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The Elder Scrolls V: Skyrim - Enchanted Arsenal


Game platform: TES V: Skyrim Legendary Edition
Name: Enchanted Arsenal
Russian name: Enchanted Arsenal
Current version: 2.2.3
Mod language: Russian
Size: 9.2 MB
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Description


The modification allows you to combine and create completely new visual effects for enchanted items (weapons). This is achieved by combining the visual effects of many other enchantment mods - without leaving the game, through settings through the MCM menu.

More details:

  • "Enchanted Arsenal" using MCM allows you to change the effects associated with enchantment without leaving the game.
  • With it, you can quickly switch between visual presets that have been prepared for different types of enchantments, or go even further by creating your own visual effect.
  • Match multiple visual components and 3D effects, then save your favorite effect to a preset for quick switching.

MSM menu settings:

  • "Enchantment Tone" is the colorful pattern you see on the surface of your enchanted weapon, an effect directly on the blade.
  • "Enchantment Effect (3D)" is a three-dimensional 3D animation effect that sits on top of the tone and the blade itself, like a whirlwind on the blade.
  • "Hit Tone" is the glowing effect that will appear on an enemy when you hit them with your enchanted weapon.
  • "Hit Effect" is a three-dimensional 3D animation effect that appears when you hit an enemy.
  • “Effect duration” - adjusts the time during which the tone/effect of the strike affects the enemy.

Note:

  • With the click of a button, you can choose from several global presets based on the mods included in Enchanted Arsenal, or spend a little time tweaking the effects in MCM Advanced Settings to give your enchantments a unique look.

Important:

  • The new visual effect will only be displayed after re-equipping the weapon (i.e. you need to sheathe the blade and draw it again).

Saving a preset:

  • Install FISS for SKSE.
  • Activate it in the launcher.
  • Enchanted Arsenal will automatically recognize FISS and the presets will appear in the MCM menu.
  • Now you can save, load, rename your presets.
  • Saving a preset is convenient for using it on your second character or when starting a new game, or for sharing it.
  • Presets are optional and FISS is not required for the mod to work.

Advanced Settings - Tips:

  • Start with demo mode to try out all the possible effects and find what you like.
  • It can also help you choose the preset you wanted before moving on to more detailed settings.
  • Using the Hit Tone option in combination with the Hit Effect option may result in duplicate or messy effects as both effects appear simultaneously after hitting an enemy. You can try one of the effects first. If you are testing the "Beat Tone" or "Beat Effect" using demo mode, make sure you select "NONE" in the advanced options in the MCM menu.
  • Only one set of Enchant Tone and Enchant Effect (3D) will appear if you use a multi-enchant weapon. The game itself chooses which effect to apply, choosing the most “suitable” effects. However…
  • "Strike Tone" and "Strike Effect" will play all enchantment effects on hits, meaning if you double-enchanted a weapon or used a double effect (such as "Pale Blade"), you will see all of the "Strike Effect" effects.
  • "Enchantment Effect (3D)" are only animation effects, so they may not always look good on different weapon types.

Peculiarities:

  • Mod version 2.23 and higher allows you to customize the visual effects of enchantments, including enchantments from other mods that are not included in this one by default.
  • Choose an enchanted weapon and equip it to your character (for example, "Dawn's Radiance" or "Stalhrim Chaos Greatsword").
  • Open the MCM menu and go to the "Advanced" tab.
  • Click the "Add New" button.
  • New enchantments will be added to the page.
  • Click on the name of the enchantment to customize the visual effects on the equipped weapon.

Note:

  • Due to additional complexity, such custom settings will not be saved to the FISS preset.
  • FISS can still save/load 14 vanilla enchantments. Changes made by the user to other enchantments will only be saved for the specific character - for the one you set them to save.
  • Perhaps in the future we will add support for saving presets for third-party charms.

Compatibility:

  • Since version 2.0, Enchanted Arsenal is compatible with anything, even mods that add completely new enchantments to the game. For example, the Wintermyst - Enchantments of Skyrim mod.
  • You can use the "Additional" settings in the MCM menu to edit the effects of any enchantment mod other than those that are already enabled.
  • Since Enchanted Arsenal makes all the changes as it runs and does not edit vanilla game resources, it should be fully compatible with other mods, even global mods and enchantment rebalancers.
  • You do not need to remove enchantment effects from other mods to use Enchanted Arsenal.

Known Issues:

  • Since some presets only affect the enchantments of swords, daggers, two-handed swords, war hammers and battle axes, some other types of weapons may appear as if there are no visual effects. This can be corrected by adding an alternative "enchant tone" from other weapons in the "Advanced" item in the MCM menu. In the "Additional" section in the drop-down list, you can configure the "enchantment tone" for each type of weapon and select any other "Tone" for melee weapons (for example, bows and maces should be set this way).

Distributor: KUB97
Language: Russian
Version: 2.14
Lor: Doesn't belong to the game world
Spreading: Author permission required

Requirements:
TES V: Skyrim v1.9 and higher
Skyrim Script Extender (SKSE)
SkyUI interface

Dawn of the World rewards your adventure with a huge variety of unique and powerful loot found throughout Skyrim, and increases the depth of gameplay by introducing classic RPG trappings.

The mod can enchant or temper any items in an NPC's inventory, making battles more exciting and the loot much more useful and interesting.
Enchanted loot can also be found in containers and chests. Enchantments are dynamically generated randomly, and no two elements are the same. You'll encounter a variety of brand new magical effects as you search for the perfect combination. If you're lucky enough to find that perfect item, you can increase its power using the new multiply mechanic, which absorbs energy from unwanted items.

There are new ways to customize your character with seven attributes: Strength, Stamina, Dexterity, Agility, Intelligence, Wisdom and Personality.
Each attribute provides a small bonus to four different stats, so once you start investing attribute points, you can completely personalize your playstyle. You'll be able to increase your attributes as you level up and boost them with enchantments from loot.

Peculiarities:

  • Distributes enchanted and tempered loot to friendly and hostile NPCs, as well as containers. The enchantment will be applied to any items the NPC can equip, including modifiers included in leveled lists.
  • Drop rate and other settings can be changed in MCM to balance the mod for your game. Debug commands are available to customize the mod even further.
  • Over 120 armor effects and over 50 weapon effects, randomly selected and combined to create different spells.
  • Includes passive additional effects, as well as active effects that provide new skills that can change the way you play.
  • The enchantment will be applied to any standard types of armor (head, torso, arms, legs, shield, jewelry), as well as others added by mods (cloaks, left rings, face masks). Works with custom elements from any mods that add elements to leveled lists; There is a chance to enchant any equipment that is generated from NPCs.
  • Spell power scales with the player's enchantment skill and the level of the NPC that drops the item, so you'll continue to find useful gear for long periods of time in your playthrough, and the strongest items will be found from the toughest enemies. Boss chests and containers with a lock level of Adept and higher will also have improved loot. Loot also has four levels - magical, rare, epic and legendary - which affect the number of effects and their strength. Legendary items are very rare and have unique effects.
  • Adds seven classic RPG attributes, each adding small bonuses to different stats. You gain two attribute points every time you level up, find a standing stone, or complete the main quest. You'll start with 5 points in each attribute, and can also find equipment and potion effects that boost your attributes. The MCM's Attributes tab allows you to allocate attribute points, and tooltips for each attribute tell you the exact bonuses they provide. Points can also be distributed through the game menu assigned to a hotkey. The bonuses provided by attributes decrease as the level increases.

Attributes:

  • Force - a very important attribute for a warrior, it increases the damage you can inflict with all types of weapons. Your heavy hits cause your critical hits to deal more damage, and you'll be able to take more hits with improved health.
  • Endurance - Improves your chances of survival, reduces damage damage and additionally carries the weight of your vital equipment. Your stamina increases and also recovers faster so you can continue your adventures.
  • Agility is a useful attribute for a thief, allowing you to move faster and you can perform power attacks with a reduced stamina cost to quickly eliminate a target. The marksman will also benefit greatly from agility with increased ranged damage, and your quick movements will give you a higher critical hit chance.
  • Dexterity - The perfect attribute for an assassin, increasing the damage you deal with one-handed and ranged weapons. You can exploit your opponent's weaknesses, increasing the damage from critical hits and power attacks.
  • Intelligence - essential for a mage hoping to master their abilities, giving you a larger supply of magic while increasing the rate at which it regenerates. Your spells are more destructive and you learn quickly, gaining experience faster.
  • Wisdom - comes with experience and you have learned to make the most of your abilities, gaining more magic and casting spells effectively with reduced magic costs. The items you find will likely be more powerful, and you'll also learn how to protect yourself, giving you magic damage mitigation.
  • Personality - A very useful attribute in an often harsh country like Skyrim, determining your inherent resistance to all types of weapons. Your charm will help you deal better with merchants, and you'll be able to make the most of your supernatural luck by finding more gold and magical items in your travels.

Installation and compatibility:

Installation: copy the archived files from the Worlds Dawn 214 folder to the Data folder

  • This mod is not compatible with:

Elemental Destruction Magic
Summermyst - Enchantments of Skyrim - but compatible with its predecessor, Wintermyst.

  • This mod is fully compatible with:

Ordinator, PerMa, Wintermyst, Requiem and Ultimate Combat since version 1.10.

  • No leveled lists are changed, so load order is not important and there is no need to include Bashed or SkyProc in your patches.
  • No item entries are added or modified in any way, so they are fully compatible with any mods that add new items or change equipment appearance, stats, etc. (Compatible with Disparity, SkyRe, CCOR, Morrowloot, More Interesting Loot, etc.).
  • This mod is potentially incompatible with mods that use the previously unused/deprecated actor values ​​listed below.
    If you know of mods that do this, please let the author know about it.
  • List of actor values ​​and their influence
  1. FavorActive Magic Items Find modifier;
  2. FavorsPerDay Tempered Items Find modifier;
  3. FavorsPerDayTimer Extra Loot;
  4. WardDeflection -% Spell cost;
  5. ShieldPerks DMG mitigation;
  6. LastFlattered Power attacks stamina;
  7. PickPocketSkillAdvance Power attacks damage;
  8. VoicePoints Crit Damage;
  9. DetectLifeRange HpS;
  10. EnchantingSkillAdvance MpS;
  11. NightEye Overpower;
  12. SmithingSkillAdvance Backstab;
  13. RestorationSkillAdvance All skills XP;
  14. DestructionSkillAdvance Magic skills XP;
  15. HeavyArmorSkillAdvance Armor Penetration;
  16. LastBribedIntimidated Magic damage mitigation;
  17. FavorPointsBonus +Gold found;
  18. VoiceRate Damage Threshold;
  19. OneHandedSkillAdvance Counterattack;
  20. AlchemySkillAdvance Execution;
  • It is highly recommended to use this mod with ASIS, the "NPC Enchant Fix" module in particular. Add a new line to NPCEnchantFix.ini: XTDPerk_Cumulative = 1 and run the patcher. With this fix, NPCs will benefit from specific mod effects such as damage reduction or +% electrical damage.
  • Before you say this mod is OP/imbalanced, keep in mind that it was designed to work better with "master" and with higher difficulty in connection
  • With various mods that add new or increase existing opponents (SIC, OBIS, etc.) or make the game more difficult in any other way.
  • Using this mod with settings higher than the default without any additional difficulty modifications, and especially without the ASIS "Enchant Fix Fix" will most likely result in a quick death for the Dovahkiin in the early stages, and this will not be this mod's fault, but yours own.

Known Issues:

  • If you see strange characters instead of text when trying to configure this mod in MCM, make sure Data/Interface/Translations/Worlds Dawn_YourLanguage.txt exists
  • In version 1.1.11+ you can find enchantments with +0 magnitude, especially at the beginning of your playthrough. The vanilla effect description does not support decimal values; to find out the actual effect bonus, check the Character Overview or simply select this item from the Extension menu.

Thanks:

3jiou - for creating the mod.



Tired of only 34 enchantments in the game? No problem! Wintermyst adds 104 all-new enchantments, available through thousands of new enchanted items, seamlessly integrated into the game world through leveled lists and merchant inventories. In addition, the mod fixes many bugs related to enchantment effects from the original game.

= Main features =

  • 104 new unique enchantments: 57 for armor and 47 for weapons.
  • Thousands of new enchanted items added to the game world through leveled lists, merchant inventories and NPCs.
  • All new enchantments can be learned by the player.
  • New effects and items do not disrupt the in-game balance.
  • The MSM settings menu, which appears when SkyUI is installed (but SkyUI is not required to play with Wintermyst).

= List of new enchantments =

For weapons:
  • Blessed Hunt
  • Fratricide
  • Throw
  • Military split
  • Magic schism
  • Imaginary heaviness
  • Storm splash
  • Surge of Power
  • Harmony of pain
  • Fire Damage Over Time
  • Notches
  • Protection from spells
  • Weapon theft
  • Treatment
  • Lightning death
  • Frost Blast
  • Broken
  • Fire Explosion
  • Robbery
  • Counter attack
  • Armor Absorption
  • Absorption of carried weight
  • Speed ​​Absorption
  • Overwhelming Strike
  • Armor reduction
  • Skill Downgrade
  • Reducing resistance
  • Phantom Strike
  • Order of the Daedra
  • An example to follow
  • Piercing
  • Cold Piercing Damage
  • Partial Shock Damage
  • Guiding Beacon
  • Diffusion
  • Homicide
  • sunlight
  • Resistance
  • Wailing
  • Secret deceit
  • Oppression of life
  • Disease Damage
  • Poison Damage
  • Accelerated Screams
  • Electrical explosion
  • Poisonous explosion
For reservation:
  • Aldmeri blood
  • Bastion
  • Visions of nature
  • Lord of the Fallen
  • The influence of weather on abilities
  • Revival of magic
  • Perception
  • Deep breath
  • Confusion
  • Researcher
  • Healing diseases
  • Execution
  • Enchanter's Touch
  • Cat's gold
  • Circle of Protection
  • Healing Cloak
  • Necromancer's Moon
  • Magic channel
  • Magic amulet
  • Shimmering Step
  • Nedic blood
  • Neutralizing magic
  • New
  • Cheating Death
  • Optimal Attributes
  • Otpor
  • Attribute Boost
  • Increased range
  • Skill Upgrade: Mounted Combat
  • Skill Upgrade: Power Attack
  • Skill Upgrade: Sprint
  • Increased Experience
  • Spell Eater
  • Replenishment of souls
  • Neglect of magic
  • Addicted to power
  • Dust in the eyes
  • Expansion of schools of magic
  • Regeneration on the brink
  • Attribute Relationship
  • Link of Power
  • There is strength - no need for intelligence
  • Base Weapon Resistance
  • Shake
  • Dealer of stolen goods
  • Gladiator's Triumph
  • Increase swimming speed
  • Armor Strengthening
  • Strengthening schools of magic
  • Philosopher's Stone
  • Spurs
  • Shield of Shalidor

= Corrections to original game enchantments =

Are common:
  • Armor enchantments are no longer enhanced by restoration elixirs (including Amulet of Saarthal).
  • Weapon enchantments are animated properly.
Magic Absorption:
  • Fixed incorrect title (“Magic Drain”).
  • Learning the enchantment from the weapon "Mage's Scourge Bow" no longer leads to duplication of the learned magical effect in the list of enchantments known to the player.
Stamina Absorption:
  • Learning the enchantment from the "Slayer Sword" weapon no longer leads to duplication of the learned magical effect in the list of enchantments known to the player.
Articulation:
  • No longer increases stealth skill due to invalid keywords.
Strengthening magic schools:
  • All of these enchantments are capped at a 75% maximum cast cost reduction (can be disabled in the MSM menu).
Scream Boost:
  • The effect strength is set to 20% (due to the mechanics of this enchantment, the displayed number does not change when the effect strength changes).
Unarmed Damage Increase:
  • No longer applies to school changes.
  • A new magical effect has been assigned, because... the previous one was also used by werewolf claws and some NPCs, which could disrupt the enchantment in case of conflict with other mods.
Cold Damage:
  • The slow effect now disappears when it should, rather than when the target starts a new animation - this change makes the slow effect much more effective. To compensate for the increased effectiveness, slow effects no longer stack on each other and do not increase in strength with enchantment skill. The same fix has been applied to slowing elixirs.
Magic Resistance:
  • Learning the enchantment from the Shield of Solitude armor no longer leads to duplication of the learned magical effect in the list of enchantments known to the player.
Damage to Stamina
  • No longer treated as fire damage by the game engine.

= Unique enchantment fixes =

Heather Geys:
  • Fixed a bug due to which in some situations the enchantment stopped working against any targets.
  • Magic cost is no longer 0.
  • Damage type changed to untyped.

The Briar Gase (weapon) cannot be found in the game world, but some mods (such as Cutting Room Floor) bring it back.

Hunter skill:
  • Enchantment damage is no longer considered elemental.
  • Damage type changed to untyped (this was done due to the effect on damage of the target's armor rating, which was interpreted as resistance, which is why the enchantment dealt 0 damage to all targets with an armor class above 100).
Cleaver's Sting:
  • Now has a more realistic recharge cost (instead of 1).
  • A bug has been fixed that caused this enchantment to stop working on the Cleaver after the first hit on the target.
Serrated Pickaxe:
  • Blacksmithing skill upgrade now works
  • The Smithing skill increase bonus is no longer enhanced by elixirs of alteration.
Shadow's Bliss, Shadow's Gaze, Shadow's Strike, Shadow's Strength:
  • Fixed a bug due to which enchantments learned from Linwee's armor could not be applied to other items. Now they can enchant things similar in type to Linwe's original equipment.
Magic of the Quiet Moons:
  • Fixed an issue where the enchantment would sometimes not deal damage.
  • Now deals 50% more damage in clear weather.

= Compatibility =

General remarks:
  • Compatible with mods that affect enchantments.
  • Compatible with mods that affect specific merchants.
  • Compatible with sodas that change the visual effects of enchantments.
  • The mod changes leveled lists.
  • The mod operates on unused SkillAdvance parameters and will conflict with plugins that do the same.

= Using Skyproc patcher =

Note: Using Skyproc is not a requirement to play with the mod! The patcher only works with the English version of the game and mods.

Initially, enchantments from Wintermyst appear only on items from Skyrim, Dawnguard and Dragonborn. To add new enchantments to items from other mods, use the included Skyproc patcher. It creates copies of all enchanted weapons and armor from other mods in your load list, gives them new enchantments, adds them to leveled lists, and saves it all in the file "WintermystPatcher.esp". This file may take up to 30 minutes to generate, depending on the number of mods you have installed.

This Skyproc patcher generates only new versions of those items from mods that are already endowed with enchantments from the original game and added to leveled lists. Unenchanted items and things that are manually placed by the authors in the game world are ignored.

  • To exclude a plugin from the generation process, add the file name to Blocklist.txt.
  • If your bashed patch already includes suitable items, then remove Bashed Patch, 0.esp from the Blocklist.txt file before running the patcher.

The patch was created by T3nd0 and is still in testing, please back up your saves before using!

You can download the English version of the patcher from SkyrimNexus.

I have mods that affect leveled lists, do I need a Bashed Patch?

If you have several mods installed that change the same leveled lists, then Bashed Patch is necessary to resolve conflicts. However, situations where other mods will affect the same leveled lists are quite rare. In general, the Bashed Patch is necessary for compatibility with mods that add new items to leveled lists.

= SkyRe compatibility patch =

  • Both mods fix enchantments from the original game, so it's up to you to decide which mod to prioritize.
  • Don't forget to run SkyRe Reprocker for Wintermyst so that the items from both mods match each other.
  • The existing compatibility patch eliminates conflicts between leveled lists, but does not add Wintermyst enchantments to SkyRe items; use EnaiSiaion_WintermystPatcher for this.

= Compatible with other mods =

  • ASIS: It would be a good idea to exclude Wintermyst from generating new spawn points (Increased Spawns).
  • Animated Weapon Enchants: The same features are already included in the mod, so Animated Weapon Enchants are not necessary if you have Wintermyst.
  • Enchanting Awakened: Due to completely different enchantment mechanics in Enchanting Awakened, this mod is not compatible with Wintermyst. Both mods can be enabled at the same time, but Enchanting Awakened's enchantment restrictions will not apply to effects from Wintermyst.
  • Immersive Armors, Immersive Weapons, JaySuS Swords, etc.: These mods also modify leveled lists, so Bashed Patch is recommended to resolve conflicts. Remove the line Bashed Patch,0.esp from the Blocklist.txt file, then use the patcher.
  • No Enchantment Restrictions: because Since No Enchantment Restrictions applies new effects dynamically, there shouldn't be any compatibility issues.
  • Lootification: First run Lootification to generate items with original enchantments, then run Skyproc patcher to generate items with Wintermyst enchantments based on them.
  • Requiem: Both Requiem and Wintermyst modify the original enchantments, but a compatibility patch is not necessary: ​​you can decide which changes to prioritize by placing the desired mod lower in the load order. Keep in mind that Requiem's ​​enchantment fixes do not include fixes for the Restoration School bug, so enchantments of this type will be erroneously boosted if you prioritize Requiem.
  • The Unofficial Skyrim Patch (USKP)): both mods have similar fixes, in addition, some bugs in USKP are not fixed. Load Wintermyst after USKP.

Translation: Chronicles of Tamriel

The Elder Scrolls V: Skyrim - Forgotten Enchantments



Game platform: TES V: Skyrim Legendary Edition​

Name: Lost Enchantments

Russian name: Forgotten Enchantments

Current version: 1.1a​

Mod language: Russian​

Size: 420 KB

Description


The modification adds several new weapon and armor enchantments to Skyrim that fit perfectly into the atmosphere of the game and do not break its balance. Many of these enchantments were in TES IV: Oblivion, but disappeared from Skyrim.

Weapon enchantments:

  • Disease Damage - infects a target with a disease, causing one-time damage, then infected targets receive additional damage (similar to fire damage).
  • Holy Strike - only affects undead, but is more effective than regular fire.
  • Disarmament - a chance to disarm the target.

Armor Enchantments:

  • Night vision - self-explanatory; Many people probably remember a similar enchantment in Oblivion.
  • Walking on Water is another enchantment that disappeared after Oblivion; Yes, in the Dragonborn add-on there is a potion of walking on water and Azidal's boots, but the potion cannot be prepared by yourself (and, judging by the wiki, it exists in triplicate), and the enchantment cannot be removed from the boots.
  • Increased agility - increases movement speed, with a certain probability that when an enemy hits you with force, time will slow down.
  • Damage Reflection is another enchantment missing after Oblivion; reflects a given percentage of damage from an attack to the one who inflicted it.
  • Luck is another common thing in Oblivion and Fallout that is not present in Skyrim; with some probability allows you to inflict a critical hit with double damage; The action is similar to the corresponding ability from the stealth branch, the same sound is even heard on a critical hit, but luck also works with spells.

Receipt:

  • In the same place as usual: on weapons and armor purchased from merchants, obtained from enemies, found in chests.
  • More powerful and rare enchantments (such as night vision or disarm) are found less frequently and at higher levels.

Console, if you don’t have time to wait:

  1. First you need to find out the mod code in loading order; open your mod manager or even the standard one (Skyrim Launcher -> Files), look at the list of connected mods in it and find LostEnchantments.esp, look at its number in loading order - two hexadecimal digits (for example, for me it is B5).
  2. open the console with the "~" button.
  3. type there: player.additem xxYYYYYY 1 , here xx is the mod code, YYYYYY is the item code; This command will give you an enchanted weapon or armor that can be dismantled at the Pentagram of Souls.

Codes:

  • xx000D71 - iron mud dagger (disease damage).
  • xx0193A1 - iron dagger of light (holy strike).
  • xx037B80 - steel parry dagger (disarmament).
  • xx0041D8 - leather boots of agility (increases agility).
  • xx028703 - ring of small luck (luck).
  • xx0041D1 - night vision necklace (night vision).
  • xx0012E1 - steel plate boots for walking on water (walking on water).
  • xx041DAF - leather armor of low reflection (damage reflection).

Requirements:

  • Skyrim
  • DLC Dawnguard and DLC Dragonborn (both are required, without them the game will simply crash).

Installation and removal:

  1. Important! The LostEnchantments.esp file has already been cleaned up using the TES5edit program.
  2. The installation and removal itself is standard and should not cause any problems; you can install and remove it either manually or through any mod manager.
  3. If you have any mods that affect leveled lists of weapons and armor (and this is the majority of mods that add weapons and armor), then you need to create/recreate a bashed patch using the WryeBash program. Accordingly, after removing this mod, the bashed patch needs to be recreated.

Loading order in the launcher:

  • The mod does not change anything (except for leveled lists, see above), it only adds, so there are no special requirements for the loading order.

A mod for those crafting lovers for whom the standard 34 types of enchantments are not enough. 104 new unique enchantments: 57 for armor and 47 for weapons. Thousands of new enchanted items added to the game world through leveled lists, merchant inventories and NPCs. All new enchantments can be learned by the player. New effects and items do not disrupt the in-game balance. The MSM settings menu, which appears when SkyUI is installed (but SkyUI is not required to play with Wintermyst). The mod is entirely in Russian. Thanks to the author of the mod “EnaiSiaion” Here is a list of new enchantments; For weapons: Graceful Hunt Fratricide Throw War Sunder Magic Sunder Imaginary Heaviness Storm Surge Power Surge Harmony of Pain Overtime Fire Damage Jagged Spell Defense Weapon Theft Heal Lightning Death Frost Blast Break Fire Blast Heist Counterattack Armor Absorption Carry Weight Absorption Speed ​​Absorption Overwhelming Strike Armor Reduction Skill Reduction Resistance Reduction Spectral Strike Daedric Command Role Model Pierce Piercing Cold Damage Partial Shock Damage Guiding Beacon Dispel Death Kill Sunlight Resistance Wailing Arcane Cunning Life Oppression Disease Damage Poison Damage Accelerated Screams Noise Electric Blast Poison Blast Armor: Aldmeri Blood Bastion Nature's Vision Lord of the Fallen Weather Effect on Abilities Revival of Magic Perception Deep Breath Confusion Explorer Cure Disease Execution Enchanter's Touch Cat's Gold Circle of Protection Healing Cloak Necromancer's Moon Magic Channel Magic Ward Flickering Step Nedic Blood Neutralize Magic New Cheat Death Optimal Attributes Repulse Attribute Increase Range Increase Skill Upgrade: Riding battle Skill increase: power attack Skill increase: sprint Increased experience Spell eater Replenishment of souls Neglect of magic Addiction to power Dust in the eyes Expansion of schools of magic Regeneration on the edge Light Link of attributes Link of power Strength is there - no brain required Resistance to basic weapons Concussion Dealer of stolen goods Gladiator's triumph Increase swimming speed Strengthening armor Strengthening schools of magic Philosopher's stone Spurs Shield of Shalidor There are also corrections to the enchantments of the original game. The update added 40 new enchantments, minor bugs were fixed, vanilla enchantments were not affected, and leveled lists were corrected. Bugs and compatibility: Compatible with mods that affect enchantments. Compatible with mods that affect specific merchants. Compatible with mods that change the visual effects of enchantments. The mod operates on unused SkillAdvance parameters and will conflict with plugins that do the same.
Requirements: Skyrim, SKSE, SkyUI, All official DLC (the last one is required!)
Installation: Standard
Removal: delete mod files from the “Skyrim” folder




Posted by EnaiSiaion
Sceeph localizer
Russian language
Mod size 1.58Mb
Original nexusmods.com/skyrim/mods/58635
Distribution Under no circumstances
Date added/updated 11/05/2015 at 00:31

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