Mez558 Posted July 2, 2020 Posted July 2, 2020 Is this possible? Right now the only way I can see it possible is to create a new enchantment that includes both of the Magic Effects I want to add which isn't so hard but I am sure I managed to do it before (sadly I have the memory of an gold fish, an elderly one... With brain damage) and that is bothering me that I can't remember how. I can't go back and look either as it was on mod that I have since removed. Just to stop anyone possibly wasting their time replying with one of these suggestions:- I know I can apply 2 enchantments with 100 Enchanting and the final perk or that I can remove the MagicDisallowEnchanting tag from the item, allowing me to add an enchantment in game. Neither of these will help with what I am trying to achieve.
Guest Posted July 2, 2020 Posted July 2, 2020 The plugin file format itself only has a single pointer, not an array, to an enchantment (see https://en.uesp.net/wiki/Tes5Mod:Mod_File_Format), so you would never be able to do this on a base object. Likely the game creates a new enchantment with effects of both enchantments stacked into one for the Extra Effect perk, which seems to be confirmed by the documentation for ObjectReference.GetEnchantment() (Not Armor.GetEnchantment() or Weapon.GetEnchantment())
Mez558 Posted July 2, 2020 Author Posted July 2, 2020 6 minutes ago, Targultoon said: The plugin file format itself only has a single pointer, not an array, to an enchantment (see https://en.uesp.net/wiki/Tes5Mod:Mod_File_Format), so you would never be able to do this on a base object. Yeah, that is what I was thinking (hadn't even actually considered how the game adds multiple enchantments with the double perk) I was sure I did it with Volundrung but maybe I just replaced the old enchantment. As it happens, I did just do what I said I would and created a new enchantment with multiple affects, now to see if it works. Thanks for confirming that.
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