About this mod One of the very few complaints that I have with the Enderal experience is of how little benefit the crafting skills are. Enchanting in particular is quite weak, and this is my attempt to address the issue. Requirements Off-site requirements Mod name Notes Enderal Enderal Permissions and credits Credits and distribution permission Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources

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Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

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NOTE TO USERS: As of version 1.16 of Enderal, the changes I made with this mod were incorporated into 'vanilla' Enderal. This renders the mod here redundant and obsolete. I will leave the page up on the off chance someone just SUPER prefers playing on old versions or something, but this mod no longer serves a purpose.



I'm actually really proud of this. SureAI even credited me in their version history.



Abstract:

In vanilla Skyrim (and Enderal, unfortunately) 100 Enchanting Skill adds 25% power to enchantment magnitudes. This isn't much, but in Skyrim one can take perks that multiply your power by 2, and another perk multiplies this by 1.25. In other words, one can reach 312.5% power in Skyrim, so the skill multiplier being a mere 1.25x is balanced.



In Enderal, unfortunately, there is only one perk that increases Enchantment, and then only by a modest 1.3x. This means that with a Grand Soul, 100 Enchanting Skill, and the appropriate Enderal perk, one's enchantments will be a mere 62% above their baseline value. Base enchantments (the ones you learn from disenchanting items) were also too low in magnitude. The end result is that it is impossible to approach even the power of early-mid game items that appear in random chests and monster drops.



Materials and Methods:



I feel that the simplest solutions are often the best, and my solution was indeed quite simple.



I increased the multiplier of having 100 Enchanting skill from 1.25x to 2.4039x. (Also, yes, intermediate values between 15 and 100 have an interpolated power increase. Where each rank in Enchanting once yielded a mere 0.3% increase in power, it will now add about 1.65%) I realize how weirdly specific that number is, but there's a method to the madness. Skyrim's optimal multiplier is 3.125, and the 30% increased Enchantment power perk in Enderal puts 2.4039 right about to the same place.



This requires fewer perks than in Skyrim, of course, but I feel it costs enough in other game currencies to make up for this. Skill books all the way to 100 are quite costly, Grand Soul Gems are far fewer and farther between (as are the souls to fill them with), and the way Enderal allots Crafting points ensures that low-level players can't possibly exploit Enchanting at early levels to overpower the game.



This solution (while brilliant, if I do say so myself) was insufficient to completely ameliorate Enderal's enchantment dysfunction. The base versions of many of the enchantments (the magnitude of enchantments defaulted to when disenchanting items) were also usually around 15-25% the strength of the highest level randomly dropped items. This means even with my significantly boosted Enchantment strengths, I was only going to get about 47-78% of what I can eventually find in any old chest.



So I went through all the Base Enchantments I could find and increased their magnitudes to about 40% of whatever the strongest random dropped version had. This means you can eventually out-compete random gear by 30% power. There is an Enderal loading screen that mentions self-made items are stronger than random loot, my mod makes that the real case.



Discussion:



This is the first mod I've made in years and years. I'm rusty, but I don't think this should cause any compatibility issues with virtually any mods. The only things I altered were the fEnchantingSkillFactor setting float and many (maybe all) of the BaseEnchant forms.



If there are any issues, I'm quite sure you will all let me know. I am especially curious if I missed any enchantment types.



Installation:

Just extract the .esp to your Data folder. This is a very simple mod.



Intellectual Property:



Don't copy me unless you are SureAI. They can take anything I upload to the nexus and use it however they want, including and especially the alterations to their ESM I have made here. I doubt they will, but I'd be damned proud were it to occur, and am not the litigious sort. [NOTE: SureAI actually did incorporate this mod into 'vanilla' Enderal, and credited me in their version history. I'm super pumped.]



Updates:



Version 1.2 - Made sure to adjust the base enchantments for a few things I missed, like Shock, Fire, and Magicka damage.