The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Empowering Enchants
   
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Category: Clothing, Gameplay, Magic
File Size
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33.011 KB
6 May, 2012 @ 11:02pm
1 Change Note ( view )

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Empowering Enchants

Description
Adds a new set of enchantments to the game that will increase the effectiveness of your spells, and also adds items bearing these new enchatnments to the levelled loot.

Enchantments of Empower Destruction, Illusion, or Restoration will make each of these types of spells do more damage, affect higher level creatures, or heal more HP/absorb more damage, respectively. Alteration and Conjuration spells instead will have extended durations.

Finding these enchanted items in random loot will require a bit of luck. Only rings and circlets bear this type of enchantment naturally, so they appear more rarely than the more common fortify enchants. However, any container or creature that has a chance to carry fortify items also has a chance to have empower enchanted items.

For those of you too impatient to find these new items through normal play (I mean it when I say they are rare), you can use the following console commands to add necklaces bearing each new enchantment to your inventory. (replace xxx with this mod's number in your load order - see this thread on the nexus for an example http://forums.nexusmods.com/index.php?/topic/634843-problem-with-adding-mod-items-to-inventory/ )

player.additem xxx00dad 1
player.additem xxx00dae 1
player.additem xxx00daf 1
player.additem xxx00db0 1
player.additem xxx00db1 1

Note: some mods that alter certain levelled lists may be incompatible with this mod.
21 Comments
ogre peek 23 Jan, 2016 @ 3:45pm 
"waist of time"


*facepalm*
RampartsManparts 21 Dec, 2015 @ 5:02am 
why you thought it would be a good idea to stop the player from using the normal enchantments, even after undownloading this mod, I will never understand. what a waist of time
Maximus Thalos 10 Jan, 2014 @ 7:20pm 
if you still cant find them try typing help necklace in console worked for me
76561198065903874 11 Jul, 2013 @ 3:41am 
@Sulfur Occult: may you have any idea what script functions can temporary turn off (NOT permanently remove) weapon enchantments so weapon will act like it was not enchanted?
borgcollective 9 Jul, 2013 @ 10:16am 
This is fantastic! I could never get the load order number right to get them so I made them craftable through smithing or I'd never have them. Fantastic mod though. Love it!
Slvermage 24 Jun, 2013 @ 12:16am 
@sulfur thanks for the reply, it is now working for me first time every /w mods on skyrim so spent the last 3hrs learning
Sulfur Occult  [author] 23 Jun, 2013 @ 11:24pm 
@hc_mage you would want 01000dad 1, or 02000dad 1 if it was second in the load order, etc
Slvermage 23 Jun, 2013 @ 10:55pm 
Trying to use the script codes above and getting " compiled script not saved" using the console command, i used player.additem 0000000f 100 and it gave me the 100 gold so i know the command was right. i moved the mod to the 1st load slot the command i attempted was "player.additem 10000dad 1" is this correct?
Devourer 30 Sep, 2012 @ 7:45pm 
yay more boosts to the underpowered magic >:D dunno why they never added dmg boosts for magic enchants etc to begin with -.-
neogoterra 26 Aug, 2012 @ 11:19pm 
The ablity that restoration empowerments boost enchanting is a moot point seeing as the system to make your smithing and enchanting over powered are already in the game.