The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Increased Enchanting Limit
   
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26 Sep, 2015 @ 8:43pm
26 Sep, 2015 @ 9:13pm
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Increased Enchanting Limit

Description
Are you tired of having to decide which enchantment you want on your bow? Do you spend hours trying to justify attaching Soul Trap to one bow and Fire Damage to another? Would you rather not wait until you hit level 100 to get a lousy TWO per item?

Well, my dear friends, then do I have a mod for you!

Increased Enchanting Limit, or IEL will remedy that problem! As you level up and pour points into your enchanting skill, you will see a dramatic increase in how many enchantments you can add to items. IELL keeps things sane, allowing you to increase your maximum allowed enchantments by one for each skill point you put into the enchanting tree! At level 100, everything is doubled, allowing you to have a total of 24 enchantments per item!

"But wait..." I hear some of you eagle-eyed modders say. "You can only have 18 weapon enchantments in the vanilla game! Why allow for 24? Isn't that overpowered?"

Well, you see, the mod allows that little bit of breathing room for you to toss in custom enchantments. If you come across special weapons or custom enchantments, you will have room for all of the vanilla enchantments plus up to six custom ones!

Also, this enchanting limit works on armor. and according the Wikia, there are far more armor/apparel enchantments than this mod allows for. There are somewhere in the area of 30 or so apparel enchantments available in just the vanilla game alone.

It's as simple as that! Before you know it, you will be smashing Nazeem's face in with a mace that traps his soul, deals poison, ice, lightning, AND fire damage while siphoning his health and causing him to flee! What more could you want?

If you have any issue running the mod, let me know. There should be no major comparability problems

Purpose
To Increase the maximum amount of enchantments you can place on a single item, starting at low levels and maintaining a modest number of enchantments.


Details
> All perks (except Extra Effect) + 1 to max allowed enchantments per item (max of 12)
>Extra Effect (Renamed Double Effect) : 2x Maximum Enchantments (potentially putting your max at 24 enchantments per item)

Compatability
There may be compatability issues with mods that modify the perk tree.

Works best with vanilla Skyrim.

Frequently Asked Questions
Q: Does this mod work with {Insert mod here]
A: The effects of the mod should be there, however, if you have a mod installed that alters the enchanting tree in any way shape or form, you may not see the text saying that it increases the limit. If you have a mod that adds NEW enchantments to the tree, those new ones will not be altered. The Modifications made are on the vanilla game's enchanting tree. The mod simply adds a value to the perk in the mod tree. That's it. Everything else is in tact. You should be able to make multiple modifications to the perks without any compatablity issues. If all else fails, move this mod up in the load order.

Q: This mod is too overpowered/underpowered. Can you make another?
A: Yes, but be patient. I have a lot on my plate. If i knew how to use sliders, I would go that route :P


Additional Info
Until you reach level two, you wont notice much of a difference. Each ot the perks have an additional line in the description telling you how many enchantments you get at each perk to avoid confusion.
34 Comments
TheFir3Crack3r 3 Apr, 2023 @ 4:19am 
You can easily deal +180 Chaos and 121 additional elemental damage with vanilla mechanics
still have around 100 charges on your weapon rather than 10.
Not to mention you can easily have +317 damage on a Dragonbone sword = no need for elemental damage.
And for example 10000% fortify smithing does nothing other than waste time with an acutal armor cap at 567.
jrc 12 Aug, 2018 @ 2:35pm 
On weapons, the very fact that the number of charges is rapidly and seriously reduced as additional enchantments are added could be seen as a balancing factor. Different enhancements have different charge draws, of course. For example, unless the player wants to be charging the weapons every combat, something like Soul Trap or the one that captures stamina (for player's use) are realistically limited to that and one other enchantment. Basically, to have a decent amount of charges, you need to research the appropriate skills, and then restrict the number to one or two enhancements. But that's only across the mid-range.
jrc 12 Aug, 2018 @ 2:35pm 
Well, tbh, you may not want to. For armor, you would think that the the multi-enchantment is fairly OP, since the enhancements stack. However, prior to being able to work with enchanted armor, the player may have 4-5 enchantments (ranging from 8-15% resistance, etc), but they are likely applied to armor that offers lower physical protection. The enchantments will prevent you from being one shotted by a nasty, but you will still be sucking down healing potions. Of course, as one crosses into the 40's, with the skills and boosts that become available, the armor does tend to be out of line OP. In conclusion, it's possible that the number of armor enchantments needs to be scaled back.
A Caffeinated NPC  [author] 12 Aug, 2018 @ 1:11pm 
JRC1967, Thank you for your feedback. I never actually played around with the enchantments all that much mid-game so I can't speak from experience on how to circumvent this problem. I will certainly look into tweaking the perks a bit so that it doesn't become a major problem in the mid game. If you have any suggestions on how you would like to see it fixed, let me know and I will see what kind of magic I can work :)
jrc 8 Aug, 2018 @ 7:59am 
While still functional, one of the limiting aspects of the mod is the reliance on a single soul gem. This means that adding additional enchantments seriously reduces the overall charges, even if you have invested in crafting technology. In the mid-ranges, this means that if you use 4 enchantments on a weapon, you may end up with as little as 6 charges before you have to refill - not very cost effective, and will have you reaching for another weapon in the middle of battle... which was what this was supposed to avoid.
Tek for Hortator 31 Aug, 2017 @ 6:36am 
I need a mod to rename unique weapons that can't be enchanted. I found a mod that adds Umbra from Oblivion and Morrowind, but since umbra was destroyed in the Novels by Greg Keys, I want to rename it, but can't find a mod that will allow me. Can you possibly make that? I just want to be able to rename uniques that can't be enchanted or reenchanted.
Matthew 7 Jul, 2016 @ 9:11am 
@wcgthree

There really isn't a need for mods to give you all the alchemy perks since they can easily be acquired through console commands. I reccomend adding the following text to a .txt file and put it in your Skyrim Folder.

player.addperk 000BE127; Alchemy
player.addperk 000C07CA
player.addperk 000C07CB
player.addperk 000C07CC
player.addperk 000C07CD
player.addperk 00058215
player.addperk 00058216
player.addperk 00058217
player.addperk 00058218
player.addperk 00105F2A
player.addperk 00105F2B
player.addperk 00105F2F
player.addperk 00105F2E
player.addperk 00105F2C
player.addperk 0005821D

In my case, this is an excerpt from a file named "perks.txt". To run the script I open the console (`) and type "bat perks".
A Caffeinated NPC  [author] 6 Jul, 2016 @ 9:57pm 
@Wcgthree I don't have anything that give you ALL Alchemy or Smithing perks. I can try to toss together a similar mod that focuses on the Alchemy and Smithing trees and link to it once it's done. I try to create mods that aren't excessively game breaking. Having a mod that gives you all perks at the beginning would make you far to powerful at the beginning. I try to focus on decreasing the time between you and ultimate domination, but not so early in the game that it takes away the challenge. I will certainly research the other perk trees and see if I can create something similar.
wcgthree 5 Jul, 2016 @ 9:52am 
do you have a mod that will do this as well as grant me all alcemy and smithing perks or at least diferant ones that will work together?
Matthew 12 May, 2016 @ 9:16pm 
For those who think you can have the best weapon ever, keep in mind that on weapons, if you keep all possible enchantments at max, you'll end up with only five uses, even with max enchanting and a grand soul.