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TactWithMolag

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About this mod

This mod adds new enchantments with negative effects, reminiscent of past Elder Scrolls games like Oblivion where the player could add debuffs to items. ESL file.

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What are Negative Enchantments?

Negative enchantments, otherwise known within the mod as "disenchantments", function exactly the same as vanilla enchantments like Fortify Health. Except they decrease things instead. This used to be possible with the Spellmaking system in past Elder Scrolls games, for example you could add a weakness to magic enchantment on some armor, instead of a weapon. Wearing that would apply a debuff. It could be useful for roleplaying, balance, etc.

I've yet to see another mod that did this, so I took it upon myself to make it happen.

Like every other kind of vanilla enchantment, these can be obtained by disenchanting an item, and adding it to another item of your choosing. The strength of the disenchantment DOES scale with things like enchantment modifiers, skill level, soul gem, etc. so the strength of the debuffs will vary greatly.

Why use Negative Enchantments?

The reasons to use it are entirely up to you.

Immersion? Maybe you've got a cursed Daedric Cuirass that makes you contract diseases easier, perhaps it makes lots of noise and weakens your sneak proficiency.

Freedom of choice? Maybe you'd just like the option, since past Elder Scrolls games allowed you to do it.

Debuffing yourself or your enemies? Give a handicap to a powerful artifact (or follower) to mix things up a little. Allow yourself a ring that decreases your health a lot, but grants tons of magicka. Simulate heavy armor by crippling your speed and jumping. Maybe put reduce health on silver armor if you're a werewolf, to signify the curse it gives you. Use a vulnerability to shock on metal armor you think should be highly conductive.

Become a faulty arms dealer? Use an economy mod in conjunction with this, and sell cursed items to weaken bandits that bought those wares

List of "Disenchantments"

  • Drain Health
  • Drain Magicka
  • Drain Stamina
  • Drain Health Rate
  • Drain Magicka Rate
  • Drain Stamina rate
  • Drain Carry Weight
  • Drain Armor
  • Drain Stagger resistance (mass)
  • Drain One Handed
  • Drain Two Handed
  • Drain Archery
  • Drain Sneak
  • Drain Speech
  • Drain Lockpicking
  • Drain Movement Speed
  • Drain Attack Speed
  • Drain Jump Height
  • Drain Destruction
  • Drain Weapon Enchantment Charge
  • Drain Shout Recovery
  • Drain Disease Resistance
  • Drain Poison Resistance
  • Drain Magic Resistance
  • Drain Fire Resistance
  • Drain Frost Resistance
  • Drain Shock Resistance
  • Perhaps more I'm forgetting

Bonus enchantments:

Tracker Red/Blue - These are kind of self explanatory, they should give the wearer a detect life aura, so they can be seen through walls. That's it. My intended use here is to maybe give it to followers or reanimated bodies, allowing you to find them easier. Maybe it could also be used to follow an NPC as part of a quest. Put it on jewelery so your kids wear it and you always know they're safe. Two colors are available, use whichever you prefer.

Obtaining the enchantments:

You can get these on golden necklaces stored inside Delphine's secret room chest, or you can add them to yourself via console commands/add item menu.

Requirements:

None (except base game and DLC)

  • It is recommended, however, that you use some mods to increase the number of enchantments you can apply to items. Vanilla only lets you use two enchantments, so a debuff as one of those would probably be too unfair.

Compatibility:

Should be compatible with everything, I didn't alter any loot or existing enchantments, these are all new enchantments. It might be incompatible with some of my other mods, since I usually store items in the same chest in Delphine's secret room.

Future Plans:

I might add more "disenchantments" if there's one that you want that isn't in this mod. I'll probably at least consider any requests :)

However, I likely will NOT be making patches for other mods, so for instance, I will not be making a patch for Summermyst enchantments to make destruction spells deal less damage, for instance. I also do NOT intend to add this to loot tables, since that would be difficult for me, not to mention conflicting with mods. It'd suck if you found an item with only one enchant, and it was to half your movement speed. That enchantment would be stuck on there, not cool.

The permissions to this mod are open if anyone wants to use it, though. Just please credit me, and maybe let us know what you came up with.

Known Issues:

  • An enchantment like drain Health Rate only decreases it until zero. So it doesn't seem like your health will DECLINE and kill you while wearing. But it won't regenerate either (provided that the debuff is strong enough)
  • Naturally, equipping something to go negative can have weird results, like health going negative kills. Which is probably obvious but worth mentioning.
  • In the menu, SOME effects might display incorrectly in the menus, i.e the weapon speed says decreased by 1% when it's actually decreased by 10% or 100%. That's because magnitudes are weighed differently in the CK. For example, a magnitude of 50 increases health by 50 points, but a magnitude of 50 for slow time will actually make time go FIFTY TIMES quicker. There's probably a way to fix the display but I don't know how yet. Enchantments should still work though.

FAQ:

Q: Can they be disenchanted?
A: Yes, these are usable in the exact same way that vanilla enchantments are.

Q: Do debuff enchantments make the beneficial enchantments stronger?

A: No, and I don't plan to change that. One, because to my knowledge, that was never a spellmaking feature in past Elder Scrolls games. Two, it would likely cause a feedback loop that breaks the game (like the "restoration loop" bug Vanilla Skyrim has) due to these enchantments not actually being separate from regular enchantments. Increasing the strength of buffs HAS to increase debuffs. Maybe there's a complex way to do it, but I have no interest in doing so. They DO however scale together, so a potion that makes enchantments twice as strong, makes both the negative and positive enchantments stronger.

Q: Are they found in loot naturally?
A: No. I have not altered any loot tables, locations, or existing enchantments. This was easier and also best to guarantee compatibility. You can obtain them through methods listed in this mod page. Having debuff enchantments naturally on loot would probably cause conflicts, and it'd most likely appear instead of positive enchantments. It would suck to find armor with nothing to balance the debuff. You can however use an economy mod to populate lists if you want. Or use my mod in your own projects.
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