Post » Thu May 17, 2012 5:52 am

I'm kind of surprised this hasn't gotten any responses. That crap annoys the hell out of me.
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kat no x
 
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Post » Wed May 16, 2012 8:04 pm

Yeah, it's silly. I would support changing this. :)
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Nicole M
 
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Post » Wed May 16, 2012 8:33 pm

Agreed, it's entirely silly.
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Kayleigh Williams
 
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Post » Wed May 16, 2012 10:05 pm

Agreed. The limitations seem really arbitrary and confusing.
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BlackaneseB
 
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Post » Thu May 17, 2012 8:36 am

And I'd like to be able to disenchant more things.

Can't disenchant tollsbane to get the extra damage to trolls? Lame.
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Victor Oropeza
 
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Post » Thu May 17, 2012 7:01 am

would break the game even more to remove these limits. then you could have weapons which deal over 1000 dmg per hit WITHOUT potions or timely restrictions. i actually find these limits ok otherwiese you could walk around with zero manacost for ALL magic schools. tough i agree that some more items should be disentchanable.
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Dona BlackHeart
 
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Post » Thu May 17, 2012 2:05 am

I do think that the helmet enchants need to be reworked and that's about it.
None the less I'm gonna have to say no.

Could you imagine?
Without using any sort of exploits just using 130% alchemy blacksmithing potions and 32% enchanting potions. (No 147% & 42% potions [censored] exploiters).

47% x 6 = 282% extra damage to whatever you chose (Archery,One-handed,Two-handed.)
My bow already hits for 600+ while being 93/100 in archery. Imagine a 130% True shot potion increasing damage by 130%. I currently do over 1400 damage in one shot. That isn't with a critical hit or a sneak attack.
I'm already one shotting everything in the game right now. I one shot almost everything without popping a true shot potion, If I wanted to one shot an ancient dragon I just have to pop one and I'm set. (Master difficulty).

No thanks.
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kelly thomson
 
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Post » Thu May 17, 2012 3:27 am

Well seems thats how devs decide nerf enchanting alongside with equipment slot reduction, interesting does thats apply only to ingame enchanting or to magic effect overall can we create items with such prohibited to certain types equipment effects in Creation Kit or such forbid is global?
Perhaps we can solve this when CK will be available.
And I'd like to be able to disenchant more things.

Can't disenchant tollsbane to get the extra damage to trolls? Lame.
Well it seems enchanting with scripted effect, even in Oblivion you cant use script effects in spellmaker unless OBSE with certain plugins wasn't available.
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Kevin S
 
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Post » Wed May 16, 2012 10:46 pm

Your game...do what you want lol. If you want to break it go ahead. If you like that kind of thing it is not like it affects other people. Some people want to enchant what they want the way they want. Maybe they would not abuse it and just create a suite that does specific things so they can name it appropriately. Like my Retribution set for my Dunmer. It enhnances all the typical Dunmer skills from the Lore. 40% One handed, Sneak, Bow bonus and Destruction/illusion/conjuration cost reduction. Alongside some modest magicka regen and resistances.
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Josh Lozier
 
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Post » Thu May 17, 2012 2:31 am

Personally, I'd like to see something a little the opposite... I have no problem with allowing any enchantment to be put on any item, but what I really want is something similar in concept to Ars Magica's http://issuu.com/guidonavalesi/docs/ars-magica---shape-and-material-bonuses---by-bonus. The basic idea is that any given item will be more receptive to certain types of enchantments than other items will be. So, for instance, perhaps maces and warhammers get a bonus to Turn Undead effects. Daedric weapons and armor would, of course, get bonuses to fire damage and fire resistance. Stealth-, Archery-, and "nature"-related enchantments, and perhaps also Magicka Regeneration, are more powerful when placed on elven armor. And so on.

The intended end result would be that, although you can enchant any item with any effect, getting the most powerful enchantments requires going out and tracking down the item most sympathetic to your desired enchantment rather than simply grabbing the most powerful weapon/armor you can get your hands on and enchanting that. Skyrim's limitations on which enchantments can be placed on which types of items seem to be an attempt at achieving this, but they're a very poor attempt, because they're based solely on the body slots used by the item and produce an absolute "you can't do that" instead of letting players choose for themselves how they want to balance the desirability of the base item vs. the strength of the enchantment.
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Ronald
 
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Post » Wed May 16, 2012 7:45 pm

I'm most disappointed with the enchanting options for helmets, they appear useless for warrior characters. But really, any enchant should be allowed on any item and what they have now is so arbitary it comes across as an entirely superficial way of limiting you.

Ways to limit it would instead be to significantly reduce the abundance of all soul gems, but especially the large ones, and to get rid of the enchanting and smithing potion buffs entirely.
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Kelly Tomlinson
 
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Post » Wed May 16, 2012 8:01 pm

Yes please. Don't care if it breaks the game -- no one has to use it. I'd love it.
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Michelle Chau
 
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Post » Wed May 16, 2012 11:28 pm

Personally, I'd like to see something a little the opposite... I have no problem with allowing any enchantment to be put on any item, but what I really want is something similar in concept to Ars Magica's http://issuu.com/guidonavalesi/docs/ars-magica---shape-and-material-bonuses---by-bonus. The basic idea is that any given item will be more receptive to certain types of enchantments than other items will be. So, for instance, perhaps maces and warhammers get a bonus to Turn Undead effects. Daedric weapons and armor would, of course, get bonuses to fire damage and fire resistance. Stealth-, Archery-, and "nature"-related enchantments, and perhaps also Magicka Regeneration, are more powerful when placed on elven armor. And so on.

The intended end result would be that, although you can enchant any item with any effect, getting the most powerful enchantments requires going out and tracking down the item most sympathetic to your desired enchantment rather than simply grabbing the most powerful weapon/armor you can get your hands on and enchanting that. Skyrim's limitations on which enchantments can be placed on which types of items seem to be an attempt at achieving this, but they're a very poor attempt, because they're based solely on the body slots used by the item and produce an absolute "you can't do that" instead of letting players choose for themselves how they want to balance the desirability of the base item vs. the strength of the enchantment.
Well if there was Enchanting limit parameter for items like it was in Morrowind and Daggerfall thats was possible to utilize such system, while with perks in enchanting we was able expand such limit on items, too bad quality of item have nothing with enchanting power in Skyrim similar to broken Oblivion enchanting.
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Guy Pearce
 
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Post » Thu May 17, 2012 3:48 am

They should be open to all but... the balancing act will be to cap all the values. So it doesn't matter where you put your +%skill... but it caps at 100% or lower.
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meg knight
 
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Post » Thu May 17, 2012 12:21 am

would break the game even more to remove these limits. then you could have weapons which deal over 1000 dmg per hit WITHOUT potions or timely restrictions. i actually find these limits ok otherwiese you could walk around with zero manacost for ALL magic schools. tough i agree that some more items should be disentchanable.

Then don't use the mod
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Rob
 
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Post » Thu May 17, 2012 7:14 am

Just because you could potentially exploit something, doesn't mean you must.

My problem was that I want a certain enchantment that is only available on articles I either don't use or already have filled with something else I don't want to give up. Resist Magic can only be placed on rings, amulets and shields. I dual wield so dont use a shield, and already have my ring and amulet slots used by other items. So instead of ring, amulet and shield, I'd like armor, gloves and boots to hold that particular enchantment but when I went to try and craft the enchantment in question I discovered to my dismay that those articles wouldn't hold that particular magic.

So I simply want enchantment diversity. I don't want to be penalized for wearing some great quest reward (like my Gauldur Amulet) because the neck slot is essential for an enchantment I need when I'm wearing several unenchanted items that could potentially hold the desired enchantment elsewhere.
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Marine Arrègle
 
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Post » Thu May 17, 2012 8:11 am

I'm game for this, and it would be less game breaking with all the other mods that I have already (not even including all the ones that are going to spring forth from modders like spiders in "Arachnophobia")

And just like all other mods, if you don't like it, you don't have to use it.
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RObert loVes MOmmy
 
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Post » Thu May 17, 2012 4:44 am

I'm looking forward to a mod like this.

You could make a %100 chameleon suit in Morrowind or Oblivion.

I made one, just to see if it was possible, I used it, found out how boring the game was with it,
(because essentially you may as well use the console command to turn of the AI.) and a reloaded a game prior to me making the chameleon suit.

I know some people that did make the %100 chameleon suit and kept it, and posted on the forum that it "broke their game",
but nobody forced them to make it, keep it and use it.

I think the people who are most against these mods are more afraid that they'll use them themselves out of temptation,
because I don't understand why somebody playing the game they paid for in the privacy of their own homes affects or bothers them at all.
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Marquis T
 
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Post » Thu May 17, 2012 3:31 am

I think enchants should be useable on any equipment. Who cares if its game breaking? There are no Sword and Board enchants for helms, and that's one of the biggest annoyances of Skyrim..
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Monique Cameron
 
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Post » Wed May 16, 2012 11:49 pm

I'd like to see enchanting extended to EVERYTHING!

I think it'd be hilarious to make an Enchanted Pumpkin of Fury that you could leave in a busy place and see an NPC pick it up and get hit with the Fury spell and attack someone.
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Jonathan Braz
 
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Post » Thu May 17, 2012 1:39 am

None the less I'm gonna have to say no.

Why is it that every single mod request thread has someone saying something like this moaning about how it will be OP? Mod making is not a democratic process. If you find something objectionable simply DON'T USE IT.
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Carys
 
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Post » Thu May 17, 2012 5:13 am

Well if there was Enchanting limit parameter for items like it was in Morrowind and Daggerfall thats was possible to utilize such system, while with perks in enchanting we was able expand such limit on items, too bad quality of item have nothing with enchanting power in Skyrim similar to broken Oblivion enchanting.

Daggerfall/Morrowind item enchantment limits were a nice touch, but not quite what I was talking about with the "form and effect" modifiers. Enchantment limits require you to use a better base item if you want to apply a more powerful enchantment, but they still leave any given item equally suitable (or unsuitable) for any type of enchantment you might want to put on it. Form and effect modifiers are about making this item better for one enchantment while that item is better for a different enchantment. Given a wooden staff and a more valuable steel staff, the wooden staff would still be better for fire spells (because wood relates to fire) despite its lower value/quality. If you're making a Resist Poison amulet, you'd be much better off with a relatively cheap Silver Jade Necklace (silver purifies and jade is strongly associated with poisons) than with a very expensive Gold Diamond Necklace (neither gold nor diamonds are sympathetic to poison or protection).

In any case, though, this is all a pipe dream for now. We'll have to wait and see what's possible after the CS is out (and probably a couple releases of SKSE as well).
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ijohnnny
 
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Post » Wed May 16, 2012 11:15 pm

The limitations are not silly, there's a reason for it: Balance.
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Undisclosed Desires
 
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Post » Thu May 17, 2012 5:27 am

Daggerfall/Morrowind item enchantment limits were a nice touch, but not quite what I was talking about with the "form and effect" modifiers. Enchantment limits require you to use a better base item if you want to apply a more powerful enchantment, but they still leave any given item equally suitable (or unsuitable) for any type of enchantment you might want to put on it. Form and effect modifiers are about making this item better for one enchantment while that item is better for a different enchantment. Given a wooden staff and a more valuable steel staff, the wooden staff would still be better for fire spells (because wood relates to fire) despite its lower value/quality. If you're making a Resist Poison amulet, you'd be much better off with a relatively cheap Silver Jade Necklace (silver purifies and jade is strongly associated with poisons) than with a very expensive Gold Diamond Necklace (neither gold nor diamonds are sympathetic to poison or protection).

In any case, though, this is all a pipe dream for now. We'll have to wait and see what's possible after the CS is out (and probably a couple releases of SKSE as well).
Interesting idea, implementation of such feature will require to have good detection to determine which material or type of item will be used to apply changes to enchanting output, how determine material for example?
For example, I use calculation based on parameters of item (armor\damage rating, weight and cost) to determine material quality it was require maximum value limits ( I use daedric as upper limit) to determine durability of item, http://www.tesnexus.com/downloads/file.php?id=28537 make such table of suggestive parameter for items in Oblivion, perhaps such system will be welcome in Skyrim to determine material quality and cost in such cases it also can has addition for material advantages and disadvantages for enchanting like your idea suggest perhaps as well can be returned certain http://www.uesp.net/wiki/Daggerfall:Enchanting_Items but such detection will require SKSE and good scripting, perhaps detecting of certain words in item description can be used also to determine type and material of item.

The limitations are not silly, there's a reason for it: Balance.
There is better ways balance then reducing number of equipment slots and forcing enchantment be usable on different items, hope new Enchanting system is open for edits enough.
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stevie trent
 
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