The mod I intend to make has to do with enchanting and crafting and the flaws I see in both. After playing with Ritualcraft for well over a year and realizing that most of the time I enjoy characters that don't spend half their game time smithing or enchanting things, this mod idea came to mind. Rather than try to revolutionize or redo both systems, I thought of what makes them unpleasant / boring / op
- smithing: it gets kinda broken in how much you can improve equipment stats. That said enemies scale their own stats crazy too, so it isn't the end of the world. But i feel that what makes smithing wtrong isn't crafting, it's tempering. It is a huge perk sink as well, and entirely passive.
- enchanting: it ruins exploration because you make better at home. It makes uniques / artifacts feel weak. It is also very grindy and boring to max level. And it can be customized to the point of being more impactful on your character than perks. Two enchantments, all of them very strong in scaling, all of them exactly what you want, in every possible slot, is BROKEN yo.
In vanilla, you have pre-enchanted variants of equipment, usually what you find as loot or buy from vendors. Internally, these are set up as a distinct item that was assigned an enchantment. This enchantment is usually scaled on a tier going from 01 to 06, with 01 being the weakest (i.e. Ring of Minor Magicka (20 points of Magicka) and 06 being the strongest loot variant (Ring of Peerless Magicka (70 points of Magicka)).
When disenchanted, you learn the 01 version of the enchantment. this is the weakest, because it expects the very strong skill+perk multipliers of Enchanting skill to be used in the calculations; even if they're weak, a master enchanter will handily outclass most finds. More unique items are often given a particularly strong enchantment, and tagged as impossible to disenchant to maintain this balance.
so, my mod idea:
- the forge offers a few pre-enchanted versions of every armor and weapon set in the vanilla game.
- this pre-enchanted armor has NO perk / crafting requirements, similar to Ritualcraft.
- it is not disenchantable.
- it comes with unique enchantments meant to give each armor set a theme and each weapon set a specific vibe. Still designing these. Still thinking on the best course of action. There'll be sets very good for survivability, sets that when together make you tanky against mages, sets that provide lifesteal and regeneration in droves, sets that specifically go for damage or a classic playstyle (hello stealth archer)...
- unique enchantments are 2-effect but not that strong. They will be around 03 in strength, but with two effects. For instance, you could find here something in the ballpark of Elven Gauntlets with Fortify Archery 25% and Fortify Stamina 50 points. Is it good? absolutely. trip on a rock after level 20 and you find rings giving you 40% archery, making this probably not very good anymore (but still good when you get it).
- recipes to craft these cost a filled grand soul gem + extra alchemy materials depending on the specific set theme, so they actually cost more to craft than normal emchantments.
it's not too different from Ritualcraft, my first mod, except rather than go for uniques, it has its own as an alternative to crafting progression.
I very badly want to include something a little extra for spellcasters, as they only ever get to use robes, too, and it is very hard to get any meaningful items outside of the College questline unless, again, you spec mega hard into enchanting and put magicka / cost reduction on everything... So I am considering a -few- alternate sets here and there for a more spellsword / nightblade / sorcerer alternative, as well as some hoods, robes, gloves, and boots, and jewelry for all classes. But it is, to me, so jarring that a province with 5000 years of history including ancient snow elves, dwemer, Tongues, a dragon cult, and morrowing refugees, plus nords hailing from Atmora, wouldn't be absolutely plastered with spellcaster gear unless you very very specifically enroll in one college.
You get a grand soul gem and fill it - but that is only a first step. You may need a bunch of elemental salts, or gemstones, or specific alchemy items, or heart stones, to fulfil a specific enchantment's request.
Once you do, you get a good item. on par with the average mortal-made unique (think stuff like Grimsever, Chillrend, etc, stuff someone made rather than a crazy strong divine relic).
You can't improve it because it is enchanted, so you'd need Arcane Blacksmith. And at that point you are investing into smithing, so. typically, unimproved items don't get much better or worse just by their material tier. you're gonna die very fast in Daedric Armor if it isn't tempered and you expect it to help tank giant maces.
The enchantment is good, better than normal one-effect enchantments, but you cannot learn it and have it scale off of enchanting skill. It will be much better than anything you could do without enchanting perks. If you use a mod to disenchant it anyway ... that's on you if the effect breaks balancing. You also can't really choose the effects you get. Early armors have more QOL stuff like carry weight, disease resists, late-game stuff may have magic traits, resists, or help in damage, but you don't get to pick the exact armor you want with the exact effects you'd like, so you may either complete a set (and the sets would be designed with a concise function to them) or you may replace parts of it with loot that gets closer to your needs. And the crafting requirements means you'll have to jump through a few hoops (nothing crazy tho) to get the items. So you certainly explore.
- In exchange
- you have 0 points in smithing.
- you have 0 points in enchanting.
- You get access to good enchanted gear that may fulfill a nevessity in your kit, and use one or two you need or treat it as a collector set to complete in your armory. Very interesting usecase for minion mods or dead thralls or followers, letting you mske standardized items without spending two weeks at an enchanter table making set after set after set.
- of course, everything here will be outclassed by playermade things with perks. this has -one- double-effect enchantment at mid strength; a dedicated enchanter can just get two specific enchantments, put them *well past* 06 tier strength, in any combination they want. So. Yeah... you get to have your cake and eat it too, and use this in combination with smithing (to improve these sets) or in combination with Enchanting (to cover gaps in enchantments you still don't know normally).
I would love to make a version using Summermyst, to have variety and a bit more spice in the effects I have available. But for now I'm staying with vanilla enchantments, for compatibility.