The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Increased Enchanting Limit
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.
A Caffeinated NPC  [author] 9 May, 2016 @ 12:23am 
@KampfTomate007 Sorry to hear for the problem, glad it fixed itself though!:whiterun:
KampfTomate007 8 May, 2016 @ 4:43am 
OK nevermind i just deleted the mod and re-subscribed and it just worked again XD i guess skyrim was drunk again :D enjoy the day! :)
KampfTomate007 8 May, 2016 @ 4:23am 
Hi im not sure why but it looks like the mod doesnt work for me anymore. I installed it a few months ago with many(and i mean MANY :D) other mods and it all worked just fine but for now a few mods dont work anymore including your mod...any suggestion?
A Caffeinated NPC  [author] 12 Nov, 2015 @ 8:10am 
@Soulless: I try not to submit mods if there is something available that works just as well. The on i would personally recommend would be the Passive Weapon Enchantment Mod [www.nexusmods.com], which recharges your weapons throughout the day. There is also the Everlasting Weapon Enchantments [www.nexusmods.com] mod, but it appears to have a few limitations.
Sozzky 30 Oct, 2015 @ 1:18pm 
Nazeem's Bane killed me
Gijuk 16 Oct, 2015 @ 8:51pm 
This still seems a little overpowered... 24 enchantments per item? wtf?
A Caffeinated NPC  [author] 14 Oct, 2015 @ 5:48pm 
@Tyshaggy: It should. Check out the recently added FAQs section of the description for more specifics.
Tyshaggy99 14 Oct, 2015 @ 6:59am 
Does this work with wintermyst?
Soulless 12 Oct, 2015 @ 6:26am 
Hello, question: is there, or can you make, a MOD that allows you to make a weapon/armor with ONE permanent-infinite charges enchanment?
Conagher 10 Oct, 2015 @ 9:24pm 
Was a random thought, but now that It hink about it, that sounds neat. Thanks m8! :)
A Caffeinated NPC  [author] 10 Oct, 2015 @ 9:21pm 
⁢⁢⁢⁢: I'll see what i can do
Conagher 10 Oct, 2015 @ 7:28pm 
Also, enchantment perk that increases the charges of the weapon?
Conagher 10 Oct, 2015 @ 7:26pm 
Not bad! A way to actually make you WANT to enchant, in addition to the games need to.
Amazing_Adam 3 Oct, 2015 @ 4:40pm 
99 Enchantments per Item :cs_sword:
A Caffeinated NPC  [author] 3 Oct, 2015 @ 2:15pm 
@Amazing Adam: I presume you mean where the charges never drop? or do you mean like...99 enchantments per item? :P
Amazing_Adam 3 Oct, 2015 @ 10:08am 
Could you make one that allows Infinte enchantmets?
A Caffeinated NPC  [author] 28 Sep, 2015 @ 7:16pm 
@DanTheDramaLlama: Welcome! and happy birthday!
Danielle!~♡ 28 Sep, 2015 @ 9:46am 
Thanks! :D
A Caffeinated NPC  [author] 28 Sep, 2015 @ 8:36am 
Also, if there are changes made to a perk's description, the new line of text will not appear. Once I learn to patch for other mods, I'll fix that little problem :p
A Caffeinated NPC  [author] 28 Sep, 2015 @ 7:59am 
Mr. Albitten: As I mentioned to Awesome and Apollyon, the mod makes subtle changes to the existing perks. Assuming the overhaul uses the base perk and just modifies the layout of the tree and/or adds effects to the perk, and doesnt remove the original perk entirely, it should (in theory) work fine. Again, It makes modifications to the base perk. So if the overhaul deletes, lets say, storm enchanter and it is replaced with something else, that new perk will not have the additional enchantment available. Also, I will be decreasing it to 18 when i get a chance. I have a bunch of stuff going on at the moment (work, youtube, chores, etc), so I can't get to it right now but it will get taken care of when I have an available couple of minutes.
A Caffeinated NPC  [author] 28 Sep, 2015 @ 7:59am 
Apollyon: I did a bit of research (which i should have done prior, so i apologize), and noticed that there are only 18 enchantments available in the vanilla game (Base + Expansions), so 24 is already over that. I will be making adjustments in the next couple days to bring the max down to 18.

Awesome_Has_Arrived: You should be able to start up any character with it. All the mod does is adds a string of code to each of the perks. No other major changes are made. I booted up a level 7 character and the changes had been made. Though, I haven't put any points into enchanting yet to find out.
☆Chance☆ 27 Sep, 2015 @ 2:22pm 
Quick probably stupid question..MOst of my characters have maxed enchanting, will this still work with them, or do I need a clean, new game for it to work?
-KoTrT-Sir Balin 27 Sep, 2015 @ 12:24pm 
no offence but isn't a max of 24 already very over powered
are there even that many different enchantments?
infact i would even consider asking a weaker version of this mod, not that it matters that much i guess seeing as i don't have to put the maximum amoutn of enchantments on an item

but still i would sugjest checking how many enchantments excist before you start making a mod that alows putting more on the items
A Caffeinated NPC  [author] 26 Sep, 2015 @ 8:56pm 
If you guys want to see an amped up version of the mod, let me know and I will look into it. Amped up being 5 enchantments per level. I figured one per level was sufficient, but if not, I'll do a "regular" version. :whiterun: