[*]Generic potions and enchantments and their player-made equivalents have similar ranges across the board. There is no generic item that is too weak or too strong for the player to craft one with equivalent strength.
[*]Various Alchemy and Enchanting effects have been tweaked to improve balance, consistency, and cohesion within the skills.
[*]Crafting skills do not directly improve each other, and the relevant effects have been replaced by new ones. This encourages build variety and eliminates certain tedious gameplay practices.
[*]Compatible with vanilla-based content add-ons, like Beyond Skyrim and Project AHO.
[*]The gold values of certain player-created potions now match up better with the generic equivalents.
[*]Armor skill potions now increase armor effectiveness by a percentage, making them significantly more effective.
[*]Block potions also increase bashing damage.
[*]Weakness to Poison does not stack with itself.
[*]There are now 14 skill enchantments that increase the skill directly.
[*]Skill progression has been improved in order to put more value in increasing skill levels.
[*]Combat, magic, and stealth skills now continue to provide benefits when buffed past level 100.
[*]NPCs now benefit from combat and magic enchantments.
[*]Lunar weapons have a new lore-friendly effect.
[*]Muffle enchantments now display their effectiveness and scale properly when enchanting.
[*]Smaller soul gems have increased enchanting capacity.
[*]Smithing formulas have been tweaked for better consistency.
[*]Chitin and Bonemold items only appear in the menu once Solstheim is visited.
[*]Daedric items can only be forged at night.
[*]Perks acquired from Black Book: The Sallow Regent improve item efficacy instead of crafting, eliminating more tedious gameplay practices.
[*]Many bugfixes related to Alchemy, Enchanting, and Smithing are included.
Below is a more detailed breakdown of notable changes made by the mod.
[*]No longer scales in value with skill. Player-made Cure Disease potions will generally have the same value as built-in potions (except for Hawk Feathers + Charred Skeever Hide).
[*]Name changed to Enhance Enchantments.
[*]Effect changed to “Staves and weapon enchantments are <mag>% more powerful for <dur> seconds.”
[*]Name changed to Enhance Defense.
[*]Effect changed to “Incoming physical damage is reduced by <mag>% for <dur> seconds.”
[*]Effect capped at 75%.
Fortify Heavy Armor / Light Armor
[*]Effect changed to “Armor Rating of <skill> is increased by <mag>% for <dur> seconds.”
[*]Effect changed to “Blocking and bashing are <mag>% more effective for <dur> seconds.”
[*]Player-made poisons no longer have a duration.
[*]NB: Because of how costs are calculated, the 1 second duration caused a large (~12.3) penalty to the cost of Damage Health poisons. Now their cost will scale the same way as built-in potions. Nirnroot and Emperor Parasol Moss are being buffed to compensate for the increased value of other ingredients.
Weakness to Poison
[*]Cannot be reapplied.
[*]Name changed to Enhance Potions.
[*]Effect changed to “Consumed potions are <mag>% more powerful.”
[*]No longer flagged as an Alchemy skill enchantment.
[*]Krosis also uses the new effect.
[*]Name changed to Fortify Armor Rating.
[*]Effect changed to “Increases Armor Rating by <mag> points.”
[*]No longer flagged as a Smithing skill enchantment.
[*]Can be enchanted on the head slot, can no longer be enchanted on the body slot.
[*]Effect changed to “Increases <skill> skill by <mag> points.”
[*]Cicero’s Clothes, Jester’s Clothes, and Deathbrand Gauntlets use Alchemy version of Fortify One-handed instead.
[*]Krosis and Kyne’s Token use the Alchemy version of Fortify Archery instead.
[*]Krosis uses the Alchemy version of Fortify Lockpicking instead.
[*]Most unique enchantments still use the old version of Fortify <magic school>.
[*]Weapon skill damage scaling: 1 + 0.006 * skill
[*]Magic skill cost scaling: 1.25*(1-(min(skill,100)*0.003)^0.5)*(1+0.0033*skill)
Fortify <magic school> & Magicka Regen
[*]See changes for Fortify <skill>.
[*]No longer learned from College robes.
[*]Magicka Regen magnitude: 10 -> 50
[*]NB: All apparel other than the College robes have the Magicka Regen effect at 50 magnitude.
[*]No longer flagged as a Speech skill enchantment.
Fortify Magicka Regen
[*]New enchantment named Mage Robes can be learned from robes with this effect, and it can be enchanted on the body slot.
Fortify Stamina Regen
[*]Can be enchanted on rings, can no longer be enchanted on boots.
[*]Effect changed to “Noise from movement is muffled by <mag>%.”
[*]Cost now scales with magnitude.
[*]Player-enchanted effect changed to “Reduces the target’s Magic Resistance by <mag>% for <1> second. <50>% chance for each element of Fire, Frost, and Shock to do <10> points of damage.”
[*]Base magnitude: 1
[*]See changes for Muffle.
[*]Stamina Regen magnitude: 1% -> 100%
Silent Moons Enchant
[*]Name changed to Silent Moons.
[*]Effect changed to “While the moons are out, burns the target and absorbs <mag> points of Health.”
[*]Enchantment cost removed.
[*]Visual effects have been altered.
[*]Name changed to Thunder Craft.
[*]Smithing Expertise effect works as advertised.
[*]Smithing Expertise magnitude: 5 -> 8
[*]NB: 108 Smithing with perks unlocks a new Legendary+ tier for tempering.
[*]Requires the Steel Smithing perk to forge.
[*]Only appears when Shellbug Chitin is in your inventory.
Chitin & Bonemold
[*]Only appear after Solstheim is visited.
[*]Can only be forged between 9pm and 5am.
Optional Armor Tweaks
The Optional Armor Tweaks add-on modifies armor scaling to bring mage armor closer in power to physical armor and make it much harder to reach the armor cap. Dragonhide is also turned into a normal armor spell that follows the same progression as the others.
[*]Armor skill rating scaling: 0.5*(1+0.005*skill)
[*]NPC Armor skill rating scaling: 1.3*(1+0.02*skill)
[*]Armor protection: 0.14% per point of Armor Rating
[*]Hidden armor bonus: 3.5% per piece
[*]Max armor protection: 84%
[*]Armor tempering bonus at Legendary: +6
[*]Dragonhide is single-cast and increases armor rating by 120 for 60 seconds.
[*]Beyond Skyrim: Bruma – Compatible.
[*]Enchantment Reload Fix – Incompatible. The mod enforces the Enchanting table cost formula, which should not be used.
[*]Project AHO – Compatible.
[*]Skyrim Community Uncapper – Patch available. Alternatively set the global variable MCBEnableUncapSkills to 0.
[*]Summermyst – Enchantments of Skyrim – Patch available.
[*]Unofficial Skyrim Legendary Edition Patch – Compatible.
The Unofficial Elder Scrolls Pages, documenting useful information and bugs.
The Unofficial Patch Project Team, finding many bugs and fixes in the vanilla game.
skepmanmods, creating the Price-Charge Bug Fix.
Simon Magus, discussion and feedback on ideas.
Original URL: https://www.nexusmods.com/skyrim/mods/97570