The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Fortify -Alchemy and Enchanting- Swap
29 Comments
SS_BAJA 27 May, 2018 @ 5:12pm 
I have tried so hard to get that restoration potion enchanting glitch to work, but it doesnt seem too.
ElliZarah 9 Dec, 2012 @ 6:13pm 
Huh... never used the fortify skill potions so didn't know that.
Michael  [author] 9 Dec, 2012 @ 3:40pm 
In vanilla Skyrim, if you drink a fortify restoration potion, your enchantments got stronger.
ElliZarah 9 Dec, 2012 @ 11:40am 
I think this mod might have a similar issue to the one spell skill scaling had. When I equip items that fortify my restoration skill, enchantments increase on items. For example, I equip master restoration robes and the amulent fragment I got from Sarthall increases the amount of mana it gives me.
Michael  [author] 22 Nov, 2012 @ 4:18pm 
Update fixes unique enchantments.
Michael  [author] 22 Nov, 2012 @ 3:20pm 
I'll check about that,
Naetrimus 22 Nov, 2012 @ 2:49pm 
Not sure if this is intentional, but the mask Vokun, it says decrease mana cost of Conjuration, Illusion, and Alteration by 20%. But it's increasing power/duration by 20% and increasing mana cost by 20%. I personally think that special items like that one should be left unafected.
Michael  [author] 20 Nov, 2012 @ 5:09pm 
Get TES5Edit and open it and load all of your mods at once to easily see what mod changed the value.
Michael  [author] 20 Nov, 2012 @ 5:07pm 
I didn't change that.
Mystra4 20 Nov, 2012 @ 3:51pm 
As this is the only mod changing anything alchemy-related at the moment, may I ask a favor? Could you check to see if you changed the value for "Ingredients Per Harvest"? You may have accidentally added an extra 1 in the data field there...
Michael  [author] 20 Nov, 2012 @ 11:53am 
Updated description.
Michael  [author] 20 Nov, 2012 @ 11:40am 
Those are special enchantments that only exist on College Robes, you can't get them on the base enchantment.
Zoe, the Bad Wolf 20 Nov, 2012 @ 11:31am 
IMHO, I think it would be fairly balanced if you went just for swapping them, enchanting fortifying the damage/duration with Potions reducing the cost. But that is just me, I for one, don't like the increase in % skill gained for instance...
Michael  [author] 20 Nov, 2012 @ 9:56am 
I have an update coming that will help balance this mod better. The armor enchantments that increase power of spells also increase the cost of spells.
For example. If you have an enchantment Fortify Destruction. Destruction spells are 15% stronger but cost 15% more to cost.

The Robes version has the opposite effect. "Destruction spells are 15% stronger and cost 15% less to cast.

And I have a new college robes version. Destruction spells are 15% stronger and cost 15% less to cast and increase skill 25% faster.

The armor version can only be enchanted on everything possible, same as before. The new robes version are only enchantable on robes. The college robes are not disenchantable.
Zoe, the Bad Wolf 20 Nov, 2012 @ 9:40am 
EDIT:
I meant, Fortify "Magic Skill" and Magicka Regen.
Zoe, the Bad Wolf 20 Nov, 2012 @ 9:38am 
I'm sorry, not meaning to be rude or anything...
But I don't think you're right, the normal enchanting for: Fortify "Magic Skill" and Magicka Cost, actually accounted for the size of the Stone and the Skill for both numeric values...

C:
ElliZarah 20 Nov, 2012 @ 8:53am 
My only question though is how does it affect pre-enchanted gear that affects all spell classes such as the Diadem of the Savant?
ElliZarah 20 Nov, 2012 @ 8:50am 
I'm surprised this isn't a more popular mod. Makes sense in my opinion. The right magical equipment amplifies the power of your spells while a good potion mixes to make the spells easier (less costly) to cast.
Michael  [author] 16 Nov, 2012 @ 9:01am 
Yes, thats just how the game works. On any multi effect spell enchantment, only the first one is affected by your enchanting skill and soulgem size.
Zoe, the Bad Wolf 16 Nov, 2012 @ 6:13am 
Is it right tha the "Magicka Cost Reduction" is always 25%, regardless of stone and level?
(I didn't effectively enchanted, but the description kept 25% even though I swapped the stones)
Michael  [author] 15 Nov, 2012 @ 4:21pm 
For best results, use with the other magic related mods in the collection.
Zoe, the Bad Wolf 12 Nov, 2012 @ 12:47pm 
Thanks!
Subscribed, very nice! C:
Michael  [author] 12 Nov, 2012 @ 10:32am 
I check the mod with TES5Edit. There aren't any conflicts.
Michael  [author] 12 Nov, 2012 @ 7:33am 
From the description, it might, I'll check when I get home with TES5Edit if there are any conflicts.
Zoe, the Bad Wolf 12 Nov, 2012 @ 12:10am 
Does it work with "EzEs -Remove Enchanting Restrictions-"?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=89156198
Michael  [author] 11 Nov, 2012 @ 9:45pm 
No update, just adding a new title image.
Michael  [author] 6 Nov, 2012 @ 10:49am 
Fortify enchantments also make staff enchantments stronger/
Michael  [author] 6 Nov, 2012 @ 7:49am 
I've play tested this out last night and it seems to work pretty well. Alteration benefits more from cheaper casting than stronger power. But, Illusion becomes very powerful. The power enchantments make illusion spells affect higher level enemies. My master level spells can affect enemies up into the 80's. I don't think there are even any enemies that high in the game.
The main use is for destruction magic since the enchantments increases the raw damage of those spells. Its not too useful for conjuration. Your summon will have a longer duration, but they won't be any stronger in battle. Enchant fortify restoration will let you heal much faster in combat.
Aertyr 5 Nov, 2012 @ 8:28pm 
Glad I could help you with inspiration for your mod. Looks like a super-lite version of mine just how you wanted! Let me know if you have any further questions and want to expand it.