Jump to content

Recommended Posts

Posted

So I finally had a chance to play with this for a bit.

 

This mod does an excellent job in balancing Enchanting so far. No more learning all enchants by [enchanting] lvl 30.

 

I managed to get myself up to lvl 26 just barely! Lots of effort was put into it and I still don't know that many enchants. :D

  • Replies 33
  • Created
  • Last Reply

Top Posters In This Topic

Posted

I'm currently in the process of rebuilding my mod list from the ground up, and stopped by here tonight just to get a better sense of what the STEP project is all about -- it's quite new to me. Funny to stumble across this thread when I got here :D

 

I suppose it's worth mentioning that the compatibility/non-compatibility list has grown quite a bit, and you can find it in the mod's sticky post on the nexus. I do realize that suggesting to load my mod after everything else sounds like a stereotypically careless modder's suggestion, but this is more written on the page for the benefit of people who don't know what they're doing than anything else. Every mod on the compatibility list I have personally checked in TESVEdit, and truth be told, about 3/4 of them have no conflicts whatsoever, and for the ones that do, in almost all cases, it has to do with other mods modifying soul trap and nothing else that would conflict with Enchanting Awakened. If anyone here has specific questions feel free to ask and I'll do my best to give you a thorough answer :)

 

Regarding the SkyRe & Requiem patches, for these in particular I have gone to great pains to ensure they are seamlessly and meticulously integrated, including transferring over all the unique effect keywords, condition checks, and other important details that are required for the bigger overhauls to continue working as intended with regard to all of the effects I merged in my patches. In other words, they should work together like a well oiled machine.

 

Have fun in there ~

egocarib

Posted

Hey there egocarib and welcoem to this little corner of the web. :)

 

I am still trying to decide if I want to try to use this mod or not... part of it has me really interested, but another part just think that the sheer amount of scripts is too much for my poor mod list :(

 

And sadly with a mod of this type then even if initial testing says all clear, then enchantments do not really start to play a vital role until later in the game, where the game starts to get a bit more stressed out. Will have to try to console level myself to 30 again and try to play around a bit in the world and force some high level enemies to spawn etc.

 

Also I find it a bit funny that you recommend Stealth skills Rebalanced (Which I also do) Yet you do not have a patch for the few conflicts there are :P

They seem kinda minor, and I decided to just let its entries overwrite yours, since I like the changes that it does to the few enchantments that are stealth related. But that said it would be nice with "official" support. :)

Posted

So I spent ~6 hours today using this mod.

 

It's pretty well-balanced for playing through. With vanilla enchanting, it's quite easy to get overpowered enchants super quick.

 

The early game doesn't hurt at all, either. As a matter of fact, I rarely ever use enchants before lvl 25. But I did for this testing session. The nerfs are sensible, and by the time you pick your path things start to pick up. For instance, at lvl 65 enchanting I was able to enchant me a magic regen ring with 93% magic regen. At that point, my character's lvl was ~27 or 28, so I was running into enemies where it just sorta worked out.

 

Over-powering your other two "profession" skills (alchemy and smithing) is quite a feat as well. Since I went Aether I found myself enchanting pieces with low % alchemy potion buffs as the alchemy enchant is a different path.

 

Having played it, I found out super quick that the different paths tend to follow vanilla Skyrim's themes, but not to a point where one path is the obvious choice. I really like that. You're forced to somewhat specialize. To actually think about what you're gonna do. But you're also not forced into it to a point where you can't also use other paths' enchants. I'm afraid someone is going to get stuck on the word "forced" (this is the STEP forum after all :P ) but I just want to reiterate: I'm using that word lightly. You do incur a nerf to other paths' enchantments when you further specialize up in the tree, but not to a crippling degree.

Posted

I may be able to eventually make a patch for SSR, but in the meantime I should update the page info to reflect their conflict - thanks for pointing that out. (Admittedly, I have been getting a bit burnt out with patching stuff, mostly my own fault - but I do still have a thing or two on the list that I'd like to get to :D). To be honest I didn't really notice the overlap between the two because I actually only use SSR's lockpicking and pickpocketing modules, for quite some time I have been using a heavily modified version of Path of Shadows (the original is quite overpowered, but I love much of what it has to offer) for personal use on the sneak side of things.

 

There are some scripts, so that's definitely a matter of preference, and understandable if you choose to refrain from the mod for now. I've done my best to keep them efficient and as limited in scope as possible, though. Basically, the main scripts are only running while you're installing the mod, when you're at the enchanting table, or while you're using any form of soul trap. This last one is the only one that's likely to be a concern if you have other mods with extensive combat scripting.

 

The learning curve for the mod is indeed quite a bit steeper than vanilla at first (as a few impatient powergames have loudly proclaimed on my page :p), but as you mention, Sairven, I think once you finally get to higher levels it will pay off, and you will often be able to craft enchantments that are significantly more powerful than vanilla Skyrim, but at the same time the number and type of those enchantments is limited enough in scope by your choice of specialization to keep things balanced (or at least that was the plan :D)

  • 1 month later...
Posted

A SPERG edition? That just makes me even more interested in trying out the mod! Thank you, thank you, thank you!

 

EDIT: This looks like one mods that would warrent a BAIN conversion - the archive is not packed correctly for that. I'll see about doing so once my computer is active again.

Posted

That would be great WilliamImm, BAIN installers are my one weakness.

 

And all versions are compatible with any of the patches. Choosing the weapon fx option wont matter if you install the AWE or SeeEnch patch, as both patches will overwrite that option.

Posted

Updated things tonight to remedy an error with the SPERG version, and I've also added a patch for Apocalypse Spell Package (the only necessary change was to properly integrate the Cloak of Souls spell into Enchanting Awakened)

 

If you've any more patch requests for anything Enchanting Awakened isn't playing friendly with, now is the time to pass them my way, I'll do my best to take care of them if possible :)

Posted

Mmm. I'm seriously considering a gameplay improvement pack that would include this mod and SPERG for sure. Want something that keeps the feel of the vanilla game, but at the same time, is a refreshing change and gets rid of the weak spots the orig. game had.

 

Sent from my Optimus G using Tapatalk

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.